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Thread: Kingdoms, Empires and Republics | Released Beta2.7 -- 9/3/14

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  1. #1

    Default Re: Kingdoms, Empires and Republics | Released Beta2.1 -- 6/13/14

    Quote Originally Posted by Melooo182 View Post
    ah late era, yep another oversight from my part sorry

    to fix you can either go to .../ss6.3/data/campaign/sub/zRepublicsGovL/family/ copy or move its content to .../ss6.3/data/campaign/sub/zRepublicsGovL/

    or open zRepublicsGovL.txt and at the bottom of the file where it says:
    Code:
    replace data\world\maps\campaign\imperial_campaign\descr_strat.txt with republics_venice_descr_strat.txt from:character    Pietro Ziani, named character, male, leader, age 47, x 168, y 173 
    to:
    relative     Alessandro Ziani,    Alegreza,    Barbus Ziani,    end
    replace data\world\maps\campaign\imperial_campaign\descr_strat.txt with republics_milan_descr_strat.txt from:
    character    Rambertino Buvalelli, named character, male, leader, age 54, x 142, y 166 
    to:
    relative     Cristoforo Buvalelli,    Bella,    Simona,    Agostino Buvalelli,    end
    replace data\world\maps\campaign\imperial_campaign\descr_strat.txt with republics_russia_descr_strat.txt from:
    character    Vsevolod Novgorodskii, named character, male, leader, age 50, x 303, y 267 
    to:
    relative     Vladimir Novgorodskii,    Evfimia Novgorodskii,    Vyacheslav Novgorodskii,    Mstislav Novgorodskii,    end
    edit red text to look like this:
    family\republics_venice_descr_strat.txt

    family\republics_milan_descr_strat.txt

    family\republics_russia_descr_strat.txt

    respectively

    will upload the fixed version later today also

    --------------------------------------------------------

    FIXED VERSION UPLOADED

    im getting that same error too, and i just installed the new version you updated as well as checked the text file to make sure those lines are correct

  2. #2

    Default Re: Kingdoms, Empires and Republics | Released Beta2.1 -- 6/14/14

    Whoops

    Forgot i had also changed the filenames

    Here is the proper fix:
    DYI FIX

    Open zRepublicsGovL.txt and at the bottom of the file where it says:
    Code:
    replace data\world\maps\campaign\imperial_campaign\descr_strat.txt with family\republics_venice_descr_strat.txt from:
    character    Pietro Ziani, named character, male, leader, age 47, x 168, y 173 
    to:
    relative     Alessandro Ziani,    Alegreza,    Barbus Ziani,    end
    replace data\world\maps\campaign\imperial_campaign\descr_strat.txt with family\republics_milan_descr_strat.txt from:
    character    Rambertino Buvalelli, named character, male, leader, age 54, x 142, y 166 
    to:
    relative     Cristoforo Buvalelli,    Bella,    Simona,    Agostino Buvalelli,    end
    replace data\world\maps\campaign\imperial_campaign\descr_strat.txt with family\republics_russia_descr_strat.txt from:
    character    Vsevolod Novgorodskii, named character, male, leader, age 50, x 303, y 267 
    to:
    relative     Vladimir Novgorodskii,    Evfimia Novgorodskii,    Vyacheslav Novgorodskii,    Mstislav Novgorodskii,    end
    edit red text to look like this:
    venice_starting_family_descr_strat.txt

    milan_starting_family_descr_strat.txt

    russia_starting_family_descr_strat.txt


    1st post updated with DL link

  3. #3

    Default Re: Kingdoms, Empires and Republics | Released Beta2.1 -- 6/14/14

    This is a very small and AFAIK harmless bug, but my Successor who has just become the Knyaz, has the trait "Former Successor -1 Loyalty"

    Spoiler Alert, click show to read: 
    Click image for larger version. 

Name:	Disloyal Knyaz.jpg 
Views:	25 
Size:	230.6 KB 
ID:	309185

  4. #4

    Default Re: Kingdoms, Empires and Republics | Released Beta2.1 -- 6/14/14

    Thanks for reporting

    harmless indeed but annoying to the sight will fix asap

    Next version will introduce some more experimental features part of the Civil Unrest

    - More aggressive rebel CAI, regardless of the CAI chosen (savage, gracul or lusted) so they will be compatible, only rebels will be affected.
    - An adaptation of SSHIP capital settlements turmoil script, the main difference here is that it will also affect the AI and won't be as hardcore.
    This script gives a negative public order "bonus" that diminishes over time on a major settlements (capitals mostly) when conquered by another faction than it's original owner and when a new faction leader causes 'Civil Unrest'.

    These might be separated into another module to be optionals:
    - Slower religious conversion, at half speed than in vanilla SS6.4
    - Tax and Trade income reduced 25%, imo SS6.4 income makes too easy to amass money if not in constant state of war, if i can make a "loan" script will further reduce it to 50%

  5. #5

    Default Re: Kingdoms, Empires and Republics | Released Beta2.1 -- 6/14/14

    Sounds awesome, the Capitals revolting should help trigger more re-emerging factions too.

    If it is possible to have the reduced income based on faction size it would be better, small nations sandwiched between large ones (Lithuania, Teutonic) need every dime to fight teh staks.

  6. #6

    Default Re: Kingdoms, Empires and Republics | Released Beta2.1 -- 6/14/14

    sadly these settings are controlled globaly by descr_settlement_mechanics.xml...however there could be a dynamic king's purse script which could achieve that

  7. #7

    Default Re: Kingdoms, Empires and Republics | Released Beta2.1 -- 6/14/14

    you should make it so you can still marry princesses to the generals of the republics. Also so you can steal generals from the genoans and the venetians, cause thats always fun

  8. #8

    Default Re: Kingdoms, Empires and Republics | Released Beta2.1 -- 6/14/14

    Yes changed that for next version, which will be compatible with an update im doing of the RLC (royal ladies of the court) mod, so by combining both mods the republics could steal back generals as well

  9. #9

    Default Re: Kingdoms, Empires and Republics | Released Beta2.1 -- 6/14/14

    So... is this compatible with SSHIP?

  10. #10

    Default Re: Kingdoms, Empires and Republics | Released Beta2.1 -- 6/14/14

    Nope, no compatible version has been done yet...but is in my production pipeline...which is quite long atm xD

  11. #11

    Default Re: Kingdoms, Empires and Republics | Released Beta2.1 -- 6/14/14

    Understood I'll be waiting!

  12. #12
    Efstratios's Avatar Libertus
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    Default Re: Kingdoms, Empires and Republics | Released Beta2.1 -- 6/14/14

    So...if it isn't compatible with a SSHIP...that means that this mod can't be compatible with Meneth's Compilation modpack right? I tried merging them but I COD all the time. I tested it withouth MSMP and it worked just fine,but I don't really like playing SS withouth limited activities/next heir/etc.I was wondering,does KER mod contain Viva La Rebellion Expanded or not? Or does Viva La Rebellion Expanded contains both? Again,sorry if I sound like a stupid,but I can't quite catch it.

    I looked at your previous thread "Viva La Rebellion",but it only said that VLRExpanded was merged to KERI. The link although leads me to VLRE and not to KERI. So which one should I download?

    Thanks in advance!

  13. #13

    Default Re: Kingdoms, Empires and Republics | Released Beta2.1 -- 6/14/14

    Next heir is ancillary is already part of KER if you play as a Kingdom faction, byzies and hre have it in their own flavour too, limited activities option is available with plain SS6.4 if im not mistaken...but yeah i get your point.

    Sadly MSC does way too many changes to the traits and ancillaries files, so you'd need a helluva of tweaks and changes to make it compatible.

    Latest KER version includes all the stuff that VLR-Expanded module had (enhanced rebels, civil unrest, etc), this DOES NOT include the re-emerging factions script.

