Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
In all likelihood an override file set to load after those respective files could be used now with an { always = no } potential (or similar) rather than using direct edits to those files (this, however, did not work back in 2016). I may update it some time, but I've been busy with TSK.
I've removed my changes to trade posts for the time being, which isn't all that bad as my buildings needed an overhaul for some time (some of the buildings weren't really worth it).
That being said, I am also getting blank trade posts since the update.
Haven't made any major changes to how they work, so will have to look at what have might gone wrong tomorrow. Hopefully should be a simple fix!
Ok, great! Thank you!
I've not updated the mod in a reasonably long time, and need to get round with putting out an update; it *should* work with the latest version - you'll know because it'll crash before the main menu if it doesn't.
However, I'm quite certain you'll lose any buildings added in the newer versions, which might be a big problem for reaper's due. Best bet would be to wait for me to update it (I'll try getting to it this week).
Also, is this compatible with AtE?
Thanks, good spotting there! I've fixed them and will update the mod later, and will probably make some other small edits in the meantime.
Currently no, but I'm welcome to any (small) suggestions, and will fix any errors if need be.
Mind letting me know what the references are and which buildings contain them? There shouldn't be any, and if there are any I'd like to see about adjusting them, as they were totally unintentional.
If you want to fix them yourself for your game, you can find the localisation files in:
localisation/00_row_buildings_overhaul.csv
You'll need to use notepad++ to edit the file. Make sure you don't delete any of the semi-colons, or else you'll break all of the locals.
In short, just give it a try - it may or may not work.
I honestly know nothing about modding and wouldn't be able to tell if After the End changes the .txt files your mod does. I hope it works!
Hmm, certainly should be something to look into. I might be able to add a galley levy multiplier, and have it at a low percentage influenced by trade zone size. Though a side effect would be increasing the galley levy size of other nations in the process, as their cities are affected by the modifier too.
But, if it is possible, it could balance nicely with the right values.
Sadly not - I've not been able to work out a work-around (though I haven't checked to see if the galleys are added the the capital holding of the province the TP is built on). Will see about removing the +galleys from the trade posts in a future update, so as to reduce confusion.
It should be compatible with most mods, but in the end you'll have to just test it - it *should* be okay, but I'm not sure what that mod does exactly, and to what extent.
In brief, some mods won't be happy about my mod overwriting the buildings_00.txt file, resulting in duplicated buildings, incorrect balance (they may have modified buildings in that file) or missing buildings (unlikely, as most mods add new buildings via seperate files). Should be easy enough to see if this is a problem through a little testing.
Issue I couldn't get around, as the republic buildings are stored in that file - so had to edit the file to remove the vanilla buildings I didn't need or want.
do you know any way to take out that 0 modifier in the trade post
Thanks for the quick reply. I understand if doesnt work but at leaset you'll have tried.
Glad to hear you are enjoying the mod!
Sadly adding new holdings is not possible, due to it being a hardcoded mechanic (unless something has changed, which as far as I am aware, it hasn't). This is sort of simulated through the construction of say, a shipyard, in the manor house. Or even in the city holding itself.
As for trade posts providing a levy, it'll have to be something I'll need to look into. I'm a little curious about it myself, but I'm certain that it will unbalance the game in some pretty major ways. Trade posts are a big income source and thus help provide a retinue and mercenaries.
I love this mod so much and cannot play a republic without it. Is it possible to make trade posts provide a levy because they feel useless in war. Also, do you think its possible to create extra holdings for republics with their own buildings such as a personal shipyard of warehouse. These would be based in you republic capital but is upgraded and controlled like a family manor. Thanks.
JP
As for why it doesn't work for you, I'm not sure. You're the first to report this issue, which makes working out the problem a little... Problematic. Have you tried the mod without any other mods or just without Peachy's mod?
If not, after you subscribe, the mod should appear in the CK2 launcher. Make sure you've enabled it - can be easy to miss or forget, especially as it sometimes gets unticked after a game restart.
If you've downloaded from the dropbox, make sure you drop it into your (roughly) documents/paradoxplaza/crusaderkings2/mod folder.
This means the garrison building only provides a garrison. So the garrison will be made up of archers, pikemen and any other troops listed. Mind you, the troop type in the garrison doesn't really matter outside of assaulting - if it even matters then. But I also like to believe it adds a little flavour. This could be changed, but I suspect adding a levy to tradeposts could be quite unbalanced.
Forgot about getting an alternative DL up. Just stuck in up on dropbox, so here you go: https://www.dropbox.com/s/o52i5ungz19re0q/republic_overhaul.zip?dl=0
It should be, you'll have to install both of them and see if there are any glaring issues (such as the changes from either mod not being present).