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Progress ?
Stalled.

Yeah I'm kinda sorry, this is all going to be late. I still haven't given up on this, but I am so much involved in the main mod lately, that I rarely have time for this here. Not to mention my freetime having shrunken as well...
Well, I have nothing new to share yet. I've coded a few bits here and there, but nothing is ready. I really need a prolonged period of time where I am able to focus on modding exclusively, which is probably going to be sometime during the summer break. Because unlike tweaking and adding to existing stuff, creating something entirely new is simply nothing I can do on the side, so to say.

But thanks for your continuing interest, and hope I will not disappoint you - if you are patient, that is ^^
 
Just marking interest and hope to see this awaiting add-on incomming (sure for me).
The question was if you keep time involvement as you are actually more implicated in CK2+ mod.
Regards.
I don't mind folks showing interest (it's still somewhat motivating), I'm just afraid I can't show something in return :(

Yeah, I spend too much time on the main CK2+ mod alas.
Well, it's not really a bad thing, as I'm still doing stuff and you guys can actually use/see it. It's just not related to the economy (for example I made some Hellenic priest headgear, because someone asked for that, which is now available in the latest beta).

But coincidentally I have actually just recently returned to work on this. I mentioned earlier I was hoping for some freetime during summer, and this time seems now to have come (though less time than I had hoped for). Luckily, working with the Plus team has taught me a trick or two, and I have learned how important it is to keep track of things, to organize a stable mod release, to sort priorities - and also, how to actually do that (kudos to the CK2+ supreme leader for being good at this). Bottom line, that means that the first iteration of this submod might actually ship with less features, but (hopefully) won't be postponed until all eternity. And the missing features will get added in later.
One of the things I worked on first now is to sort out all parts of the mod, and when to do them, and which to scrap for now to be re-added later on. The result is a dev plan that, for the first time, has helped me realize what I actually need to do to get the mod working. I use Gitkraken Glo for that (no advertisin involved here, just saying), one of several solutions that lets you keep an "issue" panel for a project. Here's how my plan looks for now (pending potentially stuff that needs to be done before the beta release that I can't think of atm):
glimpse_at_glo.jpg
(Of course it's blurred, I like being secretive ;) But you can see I actually got 2 issues down already)
Well, let's hope that this boring organisational stuff helps me boost my productivity. Until then!


PS: The recent "Imperator" dev diaries from Paradox are making me quite happy. Seems like they finally realize the importance of a proper economic simulation, and even adding things like the import of tradegoods! Alas we don't have these features in CK2 already... but it's inspiring!
 
look like an awesome mod:eek: can't wait to see it in the ck+
Believe me, me neither ;)

Well, maybe it's time for a status update:
progress_update_september.jpg
As you can see, sadly the number of issues has actually increased since last time. This is because I identified several crucial problems with the current design, that need to be solved first. But rest assured, I already have found a solution that should work, just haven't found time to implement it yet (vacation ended, real life taking over again).
On the other hand, I've managed to get some stuff done, hence why some issues have "3 of 3 tasks done" written. They are not totally solved yet though, because they are affected by said gameplay/design problems. But once that is done, several issues will be gone for good :)

You can also see that I stuffed everything I want to be in the first mod release into three "phases", to help me structure what needs to be done when. Phase 2 requires Phase 1 to be done first, as it relies on its mechanics. The same goes for Phase 3 expanding on stuff from Phase 2.
Once these phases are gone, the mod will enter "Alpha" phase, meaning I will test it extensively and focus exclusively on bugfixing for a while. And then, the mod is assumed to be in "Beta" status and ready to be released for testing to you forumites. As I've said before, this will take a while (in the meantime, you might want to check out this alternative trade mod) - but at least you get a broad idea how long the release is away when I post new status updates.
 
This picture definetly lacks spoiling stuff :D
True, the one for your mod was better :D
I admit the post is not really bursting with information, but at this point I don't wanna give anything away.
Hopefully I'll get back to writing dev diaries soon - it just doesn't make sense atm, because with the design still being changed around, it might be outdated immediately after I post it. Like is the case for the previous dev diaries: They are no longer up to date and may need to be re-posted later.
 
True, the one for your mod was better :D
I admit the post is not really bursting with information, but at this point I don't wanna give anything away.
Hopefully I'll get back to writing dev diaries soon - it just doesn't make sense atm, because with the design still being changed around, it might be outdated immediately after I post it. Like is the case for the previous dev diaries: They are no longer up to date and may need to be re-posted later.
Well, my philosophy about devdiaries for a mod is that they don't need to be an absolute reference like a wiki should be, but instead can open discussions that a modder without a big team couldn't have extensivly on his side, plus, writing things sometimes make them clearer for the modder and so is positive in terms of design.
 
Well, my philosophy about devdiaries for a mod is that they don't need to be an absolute reference like a wiki should be, but instead can open discussions that a modder without a big team couldn't have extensivly on his side, plus, writing things sometimes make them clearer for the modder and so is positive in terms of design.
A fair point, yes, they also are great for opening a discussion.
I did something in that style a while ago, when I couldn't decide how to handle the resource "import" system. The ensuing discussion with fellow forumites really helped me understand what the main problem actually was, even though in the end I naturally made my own decision.
The problems I am facing atm are of a simpler nature, more like "oops you coded this wrong, it doesn't work as intended, you need to code it differently".
Once I have finished Phase 1 I will probably go back to writing dev diaries - but I want to make sure what I then present actually works. I could then tweak the design based on feedback, but if it doesn't work at all in the first place, there's no point in posting about it.