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  • CK Release Candidates

    After a long and eventful public beta period, the CK 1.05 patch is nearly finished! Johan(Paradox's main programmer) has no obligation to support it anymore, but he uses some of his spare time on his older games when he can, and in addition many volunteers, lead by MrT and Byakham (which both are doing a great job using their sparetime coding and listening to ideas, praise and critique from us regular members), has together worked towards the official 1.05, due to release pretty soon. So much work has been done that 1.04a, the last official patch so far, has been obsolete for ages now. The last weeks the work has intensified, and we are now into the RC phase, RC being Release Candiate. Every two days or so we get a new release candiate to work with, and things are really beginning to look good! Just check out what has been done only in the last week:

    1.05 RELEASE CANDIDATE A


    Change Log since last public beta

    * fixed typo in naive_wirepuller education event
    * Made some tweaks and added a few events to help mongol succession events have a bit more of the intended impact.
    * Hordes have been re-randomised (size of their armies)
    * Added a temporary trigger exclusion to avoid having human rulers suffer disruption events if they are at sea. When we work o 1.06 this will be changed to have specific sea reas included in the individual area exclusions instead.
    * Primary heir will no longer be inclined to break free from his liege
    * Break free character checks for 5+ martial or intrigue now, instead of 5+ martial or stewardship
    * Break free holy land extra event no longer oly fires during crusades (not sure why it had this restriction in the first place?)
    * Characters with very low fertility will no longer sire bastards
    * Infant mortality rate has been increased rather alot. Children are at risk until age 5, and particularly duing their first 2 years of life
    * Mortality rate by natural causes has been increased. The clock starts ticking earlier and very old characters should now be quite unlikely.
    * Illness is now somewhat more prevalent.
    * Illness is now somewhat more likely to worsen into pneumonia
    * Various illnesses are a lot more likely to result in death
    * Rulers and a ruler's immediate offspring (ruler_child) are less likely to die or contract illness than other characters (they are pampered and protected somewhat more)
    * Crusader and Excommunicated are now mutually exclusive traits.
    * Tweaked some of the trait values for health and fertility. Most importantly, lepers will definitely no longer produce any offspring.
    * Updated tyhe trait_names.csv to reflect this
    * Rebalanced the education traits to make martial and church educations a bit more attractive, and stewardship less attractive (although all were tweaked) and also this addresses the shift to intrigue governing the demesne-size limit. Details are as follows:
    o court_education attributes = { martial = 1 stewardship = 1 diplomacy = 1 intrigue = 1 }
    o martial_education attributes = { martial = 2 stewardship = 0 diplomacy = 1 intrigue = 1 }
    o ecclesiastical_education attributes = { martial = 0 stewardship = 1 diplomacy = 2 intrigue = 1 }
    o naive_wirepuller attributes = { martial = -1 stewardship = -1 diplomacy = 0 intrigue = 1 }
    o flamboyant_schemer attributes = { martial = 0 stewardship = 0 diplomacy = 1 intrigue = 2 }
    o intricate_webweaver attributes = { martial = 1 stewardship = 1 diplomacy = 2 intrigue = 4 }
    o illusive_shadow attributes = { martial = 1 stewardship = 1 diplomacy = 2 intrigue = 8 }
    o amateurish_pettifogger attributes = { martial = -1 stewardship = 0 diplomacy = 1 intrigue = -1 }
    o proven_dealbreaker attributes = { martial = 0 stewardship = 1 diplomacy = 2 intrigue = 1 }
    o charismatic_negotiator attributes = { martial = 0 stewardship = 1 diplomacy = 4 intrigue = 2 }
    o grey_eminence attributes = { martial = 0 stewardship = 1 diplomacy = 8 intrigue = 3 }
    o hole_in_the_pocket attributes = { martial = 0 stewardship = -1 diplomacy = 1 intrigue = -2 }
    o proven_accountant attributes = { martial = 0 stewardship = 2 diplomacy = 1 intrigue = 0 }
