mylen.ploa Posted June 18 Author Posted June 18 (edited) 3 hours ago, ayy_mao said: @mylen.ploa I'm liking the update, fantastic work. One thing I'm missing though is the Fascinare interaction. Did this get removed, or is there a new requirement that I don't know of? It should still be there, I use it in my campaign on 1.3.2...unless 1.3.4 broke it, was busy generating images this week. Incidentally new update with new units are live. I didn't have time to really playtest 1.3.4 at all this week since image generation takes hours. Lmk if there are any issues or if you have some more detail about the Fascinaire bug. Check to confirm your ruler didn't accidentally convert out of Magistrian due to a PU (base game bug) The only requirement for the option to show is that you are Magistrian potential = { scope:actor = { rm_country_ruler_is_regula_trigger = yes } } Edited June 18 by mylen.ploa
ayy_mao Posted June 18 Posted June 18 13 minutes ago, mylen.ploa said: The only requirement for the option to show is that you are Magistrian I see, after I posted the option appeared everywhere, so idk what was going on beforehand. Weird. Thanks for the answer
haewyr Posted June 18 Posted June 18 (edited) 20 hours ago, mylen.ploa said: For point 1: That's weird because for me the Paelex bonus per Paelex is lower than the push to decentralization from vassals... What vassal type are you using? I know Paradox added some new types that push to decentralization less. I'm at full decentralized right now in my game. The main design for the mod is in fact to allow decentralized play. The intention of the Pealex buff is to still allow those trying to go centralized to do so since the mod kind is balanced around you having many vassals for religious influence. Each vassal provides you religious influence which you use on rite of renewal, coloniae, baliscica, and other interactions. Otherwise players trying to go centralized will find it impossible to. At least that is the intention. It's coded to be slightly lower than the default vassal decentralization rate. For point 2: Countries in unions cause problems because I currently don't have something that prevents the AI from having your player character unconvert from the many many different random events that can trigger it, or the parliament issue, or many other ways, without introducing lots of potential conflicts to the mod with other mods folks might want to use (or even just vanilla updates). This causes many systems from breaking. It's a known issue with no good fix. Although I could possibly force the player to lose the union... You could always just annex your union partner before converting, just a slightly later start. Or in debug mode do ~ -> annex [TAG] (no achievements for debug mode) Hmm that is funny, you've actually thought of it point 1 : Okay maybe i've mixed up patches and betas and whatever. Paelex is +0.25 centralization (per paelex?), while vassal is -0.02 decentralization, is that correct ? I've got 16 vassal, 1 fiefdom. Looking in details the math doesnt add properly so i'm not sure what i'm missing here (supposed to get -0.32 for vassals and +4 for paelex) point 2 : good idea, actually haven't thought of that, thanks ! Edited June 18 by haewyr
mylen.ploa Posted June 18 Author Posted June 18 (edited) 2 hours ago, haewyr said: Hmm that is funny, you've actually thought of it point 1 : Okay maybe i've mixed up patches and betas and whatever. Paelex is +0.25 centralization (per paelex?), while vassal is -0.02 decentralization, is that correct ? I've got 16 vassal, 1 fiefdom. Looking in details the math doesnt add properly so i'm not sure what i'm missing here (supposed to get -0.32 for vassals and +4 for paelex) point 2 : good idea, actually haven't thought of that, thanks ! The Paelex +0.25 is supposed to only affect the Paelex country once. Not multiple times. Also it is not supposed to affect you the player. As the Magister you are supposed to only get +0.02 centralization per Paelex. The only time I have seen +0.25 is when I had a Paelex become my Reagent but it was only +0.25 total, not multiplied by the number of Paelexs' there were. If you are getting +0.25 per Paelex vassal then either Paradox broke something in 1.3.4 or there is some other issue. What patch did you start your save on? Does this happen on a new game? Your modifier is +1.7, which isn't a multiple of +0.25. Paelex's are not only your female vassals. Any female led Magistrian nation counts. Take a look at how many are in the International Order. You may have been affected by a bug in one of the versions of the mod I released where rebels were always being converted to Magistrian. That version was up for about a day before I fixed it. If so you'll have to pick an earlier save and update to the latest mod version. Either that or open up the console and do something like effect = { TAG = { change_country_religion = religion:<religion_tag> } }, debug mode will show you their tag. Edited June 18 by mylen.ploa
mylen.ploa Posted June 25 Author Posted June 25 (edited) If someone has a save with late game units, please let me know if Spartiate/Peri/Valkyrie legionaires actually bombard the enemy like artillery does. I'm starting to suspect they are not despite having a bombard modifier. I might need to modify the unit type definition to say they can bombard but not sure if that also affects vanilla units even if they have an efficiency of 0%. The alternative is to create a custom unit type but that has it's own pros and cons, or just switch all of their types to Artillery (which might also cause AI problems) Edited June 25 by mylen.ploa
Felx4321 Posted July 3 Posted July 3 So after playing with the mod for a while I would like to ask for the faster siege speed to be an optional gamerule if possible, because I don't really like it. It makes it really hard to outmanoeuvre a superior enemy with the use of good fortifications. aside form theat I for me the later game heavy units did not bombard at the start of battel but the last version of the mod I was using at the time was 0-7-4-11.
