Ending Tmes/Technology

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Ending Tmes/Technology

PostPosted by Naelyn » Fri Jun 15, 2012 08:52

Hello! I hope you don't mind, but I have a couple of questions as to how/if it's possible to make a couple minor customizations to the mod for my own game. Not asking you to change the release version, mind you - This is just me asking how to tweak a couple things myself for personal preference, since I'm pretty rubbish at scripting on my own. If anyone could help me out, that would be great!

Firstly, I don't currently believe the mod has an "end date" like vanilla has 1450. While some people may find this constraining, I like having kind of a set time limit of to build my dynasty and challenge myself to top the score tables. How would one go about setting one?

Secondly, and this might be a little too ambitious, is there a simple way to re-enable technology progression? I know why it was disabled for the mod and why it works for the setting, but to me, the game just feels really dry and stagnant with it gone, especially since there's nothing at the moment to replace it.
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Re: Ending Tmes/Technology

PostPosted by Zarine » Fri Jun 15, 2012 10:08

For the end date, go to your mod directory:
CK2/mod/Game of Throne/common

Open defines.txt. At the top of the file, you have the end date.
On v0.1 (pretty sure it changed for 0.1.1), it was :
start_date = 8282.9.15
last_start_date = 8282.9.15
end_date = 8669.1.1

For techs, I never looked at how we deactivated it. So maybe someone else will be able to tell you.
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Re: Ending Tmes/Technology

PostPosted by Sialia » Fri Jun 15, 2012 19:40

(Speaking as not someone on the mod team) Tech still advances, it's just very slow. You could try raising the advance chance in defines.lua back to vanilla values. I don't think AGoT currently overrides technology.txt, and tech requirements for buildings look the same to me, so the techs should still do the same things when you research new levels.
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Re: Ending Tmes/Technology

PostPosted by Wowwars » Sat Jun 16, 2012 03:59

Sialia wrote:(Speaking as not someone on the mod team) Tech still advances, it's just very slow. You could try raising the advance chance in defines.lua back to vanilla values. I don't think AGoT currently overrides technology.txt, and tech requirements for buildings look the same to me, so the techs should still do the same things when you research new levels.


Churchs are out of the question in the mod it seems will Tech still be unhurt?
'

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Re: Ending Tmes/Technology

PostPosted by Dingo » Sat Jun 16, 2012 04:40

Wowwars wrote:
Sialia wrote:(Speaking as not someone on the mod team) Tech still advances, it's just very slow. You could try raising the advance chance in defines.lua back to vanilla values. I don't think AGoT currently overrides technology.txt, and tech requirements for buildings look the same to me, so the techs should still do the same things when you research new levels.


Churchs are out of the question in the mod it seems will Tech still be unhurt?



to change tech growth rates go to the defines.lua
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Re: Ending Tmes/Technology

PostPosted by Zireael » Wed Jul 11, 2012 20:49

Zarine wrote:For the end date, go to your mod directory:
CK2/mod/Game of Throne/common

Open defines.txt. At the top of the file, you have the end date.
On v0.1 (pretty sure it changed for 0.1.1), it was :
start_date = 8282.9.15
last_start_date = 8282.9.15
end_date = 8669.1.1

For techs, I never looked at how we deactivated it. So maybe someone else will be able to tell you.


I just noticed it. What's the end date for 0.2 and why is the "8" at the beginning - I was just looking at the ASOIAF wiki, trying to figure out what year I need to start to have Daenerys in it... - since I saw her once, as a child of 1, in Aerys the Mad's court...
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Re: Ending Tmes/Technology

PostPosted by AlecTrevelyan006 » Wed Jul 11, 2012 21:06

Zireael wrote:
Zarine wrote:For the end date, go to your mod directory:
CK2/mod/Game of Throne/common

Open defines.txt. At the top of the file, you have the end date.
On v0.1 (pretty sure it changed for 0.1.1), it was :
start_date = 8282.9.15
last_start_date = 8282.9.15
end_date = 8669.1.1

For techs, I never looked at how we deactivated it. So maybe someone else will be able to tell you.


I just noticed it. What's the end date for 0.2 and why is the "8" at the beginning - I was just looking at the ASOIAF wiki, trying to figure out what year I need to start to have Daenerys in it... - since I saw her once, as a child of 1, in Aerys the Mad's court...


Most dates in ASOIAF are given in "After Landing" (After Aegon's Invasion).

However, CK2 can't handle negative dates. So when we do our Aegon's Landing scenario, if we just used AL numbers, we would not be able to put in Aegon because his birthdate is before the landing.

So we added 8000 to all dates, which is the estimated time since the Long Night. This allows us to write histories all the way back to the very first men we know of, like Azor Ahai, Brandon the Builder, etc etc if we ever for any reason wanted to use that. Thus Aegon's Landing is in the year 8000 instead of the year 0, and all AL dates are just 8000 + AL date.
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