I'm looking forward to the new version of your mod. It is very difficult for states to become vassals in the mod. In reality, a state that is about to disappear or has suffered a heavy defeat can be saved from extinction by choosing vassalage. But no matter how weak and unarmed the state is in the mod, the vassal does not accept my offer.
Can we change this situation?
The vassals is a little tricky, right now there is a condition that ai will never accept human being his protector. The other way its possible, ai will sometimes offer protection to human. It was inherited originally in AI, I didn't change it, I am not sure why specifically why human is excluded. In many mods the vassalege is completely swithed off. If you want to test it with human included, just find this sections in a descr_campaign_ai_db.xml :
<decision_entry>
<min_entry borders_all_our_regions="true" target_human="false" stance="AtWar" num_enemies="1" is_neighbour="true"/>
<max_entry borders_all_our_regions="true" target_human="false" production_balance="0.5" military_balance="0.4" target_num_enemies="2" is_neighbour="true"/>
<faction_attitude want_be_protect="true" continue="true"/>
</decision_entry>
and remove target_human="false". This section is repeated few times, so you need to do it for all of them.
Let us know what was the result, please.
Hello Macaras, glad to see that you always give good advice on AI!
It would be nice if the vassal system worked both ways indeed.
Indeed, this would be helpful. Do we know if the other mods (EBII, Tsardoms, TATW) use the vassal function? I have a recollection that it was a feature prone to exploitation by the player (or other AIs?) - the AI was eager to give money, the player would take it, the script would get the AI out of the debt, the AI would get into debt again etc.
Belovèse's Toolbox: export text files to spreadsheet, detailed unit stats
Stainless Steel Historical Improvement Project (SSHIP) team member.
Mini-mods: diplomacy and relation/reputation - detailled unit stats
Just asking because I like this mod so much: is there yet any release date of the next update?
Hello sorry if this is stupid question.i did lot a search but couldnt find answer for it;
farms and roads cost 20 turn.is that intended or some kind of bug?
No worries, this is the right place!
The build time is intended: think of farms and road as representing the upscaling of the whole region infrastructure, not just one building being made somewhere.
Also the mod is more slow paced and development focused, and every settlement won't be able to build everything and upgrade to max pop.
Belovèse's Toolbox: export text files to spreadsheet, detailed unit stats
Stainless Steel Historical Improvement Project (SSHIP) team member.
Mini-mods: diplomacy and relation/reputation - detailled unit stats
Does it usually make sense to try to upgrade roads and farms right away if you can afford it or build other things first?
Thanks for the info! That's bad news but no problem and take your time.
THE MORE YOU SWEAT NOW,
THE LESS YOU BLEED IN BATTLE!!!
Sign the petition to remove hardcoded limits for M2TW
Just a quick question, is it known that when you hover over france in the campaign map, the fps starts to drop by around 20 fps? Or is it just me? And is there a fix for this?
To fly over the map without losing fps, simply deselect the previously selected character or community.
Otherwise I have reassuring news about the next version: the cause of the crash has finally been found and fixed. @Jurand is absent this week but will finalize the next version as soon as he returns !
This has probably been pointed out or is known, but I gotta ask. Why are the Norwegian FM bodyguards, the unit of "Chudy"?