Crusader Kings III

Crusader Kings III

AGOT : Seasons of Ice and Fire
219 kommentarer
brendan1903  [ophavsmand] 17. okt. kl. 10:22 
@El_Psy_Congroo, that's a bit worse than normal but not uncommon, it's prob not an incompatibility, I usually run a deficit of -5 to -25 in winter before cutting expenses. I usually see the AI running either a marginal surplus, or a slight deficit (unless they're at war), usually between +5 and -10 gold.
There's a light winter game rule for a significant reduction in winter penalties.

It helps to reduce expenses as much as possible, the AI is modified by seasons to be less aggressive and rational rulers are significantly less likely to go to war in winter, so reducing men at arms is safe, In Autumn I also recommend building as much of a gold stockpile as possible since Income is highest then. In Spring you should get a boost to men-at-arms recruitment to makeup for any austerity measures in winter. There's also a winter tax option that increases income by up to 40%, but it comes at the cost of either popular opinion, vassal opinion, or both. (And your vassals have less income)
EL_Psy_Congroo 17. okt. kl. 9:28 
I like the mod but penalties feels too harsh.
I own north and riverlands, in winter my income drops to 10 gold(so I lose 20-30 gold per month with expenses) is this normal or is it maybe result of submod incompabilities?
is there any game rules I can change to reduce the penalties?
brendan1903  [ophavsmand] 15. okt. kl. 19:04 
@El into Grande, that is really weird, I haven't been able to replicate the issue-- Do the stacked sets last more than one seasonal cycle? And also are you playing with any other submods? And are you on historical or non-historical seasons?
El Into Grande 15. okt. kl. 1:03 
@brendan1903 in every region across westeros and yes everything is fully up to date
brendan1903  [ophavsmand] 14. okt. kl. 16:09 
@El Into Grande, what region is it occurring in? And have you made sure it's fully up to date?
El Into Grande 14. okt. kl. 14:25 
great mod but the seasons keep stacking on each other i have now two sets of spring summer autumm and winter
brendan1903  [ophavsmand] 14. okt. kl. 10:10 
@ShutUpWoodsie, Thank you so much!
ShutUpWoodsie 7. okt. kl. 16:16 
genius. should be in base mod
brendan1903  [ophavsmand] 30. sep. kl. 22:01 
@shrimp3rjr, I just tested it a few times, and I haven't been able to recreate that bug at all, it works perfectly fine with Baelor. Seasons doesn't modify any event files, so it's more likely that a different mod causing it.
shrimp3rjr 30. sep. kl. 9:43 
Just an fyi, but this mod causes a bug with Baelor. If you fast in penance, Baelor won't die to trigger the succession event.
brendan1903  [ophavsmand] 26. sep. kl. 10:54 
@Imij, That is not intended, it's def a bug, I think I know what causes it but I don't know how to solve it yet, I'll see if I can figure that out and I'll keep you posted. I think that when the game starts it adds everyone to the situation based on their region, and it does it when someone is then landed later or owns land in a region, but when they are landless it doesn't re-add them after (not 100% certain, but its my best guess right now). Thank you for bringing that up, I hadn't realized it was an issue.
Imij 25. sep. kl. 19:52 
I don't know if unsubbing and resubbing isn't fixing a corruption or something, but I've been having a bug and wanted to ask. Is the situation GUI supposed to be disappearing from landless once they move camp locations? It's there at the start but once you move it disappears. The effects are applied to the characters, such as fertility, it seems. However, the actual widget in the bottom right is missing. Using just this mod and AGOT in the correct load order. I guess it's not that important, just seems odd behavior and I could have sworn it stayed there when I last used the mod a while ago.