    As for the links, if you want the re-emerging factions you need Viva La Rebelion!, for the rest of stuff, they are all here with KER.

  14. #14
    Efstratios's Avatar Libertus
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    Default Re: Kingdoms, Empires and Republics | Released Beta2.1 -- 6/14/14

    Quote Originally Posted by Melooo182 View Post
    Next heir is ancillary is already part of KER if you play as a Kingdom faction, byzies and hre have it in their own flavour too, limited activities option is available with plain SS6.4 if im not mistaken...but yeah i get your point.

    Sadly MSC does way too many changes to the traits and ancillaries files, so you'd need a helluva of tweaks and changes to make it compatible.

    Latest KER version includes all the stuff that VLR-Expanded module had (enhanced rebels, civil unrest, etc), this DOES NOT include the re-emerging factions script.

    As for the links, if you want the re-emerging factions you need Viva La Rebelion!, for the rest of stuff, they are all here with KER.

    Whoops mah bad! I meant other mods that are not from vanilla SS but from compiled modpacks,but you 've got my point. I will download viva la rebellion and ker sub-mods. Thanks again!

  15. #15

    Default Re: Kingdoms, Empires and Republics | Released Beta2.1 -- 6/14/14

    how do you install this?

  16. #16

    Default Re: Kingdoms, Empires and Republics | Released Beta2.1 -- 6/14/14

    extract the .7z content to the medieval II's mods folder, you need 7zip for doing that

  17. #17

    Default Re: Kingdoms, Empires and Republics | Released Beta2.1 -- 6/14/14

    Will do thank you!

  18. #18

    Default Re: Kingdoms, Empires and Republics | Released Beta2.1 -- 6/14/14

    Sorry to double post, but I also have a harmless but annoying bug, Kingdoms Empires and Republics seems to have changed the faction names for the Fatimid Caliphate and the Seljuk Sultanate into Egypt and Turks respectively. How can I edit the files to change them back?

  19. #19

    Default Re: Kingdoms, Empires and Republics | Released Beta2.1 -- 6/14/14

    data/campaign/sub/zRepublicsGov*/expanded.txt, you can delete the lines that have {TURKS} {EGYPT}

    *=E or L

  20. #20
    SMoVader's Avatar Civis
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    Default Re: Kingdoms, Empires and Republics | Released Beta2.1 -- 6/14/14

    Hi, I have a problem whenever I try to start an early era campaign, it refuses to start a campaign at all. I have this mod, Viva La Rebellion, Regional Knight Orders and Royal Ladies of the Court turned on. This is what turns up on the system log:

    15:54:59.793 [system.rpt] [always] CPU: SSE2
    15:54:59.793 [system.rpt] [always] ==== system log start, build date: Feb 25 2008 version development ===
    15:54:59.825 [system.io] [always] mounted pack packs/data_0.pack
    15:54:59.825 [system.io] [always] mounted pack packs/data_1.pack
    15:54:59.856 [system.io] [always] mounted pack packs/data_2.pack
    15:54:59.872 [system.io] [always] mounted pack packs/data_3.pack
    15:54:59.872 [system.io] [always] mounted pack packs/data_4.pack
    15:54:59.887 [system.io] [always] mounted pack packs/localized.pack
    15:55:21.419 [script.err] [error] Script Error in mods/SS6.3/data/world/maps/campaign/imperial_campaign/descr_strat.txt, at line 1679, column 1
    Couldn't find character records name (Badr) in the names database
    15:55:21.419 [script.err] [error] Script Error in mods/SS6.3/data/world/maps/campaign/imperial_campaign/descr_strat.txt, at line 1682, column 1
    Couldn't find character records name (Hafza al-Fatimiyyun) in the names database
    15:55:21.419 [script.err] [error] Script Error in mods/SS6.3/data/world/maps/campaign/imperial_campaign/descr_strat.txt, at line 1693, column 96
    could not find next child. Children list must be terminated with an end

    Oddly enough the late era campaign starts just fine, any help would be appreciated.
    RSIII player

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