    o fortune_builder attributes = { martial = 0 stewardship = 4 diplomacy = 2 intrigue = 1 }
    o midas_touched attributes = { martial = 0 stewardship = 6 diplomacy = 3 intrigue = 1 }
    o misguided_warrior attributes = { martial = 2 stewardship = -1 diplomacy = -1 intrigue = 0 health = 1 }
    o tough_soldier attributes = { martial = 4 stewardship = 0 diplomacy = -1 intrigue = 1 health = 1 }
    o knowledged_tactician attributes = { martial = 6 stewardship = 1 diplomacy = -1 intrigue = 2 health = 2 }
    o brilliant_strategist attributes = { martial = 9 stewardship = 1 diplomacy = -1 intrigue = 3 health = 3 }
    o detached_priest attributes = { martial = -1 stewardship = -1 diplomacy = 1 intrigue = 1 }
    o martial_cleric attributes = { martial = 4 stewardship = 0 diplomacy = 2 intrigue = 2 }
    o scholarly_theologian attributes = { martial = 0 stewardship = 2 diplomacy = 3 intrigue = 3 }
    o mastermind_theologian attributes = { martial = 0 stewardship = 3 diplomacy = 4 intrigue = 5 }
    * Updated the trait_names.csv to reflect this
    * Tweaked base defence values slightly to reduce regiments getting wiped out quite as fast
    * Tweaked base shock and morale values slightly to increase chance of battles resulting in one side breaking
    * Large courts are now more likely to experience higher mortality rates in general.
    * Crusades to non-Holy Land targets should occur slightly less frequently
    * Crusades to Iberia should occur somewhat less frequently
    * Many Crusades will end a little sooner once target is captured
    * Catholic rulers will be a little slower to join new crusades
    * You will no longer be spammed by the pope about joining a crusade if you are excommunicated
    * "God urges you to take up the cross" will no longer trigger for heretics
    * "Pope demands revoking of lay investiture" now will not trigger if character is heretic or excommunicated
    * Added a new event to give occasional little boosts in piety to the pope, the pope's courtiers, and to bishops who are direct vassal of renowned kings
    * Added a new event that no one expects, and that will do something with fear, surprise, ruthless efficiency and a fanatical devotion to the...er....
    * Tweaked mtth to make province revolts end a little sooner than before.
    * Alexandria has received a torrential downpour of rain that has resulted in rather drastic climatic change. Further changes being discussed (rebalancing gold values, and scenario set up of improvements and technology) will be reviewed in a coherant mannor for inclusion in a future 1.06 enhancement.
    * Advanced roadnets now give a 2.5% reduction in build times in that province (half the bonus from a sawmill). Only half the bonus was given as there are some major other advantages to plains/advanced roadnets that already make it a very advantageous improvement.
    * Tweaked many of the pillage values in provinceeffects.txt and provinceimprovements.txt
    o All minor diseases: -2 pillage gold
    o Plagues: -5 pillage gold
    o Struggling: -5 gold and -20 piety
    o Poor: -2 gold and -10 piety
    o Properous: +10 gold and no piety loss
    o Rich: +20 gold and no piety loss
    o Library: -2 piety
    o School: -2 piety
    o Templar House: -2 piety
    o University: -2 piety
    o Moneylenders: +5 piety
    o Monastery: -5 piety
    o Church: -5 piety
    o Large Church: -5 piety
    o Domed Church: -5 piety
    o Cathedral: -5 piety
    o Court of Justice: -2 piety
    * Changed the message you will see when creating a new title. Hopefully this will display correctly and remind you to save and reload if you gain a new title that was higher than any title you held before. I can't figure out a way to do this if you gain it as a peace condition, though, so you'll have to remember in that situation.
    * Fixed text bug "Queen of of" in text.csv
    * Byakhiam has completely rewritten and revised the trait events series to reduce the annoying spam for players as children in their courts mature, and yet still generate the desired end result.
    * Added a new set of events to the trait series that will give some piety or prestige to your primary heir (as long as he isn't ruling). Big thanks to Jinnai for scripting them.
    * ...and numerous other little tweaks.


    1.05 RELEASE CANDIDATE B


    Change Log

    * Located and fixed a number of instances where "(" was used instead of "{" in scenario files and a couple of event files.
    * Tweaked mortality rate a bit
    * The finishing events of Nannies, Monks and Barons won't anymore fire when they shouldn't
    * Percentages of the bundles changed to fit the plan, they were too low at first, now with 1 certain, 75% for second, 35% of third and 10% of fourth, which should turn out more closely as the desired values (25% 1 trait, 40% 2 traits, 25% 3 traits, 10% 4 traits)
    * Fixed an error in the trait texts that was causing truncation of some text.


    1.05 RELEASE CANDIDATE C


    Change Log

    * Chances of children dying have been reduced somewhat further
    * The finishing events of Nannies, Monks and Barons won't anymore fire when they shouldn't
    * Percentages of the bundles changed to fit the plan, they were too low at first, now with 1 certain, 75% for second, 35% of third and 10% of fourth, which should turn out more closely as the desired values (25% 1 trait, 40% 2 traits, 25% 3 traits, 10% 4 traits)
    * Tweaked early childhood events MTTH down a little
    * childhood upbringing now costs money instead of giving chance of stressed.
    * Being raised by nobles uses Trusting as signifier
    * Being raised end events MTTH lowered so they'd fire for anyone needing them
    * AI ruler of Atholl now gets buildings from heaven, though God takes payment too
    * Undead bishops (and other undead rulers) should be properly reburied now
    * the traits stutter, leper and intestinal worm have been "removed" and replaced with "parental upbringing", "realm duress", and "rebelliousness" instead. They use the old trait names but have new functions so do not use them any longer in any events unless you are using them in their new context.
    * the lisp trait has been changed to "speech impediment" and is now possible vua hereditry OR events (that used to give stutter).
    * replaced traits.bmp graphic new icons for the 3 new trait names. HUGE THANKS TO GRATIANUS for whipping those up for us on such short notice.
    * updated \db\traits.txt to reflect changes (includes all relationships, attributes, etc.)
    * updated \config\trait_names.csv texts to reflect changes **** PLEASE CHECK YOUR TRANSLATIONS IN CASE I MADE ANY MISTAKES IMPORTING THEM **** In particulr there was some discussion re the french translations that I might have misunderstood; and I still need Italian translations for a few events.
    * Updated *all* event files to reflect trait changes
    * updated all scenario character files to reflect trait changes
    * Changed all relevant childhood events to use new trait "Parental Upbringing"
    * scripted a new 10-event series that WILL NEED BALANCING IN A BIG WAY but replaces two previous event series: the far way vassals breaking free event AND the entire Byzantine civil war event series which was broken due to a code issue with RND seeding that can't be corrected. The new events use the new rebelliousness and realm duress traits, and apply to ALL realms. Not only will the Byzantine civil war work properly, but the HRE and Magna Carta (and similar periods of civil war) are also modeled using exactly the same event set. Byak and I now jointly hold the record for longest and most complex event series ever scripted.
    * HRE will now experience some trouble holding itself together.
    * Byzantine empire will now experience staggered (and escalating) difficulties holding itself together instead of the previous case where it either became a big purple blob or utterly imploded.
    * Law_events have been altered to give chance of squabbles over laws leading to rebelliousness in the realm
    * Magna Carta event now has strong likelihood of giving 3 vassals rebelliousness
    * large realms will be quite a bit harder to hold together than used to be the case
    * being significantly over your demesne limit is now going to REALLY REALLY hurt if you're a large realm with lots of vassals and you aren't either extremely careful or amazingly lucky.
    * Any weak ruler might be pressured by his vassals to start using Elective Law
    * Byzantine-specific set is dead and buried
    * "Manzikert" can now happen to any independent ruler, be wary of using disloyal, deceitful or rebellious vassals' forces
    * The simple "this distant vassal is now independent" event is no more
    * Removed Regency-specific civil war events
    * A few events have beeon moved into more appropriate files
    * Budivoj Nakonid, count of Lübeck, now starts 1066 scenario with appropriate amount of gold, piety and prestige (25/100/100)
    * Harald Svendson Knytling, Duke of Slesvig, now starts 1066 scenario with appropriate amount of gold, piety and prestige (50/100/100)
    * The duke of Braganza and King of Navarra now start 1066 with "Spanish-level" coffers (500 gold).
    * Lodewijk has been changed to Ludvik as a possible name in the westernslavic male name list.
    * Made some changes to 1187 scenario to resolve the "Beatrice" issue


    1.05 RELEASE CANDIDATE D


    Change Log

    * After discovering that Chris (MrT) had forgotten that leper was hardcoded to disallow a character to lead a regiment, there was a very messy and brutal execution, followed by the leper and stutter traits being swapped...so NOW leper = parental upbringing (since character is <16 and can't lead a regiment anyway) and stutter = realm duress.
    * Tweaked the realm duress to give less intrigue loss and more diplomacy loss to liege
    * The correct duke of Braganza now starts 1066 with "Spanish-level" coffers (500 gold) and his flunky does not.
    * Primary heir is now allowed to become rebellious, but he is alot less likely to than other characters and he is also less likely to spark a civil war.
    * A rebelious vassal may resort to assassination rather than outright rebelion -- particularly primary heirs (and even moreso if elective and/or BYZA). (Still require French and Italian translations of the new text for this please)
    * Tweaked mtth values and some modifiers to reduce the threat of civil war (as opposed to limited war) somewhat and made it quicker for liege to lose realm duress trait when at peace.
    * Counts are somewhat less likely to get involved in civil wars than before
    * Extremely high vassal prestige (in the 4000+ range) will now make civil wars slightly more likely
    * Extremely high liege pretige (in the 2000+ range) now has greater effect on dissuading vassals to rebel
    * Fixed the missing text string for the end of the childhood events if raising your child yourself.
    * Added in a few translations missing from the previous candidate. A very special thanks to all the members who took time to help me with these (and all previous translations too)!
    * Illness should be slightly less prevalent
    * It now costs less gold to have your child raised (childhood trait events), but now you lose a bit of prestige as well.
    * Some claims and whatnot were added to the Seljuks vs areas in Anatolia in 1066. In theory, that war should be abit more in line with what we're shooting for now.
    * A few of the more remove HRE vassals are now inclined to be rebellious in 1066. Might need a bit of toning down if it makes early break up of HRE too likely.
    Do not fear, for I am with you; Do not anxiously look about you, for I am your God.-Isaiah 41:10
    I praise you because I am fearfully and wonderfully made - Psalms 139.14a
    Also active on WePlayCiv.

  • #2
    [the post was too long to have in one post]


    1.05 RELEASE CANDIDATE E


    Change Log

    * Nanny (etc) end events MTTH dropped to 12 months, they should fire always now - If they don't, let me know!
    * Nanny (etc) end events now can fire for rulers and kids in AI courts, should your kids end up such before becoming adults
    * Losing your father during Parental Upbringing can be very bad thing
    * Sending your kids away from home during Parental Upbringing doesn't make them happy either
    * Reduced the cost of raising a child yourself, but there is now a chance that this will be a very straining period and will affect your fertility (20%) and possibly even your health (5%).
    * Tweaked mortality rates a little further.
    * Tweaked free claims events to be somewhat less likely.
    * Tweaked change of gaining illness a bit (slightly less likely)
    * Tweaked court officers to spam a bit less about how great a job they're doing
    * Tweaked court officers to spam a bit less about how much they'd prefer to be doing something else
    * Tweaked so a vacant court position will not result in the "free" courtier events as often
    * Tweaked to reduce cost of "free" courtier to fill vacant court position
    * Tweaked to reduce chance of "early" Sicily crusade
    * Tweaked to reduce chance of reconquista crusades occuring prior to 1150
    * Tweaked events where Catholic rulers are told to deal with heathens in their court during a crusade to occur quite a bit less often unless ruler is zealous
    * An AI ruler with realm duress (civil war) will not receive the event to send him off crusading.
    * Tweaked AI rulers to be slightly more interested in crusading
    * AI Kings with vassals who are rebellious are less likely to go crusading. I would have done this for dukes as well except the CPU load would be too heavy.
    * AI Rebellious vassals are now extremely likely to declare independence if asked to go on a crusade with their liege.
    * Heathens are splintered --> white peace event now only triggers for AI rulers if they are independent to avoid some problems we've seen with vassals doing weird stuff in non-coreligionist wars. Players who are vassals will still receive this event.
    * Heathens are splintered --> white peace event tweaked to fire a little sooner in general, but a little slower for human vassals.
    * Papal controller is now more likely to get indulgences trickling their way.
    * Papal controller is now more likely to receive papal blessing in a coreligionist conflict
    * Tweaked event that restocks an empty pope's court to occur more often (due to changes in mortality rate
    * Excommunicated Catholic rulers will be given the chance to recant much more rapidly if they are on a crusade (A LOT FASTER!) and cost has been reduced unless you are also a heretic.
    * Heretic Catholic rulers will be given the chance to recant much more rapidly if they are on crusade, and cost has been reduced unless you're also excommunicated.
    * Having a non-Christian officer in a Christian court is a lot more likely to incur the pope's wrath than before. Doing so and being on crusade if you're Catholic is a very bad idea. Our advice....don't do it unless you're roleplaying.
    * AI holy orders with unsuitable heirs (female or non-Catholic or wrong traits) will put a more suitable heir in position much more quickly
    * Undead rulers will get stakes driven through their hearts a lot faster.
    * English melting pot events will happen a little more rapidly
    * Scottish provinces ruled by a Scott will change culture from Norweigan to Scottish a bit more rapidly
    * Generic Religious conversions will happen a little more slowly than before.
    * Finally relenting to popular demand, cultural conversion (via spread) no longer requires that the two provinces be the same religion; however, if they are then the spread will happen quite a bit more rapidly.
    * AI vassals are now somewhat more likely to convert to their liege's religion, and will do so A LOT more rapidly.
    * A vassal who refuses to convert to his liege's religion will automatically become zealous (used to be just a chance of this) and will not be asked to convert again. He also has as fairly high probability of becoming rebellious as a result.
    * Zealous vassals will no longer be asked to convert to their liege's religion.
    * "Manzikert event" now a little less likely, and is less likely to lead to outright war with your liege
    * Tweaked start of succession troubles in moslem/pagan realms to be a little less likely to happen now.
    * Tweaked production of heirs in moselm/pagan realms with successiont troubles to be a bit more rapid, and to clear the bastard trait from the child more quickly so he is much less likely to run into issues with the other bastard event series.
    * The province-based "far away" disruption events are now generally less likely to happen if province is same religion as ruler.
    * The province-based "far away" disruption events are much less likely to happen for a rebellious vassal.
    * The province-based "far away" disruption events are much more likely (even moreso than the previous patch) to happen for a ruler with realm duress.
    * The province-based "far away" disruption events are much more likely to happen to the Mongol Hordes than before
    * Tweaked initial event that gives vassal the rebelliousness trait to be generally less likely to happen
    * Tweaked all civil war events to take liege stats much more into account. High liege stats make bad things less likely, while low stats will make them more likely.
    * It is now possible that an independent ruler experiencing civil war will be able to return some stability to his realm (lose the realm duress trait) even if he has a vassal who still has the rebelliousness trait (although that vassal could easily cause another civil war himself)
    * Fans of Frank Herbert's Dune series may now find that there's a nasty surprise in store for them.
    * Text for #6451 now makes it somewhat clearer that you may not be given a chance to change your mind.
    * 1066 scenario: all initial "random" marriages have been fixed to make one of the spouses belong to the "none" dynasty to prevent unnecessary inbreeding
    * 1066 scenario: removed the rebelliousness of HRE vassals from last patch.
    * 1066 scenario: left Byz setup as is, to see if event tweaks alone are sufficient to produce better results.


    1.05 RELEASE CANDIDATE F


    Change Log

    * Realm duress and rebelliousness are now antitheses of one another.
    * MJER has been changed to brown to make it easier to distinguish from the Fatimids
    * MAMM has been changed to dark orange.
    * MTRI has been changed to light green.
    * Added a mini-event to clear rebelliousness for someone who shouldn't have it.
    * The "perhaps I should reconsider being rebellious" event will now only trigger if the vassal is already fairly loyal to his leige. It might still trigger once in a while for someone who has managed to become independent without clearing the trait, but the (new) clearing event should make that quite rare.
    * Courtiers who are rebuffed by their liege in the "I could be a better..." events may now become stressed or depressed about the whole affair.
    * Courtiers who are "bumped" from their position as a result of the "I could be a better..." might now become a little depressed about it.
    * Rebellious vassals can now only get the assassination event if either they or their spymaster has sufficiently high intrigue, or if the "target" court has both liege and spymaster with non-great intrigue. The likelihood of the event firing is now also modified by the two courts' spymaster skills.
    * 1066 scenario: Erik Anundsson (ID 100516) is now rebellious at the start of the scenario to represent his historical attempts to usurp the Swedish crown in 1066-67.
    * Spent many hours fixing a frighteningly large number of texts that were missing the correct number of trailing semi-colons and resulted in text display errors in events. Byakhiam is now hiding in Tibet while MrT fanatically searches for him with a blunt sword.
    * Placed second in the Royal Canadian Legion's District-level 4-player mixed-teams charity event so I'll get to play in the provincial tournament next month. This was, of course, celebrated rather heavily back at the branch so any errors made on Sunday may be attributed to a chemical imbalance of too much blood getting into my alcohol stream.
    * The civil war events now no longer preclude it happening to Catholic realms during a crusade; but the likelihood of it happening is much less than would be the case otherwise.
    * Made lots of tweaks to civil war set to make far away vassals interested in breaking free (peacefully)
    * Tweaked mtth and modifiers of civil war events to reduce (a bit) the chance of assassinations. When attempted, though, they are more likely to succeed than before.
    * Tweaked mtth and modifiers of civil war events to make them more even likely for poor-stat lieges, and even less likely for high stat lieges (so liege stats now play a much largeer role in determining how rapidly things disolve into chaos).
    * High stat rules will get rid of realm duress trait much more rapidly than before.
    * Implemented a very cool idea from The Phoenix to make thieves guilds, smugglers rings, etc not show as "buildable" when clicking on a province.
    * Reinstated a modified version of the old event (ID 6104 in realm_distruption_events.txt prior to RC-C) to have a far-away vassal break free. It will now trigger for a count who is a vassal of a duke who is, in turn, a vassal of a king...thus a vassal of a vassal will now be able to break free once more instead of being forced to wait to see if his liege would do anything.
    * All translations received to date have been incorporated into the files.
    * Removed some ghost marriages (marriages involving characters who don't exist) from the 1066 scenario.
    * Removed a ghost marriage from the 1187 scenario.
    * Starting prestige and piety of most Seljuk vassals and Byzantine vassals have been set to 0 in 1066 to see if that can make them a little more interested in fighting one another.
    * Sceptical child is now much less likely to get the "how could I better serve God event.
    * Tweaked a few texts to be a little better.
    * Removed the very cool idea from The Phoenix when it turned out that it was bugged and would cause insta-CTD when the "improvement" existed in a province.
    * Fixed a bug with the illness Masque of the Red Death series that was preventing it from doing what it was supposed to (thanks to The Phoenix for spotting it!)
    * Removed a ghost marriage from the 1337 scenario.
    * Fixed up the sins of Blanche in 1337 scenario (thanks to Fat, Gaute65 and Olaus Petrus for figuring it all out and giving me the easy C&P fix)
    * Put in version 2 of The Phoenix's cool idea and tested the be-jeepers out of it. It seems to work...so far.
    * Kwisatz Haderac effects removed...mostly.
    * Tweaked event ID 6220 a bit.
    * The many of the duke-level vassals of SELJ and eastern BYZA, as well as a couple of the border "counts", now begin the 1066 scenario at war with one another (and the appropriate king-level title).
    * Almost all rulers in eastern BYZA empire (of all tiers) and almost all SELJ rulers (of all tiers) now start 1066 with no piety or prestige.


    And now we've come to RC G


    1.05 RELEASE CANDIDATE G

    My apologies for the rapid release of this RC, but there were a couple of glaring problems in the RC-F that simply couldn't wait for a few days.

    Change Log

    * Fixed yet more text errors (grrrrrrrrr!)
    * All translations should now be in place.
    * Fixed an inversion of a german translation in the actions for one of the events.
    * Fixed logic error in court_events ID#6220
    * Tweaked the Masque of the Red Death series (a lot!). It will still happen, but the court limits have been increased and the intial triggers have been made more exclusive. You should now only see this with any regularity if you have very large courts, and they are more self-limiting (they've always had protective limits...I've just increased them by a fairly large degree).
    * Tweaked (generic) incubation of illness a bit.
    * Tweaked death from illness somewhat.
    * Tweaked recovery from illnesses (a lot!)
    * Tweaked recovery from mental diseases somewhat
    * Tweaked frequency of mental disease "activities" somewhat.
    * Slight tweak to a modifier in Civil war events.


    Doesn't it look good? If you have set CK aside, I urge you to check out the CK beta forum and try out what has been accomplished! You will not regret! And if you don't want to play with a beta, check out the CK forums from time to time, the official relase is getting real near.
    Do not fear, for I am with you; Do not anxiously look about you, for I am your God.-Isaiah 41:10
    I praise you because I am fearfully and wonderfully made - Psalms 139.14a
    Also active on WePlayCiv.

    Comment


    • #3
      Sorry Nikolai, my eyes crossed somewhere around version C. There seem to be lots of upbringing tweaks which I can't say ever bothered me in the slightest.

      - Is there some kind of bride finder to save you running 3rd party tools outside the game?
      - Does the spanish situation work better or do the Christians still get trashed by the Moors acting in concert?
      To doubt everything or to believe everything are two equally convenient solutions; both dispense with the necessity of reflection.
      H.Poincaré

      Comment


      • #4
        I added the info more for you to see how much has been done only lately.

        There is no bride finder, but there has been made events against superhumans, so that a bride finder for the use of breeding is not as valuable as before. Also it's plans for measures making it more valuable to marry for dynastical reasons and not just for breeding.

        The situation in Spain can of course still go both ways, as it should, but it's getting a lot easier for the Spanish countries to do the reconquestita.
        Do not fear, for I am with you; Do not anxiously look about you, for I am your God.-Isaiah 41:10
        I praise you because I am fearfully and wonderfully made - Psalms 139.14a
        Also active on WePlayCiv.

        Comment


        • #5
          Great news. Question: Does CK run any faster? I find the bog after 40 - 60 years unbearable. And, my machine for outstrips the system recommendations.
          "What did you learn in school today, dear little boy of mine?
          I learned our government must be strong. It's always right and never wrong,.....that's what I learned in school."
          --- Tom Paxton song ('63)

          Comment


          • #6
            Well, it has been a long time since the betas came now, so my memory might be blurred, but yes, I think so. I have no problem running this game, even after a some 100-150 years. I haven't played longer campaigns than that for a long time now.

            EDIT: What spces do you have btw? As you might know, the #1 important thing to have with a Paradox game is RAM. Lots of it. The more the better. I have a Pentium M 1.7 GHz, 512 MB machine.
            Do not fear, for I am with you; Do not anxiously look about you, for I am your God.-Isaiah 41:10
            I praise you because I am fearfully and wonderfully made - Psalms 139.14a
            Also active on WePlayCiv.

            Comment


            • #7
              Originally posted by Nikolai
              Well, it has been a long time since the betas came now, so my memory might be blurred, but yes, I think so. I have no problem running this game, even after a some 100-150 years. I haven't played longer campaigns than that for a long time now.

              EDIT: What spces do you have btw? As you might know, the #1 important thing to have with a Paradox game is RAM. Lots of it. The more the better. I have a Pentium M 1.7 GHz, 512 MB machine.
              768 MB RAM

              Thanks Nikolai, I'll definitely fire it up w/ the patch.
              "What did you learn in school today, dear little boy of mine?
              I learned our government must be strong. It's always right and never wrong,.....that's what I learned in school."
              --- Tom Paxton song ('63)

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              • #8
                Originally posted by Nikolai
                There is no bride finder, but there has been made events against superhumans, so that a bride finder for the use of breeding is not as valuable as before.
                They deliberately nerf people for having good genes? Good grief.
                To doubt everything or to believe everything are two equally convenient solutions; both dispense with the necessity of reflection.
                H.Poincaré

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                • #9
                  Well, yeah. It's been some heated debate over that. The reason is that such good genes can only be achieved by massive breeding by the human, and, more importanly, the game wasn't written with that in mind, so it's unbalancing it's said. I'm not 100% sure I like it, but I have never grasped the technique of breeding anyway, so it doesn't affect me much.
                  Do not fear, for I am with you; Do not anxiously look about you, for I am your God.-Isaiah 41:10
                  I praise you because I am fearfully and wonderfully made - Psalms 139.14a
                  Also active on WePlayCiv.

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                  • #10
                    Originally posted by Grumbold
                    - Does the spanish situation work better or do the Christians still get trashed by the Moors acting in concert?
                    AS has been mentioned, it can go either way. In my current game (starting as Count of Dauphine-Viennois) I haven't touched Iberia myself, but the peninsula is now (1180ish) divided between two powers: The King of Castille-Leon-Portugal and the King of Navarra-Aragon.
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                    • #11
                      Originally posted by dojoboy
                      Great news. Question: Does CK run any faster? I find the bog after 40 - 60 years unbearable. And, my machine for outstrips the system recommendations.
                      It is not faster.

                      The original recommendations should really be adjusted, as the more current versions has a lot more events and demands a bit more of the system...
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                      • #12
                        Originally posted by Grumbold


                        They deliberately nerf people for having good genes? Good grief.
                        There has been some critics agains the way you can instate "breeding programs" to create super-characters. The changes is a way to counter this.

                        I guess it's damned if you do, damned if you don't...
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                        • #13
                          You can easily edit out the events in question though.
                          Do not fear, for I am with you; Do not anxiously look about you, for I am your God.-Isaiah 41:10
                          I praise you because I am fearfully and wonderfully made - Psalms 139.14a
                          Also active on WePlayCiv.

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                          • #14
                            Originally posted by Havard

                            It is not faster.

                            The original recommendations should really be adjusted, as the more current versions has a lot more events and demands a bit more of the system...
                            Oh? My current laptop is slightly worse than the stationary I used to use, but it plays just as good as even in my experience.
                            Do not fear, for I am with you; Do not anxiously look about you, for I am your God.-Isaiah 41:10
                            I praise you because I am fearfully and wonderfully made - Psalms 139.14a
                            Also active on WePlayCiv.

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                            • #15
                              While 1.05 still isn't officially released, a rar file that can be applied upon 1.04a like the beta patches, containing 1.05 is ready for download now! Get it from here!

                              EDIT: For the slow, it's the last post.
                              Do not fear, for I am with you; Do not anxiously look about you, for I am your God.-Isaiah 41:10
                              I praise you because I am fearfully and wonderfully made - Psalms 139.14a
                              Also active on WePlayCiv.

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