Awesome mod by the way. Great work, keep it up. Can't wait to see what you add in the future.
Lucky shot 20. sep. kl. 2:17 
@Bendan1903 I actually removed the mod and observed for a while and the banks were still failing so it must be either another mod or something else. Thanks
brendan1903  [ophavsmand] 15. sep. kl. 6:30 
@Lucky Shot, try light winter gamerule, it reduces the winter intensity a bit.
Lucky shot 14. sep. kl. 20:05 
I've noticed that when using this mod the banks seem to have way too many defaulters (I assume due to winter) and are constantly going under. Even the Iron Bank went bankrupt lol. Is this normal or is their a way to fix it?
brendan1903  [ophavsmand] 1. sep. kl. 7:49 
@joeydoherty4, what is your mod load order? If seasons is loaded before AGOT then the visuals won't work properly. If it's loaded after, and it still isn't working, try reinstalling and verifying integrity of game files. And do the provinces have the modifiers on them from the seasons?
joeydoherty4 1. sep. kl. 5:51 
@brendan1903 i do see the gui and the events but when i look at the gui it says that it is still zero days into spring, even though i get event popups saying winter has cam ect but the seasons have no effect on gameplay or visuals
brendan1903  [ophavsmand] 31. aug. kl. 16:53 
@joeydoherty4, Is Seasons loaded after AGOT? And what all happens / doesn't happen? Are you able to see the seasons GUI, or is it only the events that pop up?
joeydoherty4 31. aug. kl. 16:06 
i cant get this mod to work ive tried using only this mod and the agot mod but it still wont work. i get events saying that seasons have passed but thats all
brendan1903  [ophavsmand] 31. aug. kl. 13:07 
@Pilatian, That's really odd, I'm not entirely sure what may have caused it, but I went through and fixed all of the startup errors and fixed quite a few smaller issues, so hopefully it won't happen again
Pilatian 28. aug. kl. 18:59 
@brendan1903 It was all provinces globally, and it was under the historical setting. I couldn't tell you the year off the top of my head, as I just moved past it in the save and it righted itself about ten years later. It might've just been something to do with the save, haven't seen that happen in any other playthrough. Default settings pretty much.

The bookmark was the 106 Rogue Prince start, I'm not using any bookmark mods.
brendan1903  [ophavsmand] 28. aug. kl. 16:50 
@Potato, if you're able can you get me some of the error logs from the out of sync crash? I honestly am not sure what could be causing it, and I haven't ever personally tested multiplayer with seasons.

