Page 5 of 7 FirstFirst 1234567 LastLast
Results 81 to 100 of 137

Thread: [Submod] Historical Family System (Rome & Carthage)

  1. #81

    Default Re: [Submod] Historical Family System (Rome & Carthage)

    Thanks for the explanation. I think I get it; the turn when a character spawns is in cdir_events_dilemma_option_junctions_tables. And that has to match the years in historical_characters_tables.
    This would only affect very few users, so no haste. I'll see what I can do myself.

    Edit: But what we'd want to change to convert this to another tpy is the turn the character spawns in cdir_events_dilemma_option_junctions_tables, not the year, right? We want him in the same year window as before, but that is another turn now. So our 476 478 character should spawn in turn 2 instead of 8, if converting to 1 tpy.
    Last edited by CIaagent11; November 25, 2017 at 05:34 PM.

  2. #82

    Default Re: [Submod] Historical Family System (Rome & Carthage)

    You want to change the spawn window year number in historical characters to match the turn number settings. Changing the turn would not be practical for longer TPY mods.

    You can change the turn number but for 1TPY it would make characters spawn a lot quicker.

    ----> Website -- Patreon -- Steam -- Forums -- Youtube -- Facebook <----

  3. #83

    Default Re: [Submod] Historical Family System (Rome & Carthage)

    But then the historical characters wouldn't spawn when their historical dates, which is the entire point of the thing. Anyone crazy enough to play the romans with 12 TPY will completely mess up their campaigns anyways. They'll either be willing to click end turn 1000 times without doing anything or they'll be done conquering the empire by 260 BC.

    1 tpy test
    12 tpy test

  4. #84

    Default Re: [Submod] Historical Family System (Rome & Carthage)

    Do you think you all will change the emergent political parties names to be families as well? I know it is really not that big of a deal but it is somewhat immersion breaking to have populares or plebians as a faction when everyone else is associated with a family.
    Last edited by sasquatch32794; November 28, 2017 at 06:44 PM.

  5. #85

    Default Re: [Submod] Historical Family System (Rome & Carthage)

    Yes, I was hoping to hold out and try to integrate this into the main mod but from my tests assigning a political party to a historical character spawn still doesn't work.

    ----> Website -- Patreon -- Steam -- Forums -- Youtube -- Facebook <----

  6. #86

    Default Re: [Submod] Historical Family System (Rome & Carthage)

    These should be compatible with today's update

    ----> Website -- Patreon -- Steam -- Forums -- Youtube -- Facebook <----

  7. #87

    Default Re: [Submod] Historical Family System (Rome & Carthage)

    Added 12TPY and 1TPY versions. Also changed other Roman political party names (the new parties) to be Houses/families.

    12TPY - uses same turn spawns as 4TPY but ages should be right now
    1TPY - uses different turn spawns to better match historical date, but there will be characters a lot more often

    ----> Website -- Patreon -- Steam -- Forums -- Youtube -- Facebook <----

  8. #88
    ♔Greek Strategos♔'s Avatar THE BEARDED MACE
    Artifex Moderator Emeritus

    Join Date
    Feb 2008
    Location
    Athens, Greece
    Posts
    11,588

    Default Re: [Submod] Historical Family System (Rome & Carthage)

    Quote Originally Posted by Dresden View Post
    Added 12TPY and 1TPY versions. Also changed other Roman political party names (the new parties) to be Houses/families.

    12TPY - uses same turn spawns as 4TPY but ages should be right now
    1TPY - uses different turn spawns to better match historical date, but there will be characters a lot more often
    I see 12tpy I press like.

  9. #89

    Default Re: [Submod] Historical Family System (Rome & Carthage)

    So is there still no fix for the spawning with no skill thing? Unfortunately this seemingly tiny annoyance makes the mod unplayable for me

  10. #90

    Default Re: [Submod] Historical Family System (Rome & Carthage)

    The character spawning with no background skill makes it unplayable? ... The background skills aren't even very good and honestly they use a skill slot you can use later on a better skill.