mylen.ploa Posted July 3 Author Posted July 3 (edited) 12 hours ago, Felx4321 said: So after playing with the mod for a while I would like to ask for the faster siege speed to be an optional gamerule if possible, because I don't really like it. It makes it really hard to outmanoeuvre a superior enemy with the use of good fortifications. aside form theat I for me the later game heavy units did not bombard at the start of battel but the last version of the mod I was using at the time was 0-7-4-11. When you observed the no bombard, the new units were in the reserve part of battle? After looking more into bombard I believe it's worse than what I thought it was (from EU4), it just gives the unit a chance to attack in the first 5 hours of battle if the unit is in the reserve section. If the unit is already deployed on the field bombard does nothing. So I'll probably just adjust the unit stats upward instead. ____ Siege as a gamerule is easy to do just add a global modifier for siege ability -50%. You can also just add it to the following location before it is a game rule (I believe if you have achievements you can't edit new game rules) in_game\common\auto_modifiers\rm_country_base.txt under country_base siege_ability = -0.5 assault_ability = -0.5 Edit: added it as a gamerule to 0.7.5.3 Edited July 3 by mylen.ploa
Felx4321 Posted July 5 Posted July 5 On 7/3/2026 at 9:55 PM, mylen.ploa said: When you observed the no bombard, the new units were in the reserve part of battle? After looking more into bombard I believe it's worse than what I thought it was (from EU4), it just gives the unit a chance to attack in the first 5 hours of battle if the unit is in the reserve section. If the unit is already deployed on the field bombard does nothing. So I'll probably just adjust the unit stats upward instead. No, I was using a very small army. I actually had a normal cannon unit in the battel as well witch is how I noticed that it bombared but the custom unit did not.
mylen.ploa Posted July 5 Author Posted July 5 2 hours ago, Felx4321 said: No, I was using a very small army. I actually had a normal cannon unit in the battel as well witch is how I noticed that it bombared but the custom unit did not. It should be fixed in the latest version of the mod, I made all light infantry able to bombard (represent skirmishing) and it works afaik.
mylen.ploa Posted July 9 Author Posted July 9 Question for players: Do you find Concubinocracy vs Sacrificium balanced as they are currently in game? With the recent change to pop cap I feel like Concubinocracy is a bit lacking...not sure what exactly to buff there
Tebix Posted July 12 Posted July 12 If I want to build special regiment the game lags extremely, it seems like the more regiments I can build the worse it gets, it could also be the number I already have. It lags one I open the build unit window and each time I clicked to build one.
mylen.ploa Posted July 12 Author Posted July 12 (edited) 2 hours ago, Tebix said: If I want to build special regiment the game lags extremely, it seems like the more regiments I can build the worse it gets, it could also be the number I already have. It lags one I open the build unit window and each time I clicked to build one. Try the new version 0.7.6.7, I added a gamerule for faster calculation. You can switch it in menu game rules. Or if you are iron man modify the default rule to be fast (main_menu\common\game_rules\rm_game_rules.txt, the unit cap rule at the bottom). Let me know if it works. Note the faster calculation is much less accurate. Edited July 12 by mylen.ploa
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