I think this is the first time since forever in PDX games when instant construction is no longer desirable, unless going into full-on cheating. All thanks to Industrious tradition
Updated WIP again. This should be last WIP as most features are restored to previous status. I think Schemes and Faith (not much use on old version) are biggest gaps.
A lot of the code is not well tested so please be aware of that. Also some quirkiness when leaving things open when save/reloading. Hopefully nothing should crash but I've not play tested very much.
Updated WIP again. This should be last WIP as most features are restored to previous status. I think Schemes and Faith (not much use on old version) are biggest gaps.
A lot of the code is not well tested so please be aware of that. Also some quirkiness when leaving things open when save/reloading. Hopefully nothing should crash but I've not play tested very much.
I've noticed it in previous WIP and this one still has it - when displaying holdings, value for religion is under culture and value for culture is under religion. The script for both works perfectly fine, it's just the labels that are inverted.
Updated WIP again. This should be last WIP as most features are restored to previous status. I think Schemes and Faith (not much use on old version) are biggest gaps.
A lot of the code is not well tested so please be aware of that. Also some quirkiness when leaving things open when save/reloading. Hopefully nothing should crash but I've not play tested very much.
There is an Error under Cheat Scripts - > "[X] <= Max Regiment Size [During Supply Update]"
"Error in Line 13 (alloc(newmem,$1000,UpdateRegimentSize) : Failure determining what UpdateRegimentSize means"
I think it is easy to fix, but i don'tm know if it is UpdateRegimentSize1 or UpdateRegimentSize2 you want to determine here.
I think it is easy to fix, but i don'tm know if it is UpdateRegimentSize1 or UpdateRegimentSize2 you want to determine here.
You are correct. It doesn't matter much. The third argument is just for data locality. It tries to allocate memory near that address. Can also be removed though best to use either 1 or 2 so jump is nearby and uses a 32-bit relative jump instead of 64-bit jump. I think symbol was still defined when I was testing so it didn't fail.
Updated WIP again. This should be last WIP as most features are restored to previous status. I think Schemes and Faith (not much use on old version) are biggest gaps.
I've been dying for that holding cheat, big up dude!
Just wanted to report in and say:
1) Thanks for keeping this table alive/updated
2) Reporting that trying to copy all the traits from my main character onto other characters using the cheat table for some reason always results in a CTD once I un-pause the in-game time. This wasn't a problem back in the initial release and Northman DLC (or at least I don't remember it ever being a problem). Might be because you're still updating it but I figured to report it in to be safe rather than sorry.
Steps to reproduce:
- Pause the in-game time
- Select your character
- Go open the selected character menu -> dig down until you open the traits list
- Activate/lock the traits
- Start selecting other characters and watch as they get all your traits
- Deactivate the traits/stats
- Unpause the game -> within an in-game day you CTD
I'm slightly impressed/horrified by the use of the table that way. I would not have considered that. I dont think the table actually does anything wrong to my surprise. You should not be freezing the trait count. My best guess is that the number of traits are varying and you end up with duplicates in a list or something. A crash is far more likely though if you are freezing the trait count and the max traits is less than the length. You would just be trashing memory which would be cause for crash. If you are just hitting the update button I dont think it should cause crashes at least I could not reproduce that behavior.
If it is possible to make any requests, is there any chance to figure out how to change holding type without save-editing? I'm sick and tired of AI building 3rd castle in a 6-holding province. Save-editing this is tedious, while using existing option to edit highlighted holding crashes the game (despite it having a field for holding type and its "name").
The only use I found for this was temporarily switching town holdings (on pause) to castles, revoke the title to current mayor and manually switch some useless building into something productive, then change it back to a city and hand over to a new mayor. But changing holding type permanently? No dice.
It's funny how the biggest use I have from this table is solving AI's idiocy, as no amount of editing values in AI files is capable of overcoming its awful decision making when it comes to managing their realm.