Crusader Kings II

Crusader Kings II

CFH Buildings V2
32 条留言
zivilyn 2024 年 10 月 27 日 上午 8:09 
Why can't I see the settlement decisions of creating districts?
Inquisitor 2022 年 10 月 10 日 上午 11:44 
I don't know if it's exactly this mod or the CFH Modules but I think it's the same one that corrupts the game's saves after a few years of playing, it corrupts all the saves and when the game reaches the 23rd of any month and year, it happens a CTD
polandcanintost3am 2020 年 7 月 16 日 下午 7:01 
Will this work if you had gotten the event to get another holding slot? the event is RIP.11705
cfh1985  [作者] 2020 年 1 月 23 日 下午 9:46 
That's definitely not intended. I'll fix that
John™ 2020 年 1 月 23 日 下午 1:28 
Also, I noticed that the player can build districts in other counties of other people. Shouldn't they be allowed to only build in theirs, or is that intended?
cfh1985  [作者] 2020 年 1 月 23 日 上午 6:54 

What I would really like to change/improve is the balance of the districts. Myself, when playing, always go for 2-3 particular districts, the others are much more of a toss up. So what would help to make the other's more desirable to you?

Also, the update version will also allow a different amount of districts - one for each built settlement in a province. The other interesting improvement for me is the new ambition to create a new settlement slot once the max number of districts have been built - this would mean that with enough time and careful management any province would be capable of having 7 settlements and thus 7 district types!
cfh1985  [作者] 2020 年 1 月 23 日 上午 6:54 
okay, so I can/will work on how the ai prioritises which districts they build (general inclination based on traits, merchant/feudal/theocratic, what has already been build etc), I'll also have a look at how quickly they build them.

However, and I can't stress this enough, it's not a system for the human player. It's intended to add variety to the game and not just create the world as the human player seems fit. Think of it as being no different to gaining provinces with settlements already built - they may not be ideal butyou have to work with what is there, or give it to another character and find one more to you liking.
John™ 2020 年 1 月 22 日 下午 1:31 
It's just that they just create districts the moment they get the chance. Whenever I would take over, I would have to remove all of them because there is just too many districts, and they would never just focus on one. Also, the districts that they would create didn't serve my purposes. I love the districts but I never liked that the AI also could build ones also since more than likely I would have to destroy them because I don't/want them.
cfh1985  [作者] 2020 年 1 月 22 日 下午 12:58 
sorry, John, that's not going to work. What's more, in the update version there wont be any options of destroying built districts.

If you can explain why the AI's choices are horrible I may be able to improve them
John™ 2020 年 1 月 21 日 下午 5:40 
is it possible so that only the player has the options to build the districts? The way the AI chooses them is horrible and I hate having to waste prestige destroying the buildings and starting from scratch.
cfh1985  [作者] 2019 年 12 月 14 日 上午 1:39 
thanks for the feedback.
Zenneh 2019 年 12 月 12 日 下午 12:57 
and sorry for the late response
Zenneh 2019 年 12 月 12 日 下午 12:52 
cfh_districts_ca_citizen_noble_buildings

3rd building in the code

has_province_flag = cfh_districts_citizen_noble2_flag

Should be

has_province_flag = cfh_districts_citizen_noble_2_flag
Hulk 2019 年 12 月 8 日 下午 1:25 
ok thanks
cfh1985  [作者] 2019 年 12 月 8 日 上午 10:21 
Zenneh - do you by any chance know the specific file with the error?

Hulk - all the buildings/mechanics should work
Zenneh 2019 年 12 月 7 日 上午 7:43 
Found a bug - If you go for noble district (Large Rich to Huge Rich) It doesn't work I was able to fix it for myself. The district in question was missing a _ in the code.
Hulk 2019 年 9 月 16 日 下午 2:05 
does anyone know if this works with agot?
cfh1985  [作者] 2019 年 6 月 7 日 下午 12:22 
Francisco -I can't see anything wrong with the localisation. Checked manually (some not all - there's a lot) and with the validator.
I'd suggest deleting the mod files and allowing them to re-download (assuming you're still subscribed). Also ensure you delete buildings V1 if you have it.

