I was just wondering what plans you have for the future of the tools? Will it mostly just be tweaks to the existing systems or are you looking at adding more tools down the road?
Also do you have a paypal or patreon account?
Hi,
"Plans" seems to be a big word, but right now theres two things I'd like to do:
First, based just on my experience in making a how-to guide in this thread, I've come to realize there's a few things that made sense when I was just using it for myself, but should have been changed for a public release. I want to add at least a few more parameters, have fewer hard-coded rules.
For example, initially, the info.csv was going to contain absolutely everything, but somewhere down the line I changed my mind on that and decided to have new files for new features (like holy sites and title names). I think this was the correct approach and cultures and religions should have been in their own files too.
I'm also removing the requirement to make cultures before you can try the map in-game. If the tool can't find any culture files to parse, it will find other ways to generate rulers and dynasties instead of crashing.
I want the main config file to contain variables that can be modified by the user, like how high / steep do you want your mountains to be, or would you rather have an input map on a 1:1 scale or 1:4, instead of the 1:2 I decided to use or my own project.
All of the above is pretty much already done.
Secondly, based on the feedback I receiverd here, I think I need to look into the "reverse-engineering" maps thing again. At a minimum to generate a settlements.bmp from an existing provinces.bmp.
Also I still haven't explained trade routes, but it needed a little bit more work.
Lastly I'd love to figure out why the game doesn't seem to like my straits and why the AI doesn't fully understand how to navigate my seas, but so far still no luck, everything I've tried to do differently changes nothing.
EDIT : another user just figured out the cause of my straits problem
I do have a paypal accound like most people I know, but I think posting it here would break a forum rule or 2, and I never intended to receive money for this project.
one of my cultures' baronies not getting names despite having more than enough being designated randomly.
I haven't encountered that, but it's possibly a bug. Is there anything that sets this province / barony apart from the rest ? Does it have fixed names assigned for some of its titles maybe ?
Provinces are numbered north to south then west to east, and provinces are assigned names in order of ascending province id, so if you ran out of names, it would start showing as you go east.
Only issue I've run into so far is a lot of characters spawning with absolutely no traits or anything
https://steamuserimages-a.akamaihd....377/254AD348E1A880D459C95E9DEA260C387F63714E/
Would that just be a side-effect of there being no random events and such firing?
Yes, it's the lack of events. Starting characters and characters generated by the game should have an education and 4 random personality traits, but characters
born in-game will have no traits (except the genetic ones maybe). Gaining traits is always driven by events or decisions and all of them are disabled in the test mod to prevent crashes (from non-existing titles and provinces) and also to make the game load much faster. It's not really meant to be played this way. The only characters that gain traits through the tool are dynasty founders (the great-grandfathers of all starting rulers), and even that might be a problem (the game will log errors, but not crash) if your mod removes some vanilla traits.
Interesting video: it's pretty much how I use it, except I made an in-house name generator. It seems to give very similar results to that site though.

It would really make more sense to use excel or office calc to edit a csv file, but hey notepad++ works so why fix it, right?...