Also were all players using the most up to date version of Seasons? Since the update didn't change too much it may not have changed the checksum allowing everyone to still join, but then causing sync errors
brendan1903  [ophavsmand] 28. aug. kl. 16:47 
@Solutos Lupus, I've got the mapmode working and running, there's just one small thing I want to see if I can fix first-- it causes a bit of lag for a second or two the first time the mapmode is selected and it's the first lag related to the mod I've experienced so I want to see if I can optimize it first before releasing
Potato 28. aug. kl. 15:45 
@brendan1903. Yeah as in multiplayer. Sorry I should've mentioned that. I do use this mod with 25 other mods so i'm sure there also some conflict with that. but the reason I claim it was this mod specifically was because I was playing with this mod on the 25th before latest update that was on the 26th. So with this mod being the only updated one, I only assumed it was the source of my multiplayer game going out of sync. I removed it from my mod list until i could find a fix and with the removal of the mod, so was the out of sync error's.
Solutos Lupus 27. aug. kl. 20:37 
@brendan1903 - dude that would be fantastic - at least cutting down on the amount of struggle going on :steamthumbsup:
brendan1903  [ophavsmand] 27. aug. kl. 12:13 
Solutos Lupus, I haven't figured out how to make a custom GUI yet, but I did find a different workaround at least for viewing what region has which season, I'm adding a Seasons Mapmode which shows what seasonal variant each region is experiencing.
brendan1903  [ophavsmand] 27. aug. kl. 11:20 
Pilatian, there was an issue that I noticed (and then fixed in the patch) where the Iron Islands would get all of the seasons stacking, since I forgot to put them into the scripted effects, but it should resolve itself on existing save games within 1 seasonal cycle
brendan1903  [ophavsmand] 27. aug. kl. 11:15 
Potato, how do you mean out of sync? Like on multiplayer? or the seasons aren't lined up properly with the varying regions?
brendan1903  [ophavsmand] 27. aug. kl. 11:14 
Pilatian, I honestly am not sure, it should be save compatible, I'll take a look and see if I can figure out what is causing an issue. Do all of the provinces globally have both summer and autumn modifiers? Also what gamerule settings are you on & any other details?
Potato 26. aug. kl. 19:52 
new update causes game to go out of sync
Pilatian 26. aug. kl. 17:57 
Any idea what might've changed in your recent patch that would be causing simultaneous Autumn and Summer globally? Just save incompatible?
brendan1903  [ophavsmand] 26. aug. kl. 9:04 
Drek, Yeah it's a significant problem especially with the embarkation cost, I've been working on changing some of the AI Values and the embarkation cost modifier, so that the AI should be better about ending wars in winter, and reducing costs when in debt, I've also made it harder for the AI to go to war in winter. I also fixed one of the things meant to deter winter wars that got messed up when I switched from the Struggle to the Situation. I just finished a bit of play testing with it, and it seems to help a bit.
I like the game rule idea, but I honestly wouldn't be sure how to implement the different modifiers with the existing mechanics to be for AI vs player, since most of the modifiers are tied to provinces now. I do like the gamerule idea, I'll see if I'm able to make it so that the AI can 'bail' itself out when in high debt in winter (more than 2000g in debt or so). I'm really glad you like the mod though! Yeah I could see how playing as a Tywin with the debt would be fun!
Drek 24. aug. kl. 1:06 
brendan, I was reading the latest comments about AI not being good at managing the Winter. It's true, I've seen the larger realm's AI going hard into debt when wars last long enough to get to Winter and involve some kind of water traversing. When there's no water to traverse, it doesn't get bad, and with Dragons most wars don't last that long anyways.
A possible cheaty fix could be to give an option in the game rules for the AI to not have the same penalties as we have, specifically in terms of army cost related ones. Or just not have it be a gamerule, just the state of the mod until you can figure out a better solution. I don't know what is easier to do tbh, I just know this has become one of those staple mods for a AGOT playthrough for me and it can be fun to be the Tywin of your bookmark by saving the AI realms from collapsing to debt! Since I've only been playing Robert Baratheon bookmarks, I always imagined it's just his canon ability to destroy the economy of the realm! xD
Solutos Lupus 10. aug. kl. 20:24 
@brendan1903 - champion thanks for replying - just during situation window - love the mod and idea just hate checking the struggle window - no rush though :steamthis:
brendan1903  [ophavsmand] 10. aug. kl. 20:09 
@Solutos Lupus, I'll look into trying to fix that, I honestly don't know how to fix that currently since I'm not sure how to recreate the issue on my computer. My best guess for the cause is the number of sub-regions in the situation causes it to slow a bit, I think that whenever I figure out how to make custom GUI's for situations (which shouldn't be too difficult, I just don't know how to yet), that should hopefully help since I'd want to have some of the sub-regions hidden or at least organised a bit better. I know that probably doesn't help much, but now that I know it's causing performance issues I'll try to get that done a bit sooner.

But there isn't currently a workaround that I personally know of or have integrated into the mod, but I will try to fix it relatively soon.

Also is there any performance drops when the season changes or just with the situation window?
Solutos Lupus 8. aug. kl. 20:02 
@brendan1903 - really like the idea of this mod but currently getting 50fps drop when opening the struggle window - is there a workaround for this? thats with full settings on also :steamthumbsup:
brendan1903  [ophavsmand] 27. juli kl. 15:26 
DogNamedDog, there is a setting for light winter in the game rules, it reduces the effects of winter by about half. You have a good point though about the AI not being good at managing warfare economically, I'll see if I can work on that a bit. Right now, I have it set that in winter the AI should avoid going to war as frequently as during winter, but I'll see if I can improve it a bit.
brendan1903  [ophavsmand] 27. juli kl. 15:19 
Gurablashta, Of course! Are you playing on the latest version of the mod, and on simple winter or normal winter, and what game rule settings do you have it set to? (Just since it'll make it easier for me to find where the error in my code is, since otherwise I'd have to sift through like 8700 lines to figure out where I'm missing a few keys)
brendan1903  [ophavsmand] 27. juli kl. 15:17 
mtgozalez222 I think so, I set it to work for one of the bookmark mods, I can't remember which one in specific.
DogNamedDog 27. juli kl. 7:03 
The Ai simply cannot handle winter, i need a version without the penalties of winter or atleast halved. Everyone goes into VAST debt. Thousands in debt. They seem to not hold back when disembarking during winter which is one of the main causes for their loses they dont know how to manage warfare economically and raise all their total strength for every little thing.
Gurablashta 26. juli kl. 5:08 
Thanks for getting back to me so quickly! To answer your question, Winter has covered the Entirety of the Westerlands the Reach and the Vale. The Vale is set to Winter, the West gets Light Winter while the Reach gets Deep Winter, except for the Honeywine area (I assume this is the South) which is set to Wet Spring. They've been stuck in this season for 2 years after Bobby B got the all clear, as regions like the Neck, t'he Gullet and the Riverlands are all in Cool/Wet Spring
War Effects and Season Effects are in full swing (personal effects are not).
Hope this helps!
mtgonzalez222 25. juli kl. 19:30 
Does this mod work with Agot Bookmarked?
brendan1903  [ophavsmand] 24. juli kl. 19:49 
Also thank you so much! I'm very glad you're enjoying the mod :))
brendan1903  [ophavsmand] 24. juli kl. 19:46 
Hi Gurablashta, for the Westerlands and Vale, which subregion is stuck in winter? The Western Highlands or Lowlands, and for the Vale is it the Fingers, Upper Vale / Mountains of the Moon, or the Lower Vale? And which specific season variant does it say for the regions stuck in winter, and is there still a province modifier for winter on them? How long have they been stuck in winter for?
Gurablashta 24. juli kl. 15:39 
Hi there, love the mod but for some reason the Reach, Westerlands and the Vale are stuck in a permanent winter while Kings Landing relaxes. Any idea what causes this? I got the notification about winter ending but it just doesnt seem to have triggered for other regions.

Dunno if it's relevant but when clicking on the icon it tells me the winter will last until 1 D, whereas I'm currently in 302 on a Bobby B run, dunno if that helps.
Liberater 22. juli kl. 16:41 
yeah having played for around 100 years with the mod now the seasons have gotten to be more reasonable so i must have just gotten unlucky at the beginning
brendan1903  [ophavsmand] 22. juli kl. 9:35 
Liberater, there is also a chance for false seasons, where they only last like a month or two, before reverting back to the previous season. Technically only false spring is canon, but for gameplay purposes I added in the possibility for the other seasons too. They should be fairly rare though
brendan1903  [ophavsmand] 22. juli kl. 9:25 
[23rd] Ozan & Liberater, the seasons are based on what is given in the lore, the lengths of the seasons vary from a few months to 10 years. But most seasons are generally between a year and like 4 or 5 years, they're meant to be hard to predict. For historical seasons, they are based directly on canon seasons, and the gaps are based on what is implied in the books, or what would fit in terms of timing.

Non-Historical Seasons (Sandbox), the season lengths are based on weighted averages of known season lengths from canon, they are semi-random in that the lengths are weighted based on how common a certain length range is for each season. It is possible to get a bunch of short seasons in a row but it's very unlikely.

In canon autumn and spring are usually shorter, usually about a year, give or take 6 months.
Liberater 21. juli kl. 15:11 
opposite issue for me I get seasons that last 6+ years, also sometimes I get a spring or summer event only for like a month later winter or spring to get announced
[23rd] Ozan 21. juli kl. 10:41 
Are they supposed to go by this fast? A season doesn't even take a year to change whereas they may take years in the lore. Is this intended?