Updated the mod with a few unrelated bugfixes

Obviously keep me updated if any other bugs appear or if the localisation continues to be broken
Francisco 2019 年 6 月 7 日 上午 8:19 
For example:

cfh_buildings_ca_tower_2
Francisco 2019 年 6 月 7 日 上午 8:18 
Almost every CFH building has missing localization issues and they have the names of:

cfh_something_ca_something
cfh1985  [作者] 2019 年 6 月 3 日 上午 11:25 
should now be fixed and update. Though it won't remove the modifiers from districts that have already been removed. I'll create a maintenance event to check every few years for modifiers and builders that shouldn't be there.

Any other bugs or suggestions let me know
cfh1985  [作者] 2019 年 6 月 3 日 上午 7:54 
the modifiers should remove automatically as part of the yearly maintenance event. I'll have a look and upload a fix today
Despicision 2019 年 6 月 2 日 下午 8:03 
Just a bug report:

Destroying districts in a county doesn't <actually> remove the district modifier from the county modifiers (I.E. destroying a military district keeps the +60% castle tax modifier indefinitely, but any buildings in the military district line *are* removed properly).

Sel Und Irae 2019 年 5 月 31 日 下午 9:08 
Thankyou
You sexy sexy bastard:8bitheart:
Human72 2019 年 5 月 30 日 上午 11:25 
ok :steamhappy:
cfh1985  [作者] 2019 年 5 月 30 日 上午 12:37 
this mod edits exactly zero game files! With the exception of some of my own mods (buildings V1) it is compatible with everything - in a technical sense.
Some things may not entirely make sense together, for example -
Your Personal Castle / Personal Buildings module. They'll work, but you're doubling up on things!
Which is why each of the 4 parts has a game rule - if you want one part, but not another, just use the game rules to select the parts you want to play with
Human72 2019 年 5 月 29 日 下午 11:21 
nice question does this work with other mods that add buildings etc?
cfh1985  [作者] 2019 年 5 月 29 日 上午 4:28 
Destroy districts decisions now added
cfh1985  [作者] 2019 年 5 月 28 日 上午 12:36 
I intend to add a decision to remove districts, though it will have some serious drawbacks.

I'll be honest regarding balancing - I collected data from paradox's buildings to calculate an average cost for each modifier, that was pretty much the extent of it.

Thanks for your input though. I didn't worry about balancing too much as it's all available to everyone but, once I've had enough feedback I can start tweaking the modifiers (which districts are popular, which aren't)

It's hard to know what's the right balance when I always/only play as english feudal
Despicision 2019 年 5 月 27 日 下午 10:18 
As of now it seems like you did a great job making the buildings work (I haven't ran into any that didn't), but it needs some serious balancing. Districts & their buildings give bonuses that are way too high (250% city tax bonuses just from having a T3 trade district and an auction house makes a single province worth more than 30 others). But that is all probably easy to solve with number tweaking.

I would suggest, depending on how difficult it would be to implement/balance, a way to raze/change the districts provinces have, as newly-gained territory 50-100 years into the game is bound to be riddled with districts that the AI put in that aren't ideal for the player.

Good job on making such a comprehensive building overhaul though - I'm looking forward to you perfecting it :).

cfh1985  [作者] 2019 年 5 月 27 日 下午 9:59 
Introduction of game rules is the main one making it not save game compatible. A lot of the building modifiers used don't work, even though paradox uses them on buildings in the same holding types.
The training yard and guest room are now implemented. Also, added guest rooms to family palaces.
The way the mines are randomly placed has been reworked/improved.
Population migration (based on space in the district and county prosperity) has been introduced
Mi mo ma 2019 年 5 月 27 日 下午 7:06 
What changed, exactly?