    I asked previously if you were talking about skills or traits, to make sure you mean they aren't spawning without traits (the 3 in the fixed slots on the left)?

    ----> Website -- Patreon -- Steam -- Forums -- Youtube -- Facebook <----

  11. #91

    Default Re: [Submod] Historical Family System (Rome & Carthage)

    i noticed plebians is still a family for rome. Is that as intended or will they be changed to a family name as well?

  12. #92
    ♔Greek Strategos♔'s Avatar THE BEARDED MACE
    Artifex Moderator Emeritus

    Join Date
    Feb 2008
    Location
    Athens, Greece
    Posts
    11,588

    Default Re: [Submod] Historical Family System (Rome & Carthage)

    Quote Originally Posted by sobchack View Post
    i noticed plebians is still a family for rome. Is that as intended or will they be changed to a family name as well?
    Ι believe it's intended yes. They should disappear pretty soon though, after a civil war.

  13. #93

    Default Re: [Submod] Historical Family System (Rome & Carthage)

    what do you mean by now included in the main submod?

  14. #94
    ♔Greek Strategos♔'s Avatar THE BEARDED MACE
    Artifex Moderator Emeritus

    Join Date
    Feb 2008
    Location
    Athens, Greece
    Posts
    11,588

    Default Re: [Submod] Historical Family System (Rome & Carthage)

    Quote Originally Posted by SHIELDWALLLOVER View Post
    what do you mean by now included in the main submod?
    The other factions from this submod are now included in the main mod. Except Rome and Carthage.

  15. #95

    Default Re: [Submod] Historical Family System (Rome & Carthage)

    thanks man

  16. #96
    ♔Greek Strategos♔'s Avatar THE BEARDED MACE
    Artifex Moderator Emeritus

    Join Date
    Feb 2008
    Location
    Athens, Greece
    Posts
    11,588

    Default Re: [Submod] Historical Family System (Rome & Carthage)

    Quote Originally Posted by SHIELDWALLLOVER View Post
    thanks man
    Anytime.

  17. #97

    Default Re: [Submod] Historical Family System (Rome & Carthage)

    Is it possible to create a version for 2tpy?

  18. #98
    ♔Greek Strategos♔'s Avatar THE BEARDED MACE
    Artifex Moderator Emeritus

    Join Date
    Feb 2008
    Location
    Athens, Greece
    Posts
    11,588

    Default Re: [Submod] Historical Family System (Rome & Carthage)

    Quote Originally Posted by The Last Imperator View Post
    Is it possible to create a version for 2tpy?
    Sorry for the late reply. I haven't seen your message for some weird reason.
    We'll need to adjust a few things and if Dresden has no time I'll try to make you a 2TPY version. DEI though, is officially made with the 4tpy version in mind

  19. #99

    Default Re: [Submod] Historical Family System (Rome & Carthage)

    These should be compatible with todays release

    ----> Website -- Patreon -- Steam -- Forums -- Youtube -- Facebook <----

  20. #100

    Default Re: [Submod] Historical Family System (Rome & Carthage)

    I've ran into an issue with both the Cornelia and Julia mods, both seem to be having issue with the latest version of DEI in that they don't spawn the correct general. I haven't tested any others. With just DEI and the Cornelia mod installed at turn 9 you get a message to Welcome Cornelius Scipio Asina, but when you look at the Character tab he is not there, instead you have a Gaul or German general with what appears to be a random generated name under the Cornelia family. I uninstalled the Cornelia mod and installed the Julia mod and same thing at turn 33, only it spawned a greek general into your family. I completely removed DEI and ran just Cornelia with Vanilla and the 4TPY mod and it worked perfect.

Page 5 of 7 FirstFirst 1234567 LastLast

Tags for this Thread

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •