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For about a month now that change was reverted due to vanilla overinflated skills along growing up of child characters. You are not playing with the latest version of the mod. Unsubscribe Dark Ages and resubscribe again to dowload latest version.
- Event pool for Landless Characters is 35% complete
- Enforced lifestyle focus cooldown of 5 years for adults
- All landed characters, if allowed to do so, now desire at least one concubine
- Being allied to house head in admin realms now gives 0.5 Influence per month
- Being a Governor in admin realms now gives 0.5 Influence per month
- Improved text in event "Disaster in [Province Name]"
- Changed the effects of an option in event "Disaster in [Province Name]"
- Updated all language files (*)
(*) - The language displayed is always English except for Spanish that has now an updated internal translation in Dark Ages. There are submods for Spanish, Polish, German, Chinese and Russian translations. I don't have a clue how update they are
Fertility in Dark Ages is the same as in vanilla. The only change Dark Ages implement that affects
fertility is increasing the chance of Infertile characters. Every character has a 5% chance of being infertile.
@ Ozee
It is not necessary to increase base difficulty. The mod goes much beyond turning the game harder, though.
There are incompatibilities between Dark Ages and both mods as Dark Ages modifies Perks and Legacies. It is *not* recommended you play with these mods while playing Dark Ages.
It is a late medieval unit with its own innovation. You probably have a mod conflict. Make sure you follow the install instructions and load Dark Ages as your last mod in the list.
I am very grateful for all your work and certainly I didn't try to belittle your fantastic job in any way. Sorry for any confusion the version notes might have caused but at this point and after the chats of last weeks, I am sure you were in no way offended.
and some other minor-ish things too that i just dont remember
- 32 event files have been recoded with much better quality skills in coding than my own (!)
- Turned more consequential the failure in the Estates of the Realm event
- An option of the character interaction "Intimidate" now also gives Influence
- Player now can only negotiate alliances with characters in diplomatic range
- Landless Adventurers cannot be the target of murder events (%)
- The AI now attempts alliances with closer potencial partners in terms of distance
(cont)
- Fixed a wrong scope in on_actions that was preventing an event from firing
- Updated all language files (*)
(!) - While this change doesn't alter the substance of the mod, it certainly improves on the product delivered in terms of speed and readability of tooltips. Credit goes entirely to @Captain_Smollett.
(%) - Landless Adventurers will have their own murder event pool in the (more or less) near future
(*) - The language displayed is always English except for Spanish that has now an updated internal translation in Dark Ages. There are submods for Spanish, Polish, German, Chinese and Russian translations. I don't have a clue how update they are
Unfortunately, no such thing as an exhaustive list of changes exist. What I can say is that the scope of the mod in terms of code and design is on par with the most complex total conversions.
You can however browse the change notes to check plenty of implementations.
Maybe diplomatic range is too far. I'll probably reduce it further. Thanks for the report!
Glad you are enjoying the experience!
It must be said however the mod has more than 30 game rules to give the player the power to costumize their experience to match their tastes. Murder events or illnesses can be reduced or turned off.
For new players it also should be stressed that, unless they play very poorly, most of their characters will last until old age, with murders and illnesses on.
There's no lack of plans for it. For instance, in September I am going to develop an extensive event pool for landless characters to spice up that side of gameplay. And I as motivated as ever to continue delivering a different experience of gameplay.
- Event "Quarrel in the Council" now has all text working ok
- Intimidate characters to gain Prestige now works as intended
- Fixed a flag that was not reset in event "Dabbling in Politics"
- Event "Stroke!" now may happen again
- Optimized the structure of the localization files
- Updated all language files (*)
(*) - The language displayed is always English except for Spanish that has now an updated internal translation in Dark Ages. There are submods for Spanish, Polish, German, Chinese and Russian translations. I don't have a clue how update they are
Sure, that's the best option.
Enjoy Dark Ages your way. :)
Not at all disrespectful, you are absolutely entitled to your particular taste.
Unfortunately, there is no way to remove the new art. I included it because it has different art for all MaA, contrary to vanilla art that reuses many of its images.
Hi!
I only change a bit the vanilla innovations, don't implement new ones. It is easier for me using DiffMerge to compare vanilla files with mine, that's why I include them wholesale. This being said, perhaps in the future I will implement something more submod friendly.
Glad you are enjoying Dark Ages!
There wasn't. But now there is. ;)
Download it HERE
Thanks. Glad you are enjoying!
Sure. Load Dark Ages last in your mod list.
Regarding Dull or any other of the traits I mentioned it is not Dark Ages related, then. Same goes for Incapable.
If your skill is not up to the murder system or you simply don't enjoy the implementation you can turn it off via game rule. Certainly having your last 5 characters murdered with the same percentage considered speaks about an occurrence once in a blue moon. Maybe betting on the lottery... ;)
This prompts me to counsel you to browse through all game rules. You can cherry pick how to play this complex mod.
@Taspher
It is done like that for every regiment in the game. The idea being to turn warfare more interesting and risky by reducing the impact of the elements monopolizing the end results: The MaA.
I think there is some sort of player bias present in your mod because I barely see dull or incapable in other characters.
Also the whole rival system pop up thing where they have a 34% chance to kill you, kills me every time, Ive lost 5 characters in a row to that thing, really annoying.
Dull, Shrewd, Strong, Weak, Loyal an Disloyal have 5% chance of appearing during childhood in Dark Ages. When you get one of them, you cannot get its contrary anymore. The base chance of getting those traits increases a bit if the mother or father have the trait. All characters, not just the player, are subject to these probabilities.
Incapable is not included in this list and certainly Dark Ages is not giving Incapable out of nowhere.
Every single one of my playthrouhs, all my characters plus children have been getting one of the following - dull, weak or incapable - and I mean every single character of mine, not AI is getting those... doesnt make sense at all what are the odds of that? It never happened for me like this in vanilla
Realistic warfare means battles are much more unpredictable, it is much harder to guess their outcomes. It should not affect at all the recovery rate of troops. Levies reinforcement speed is 2% per month (vanilla is 3%) and 5% for MaA (vanilla is 10%).
Was this intended?
- The whole line of Murex Farm buildings now gives proper Influence Bonuses
- Reverted Skill cap to 100 (!)
- Updated all language files (*)
(!) - There is a vanilla bug that appears if the cap is lowered from the vanilla 100. Basically it makes skill gain during infancy faster, turning many characters into demi gods, good (at least) at everything.
(*) - The language displayed is always English except for Spanish that has now an updated internal translation in Dark Ages. There are submods for Spanish, Polish, German, Chinese and Russian translations. I don't have a clue how update they are