Crusader Kings III

Crusader Kings III

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Auto conversion
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707.847 KB
25 grudnia 2021 o 13:18
15 listopada o 14:04
Listy zmian: 45 ( zobacz )

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Auto conversion

W 1 kolekcji stworzonej przez slaneche
Mod Slaneche
Przedmioty: 8
Opis
Auto promote religion
Dans le cadre de la lutte contre la folie, un mode pour promouvoir automatiquement la religion.
As part of the fight against madness, a mod to automatically conversion.

Permettez à votre chapelain de promouvoir automatiquement la religion dans tout votre royaume!
Allow your court chaplain to automatically convert throughout your kingdom!

Feature
Your auto court chaplain will process in that order :
  1. Your capital
  2. Your provinces
  3. Capital of kings vassal
  4. Capital of dukes vassal
  5. Capital of counts vassal
  6. Capital of barons vassal
  7. Provinces of other vassals
  8. Other provinces that have conversion penalty
[/b]Votre auto-chapelain convertira dans cette ordre :
  1. Votre capitale
  2. Vos provinces
  3. Capitales des rois vassaux
  4. Capitales des ducs vassaux
  5. Capitales des comtes vassaux
  6. Capitales des barons vassaux
  7. Provinces d'autres vassaux
  8. Provinces qui ont des pénalité de conversion

Other mods
Mind keepers :
Auto accept indulgences
Auto promote culture
Auto increase control
Force in acclaimed knight

Gameplay :
Councillor's experience trait
Monthly prestige gain for vassals of same dynasty
Culture conversion

Compatibility mods
Auto conversion Compatch + MGR


Release note
1.1.0
1.2.0
  • Make chaplain restart on task cancel
1.3.0
  • Make it compatible with fleur-de-lis update
1.3.1
  • Fix a bug preventing the conversion from stopping under certain conditions
1.4.0
  • Make it compatible with Castle update
1.4.1
  • Make it compatible with v1.6.1.1
1.4.2
  • Make it compatible with Bastion update
1.4.3
  • Make it compatible with v1.7.2.0
1.4.4
  • Make it compatible with Robe
1.4.5
  • Make it compatible with Lance
1.4.6
  • Make it compatible with v1.9.1
1.4.7
  • Make it compatible with Peacock
1.4.8
  • Make it compatible with Basileus
1.4.9
  • Make it compatible with Traverse
1.4.10
  • Make it compatible with Chamfron
1.4.11
  • Make it compatible with Crane
1.4.12
  • Fix : infinit loop
Popularne dyskusje Zobacz wszystkie (2)
4
21 czerwca 2022 o 2:58
Make paradox
Altogolik
1
27 września 2024 o 9:02
Fixes
finallyciv
Komentarzy: 287
Avignón 1 grudnia o 3:51 
Hi. I've run into an old problem: my conversion doesn't automatically switch to another province. The mod isn't working for me. What should I do?
vmfmgmfm57 29 listopada o 19:26 
After experimenting with various things, I think the problem I mentioned occurs when there is a Faster Council Tasks mode.
Kar 26 listopada o 0:28 
[15:57:10][E][eventmanager.cpp:63]: Maximum recursion depth for events reached, possible infinite recursion? Skipping event court_chaplain_finish.0001
[15:57:10][E][jomini_script_system.cpp:303]: Script system error!
Kar 26 listopada o 0:18 
Error: Left side and right side during comparison were of different types (left was 'landed_title', right was 'character')
Script location: file: common/scripted_effects/10_chaplain_move.txt line: 11 (chaplain_move)
slaneche  [autor] 23 listopada o 5:49 
@vmfmgmfm57 i try ! But there is an ingame bug... when a use a trigger, the selected vassal may change. more or less randomly... i haven't the solution for now... but i'm still looking...

(when a use random_vassal(), that should send me a direct vassal (that work find in debug mod) if i limit the selected vassal with a trigger, the scoped vassal change ! ))
vmfmgmfm57 22 listopada o 19:55 
Ah, this infinite loop bug still remains in the AUH DLC. While in a hegemonic state, if the player and government officials change their religions, it seems to work fine at first, but as you continue to conquer other countries' lands, at some point it goes into an infinite loop where it searches for a target every 0.1 seconds as I mentioned before, and I've even seen it target other countries' lands instead of my own. I don't know why this is happening. Can you fix this?
Mad Dog Peter 19 listopada o 8:36 
My idea is to use multiple Triggers with squared_distance = { target = root.capital_province value < ... } with increasing thresholds like 200, 500, 1000, etc. to judge the distance step by step, though it might seem a bit crude.
slaneche  [autor] 19 listopada o 8:19 
@Mad Dog Peter, i ll see that, but in my memory that was not easy to do.
Mad Dog Peter 19 listopada o 7:20 
Can you implement a distance-from-capital based priority order? This would make the realm's map appearance more organized.
slaneche  [autor] 16 listopada o 0:46 
@vmfmgmfm57 i have try with the hegemon, and that work. you have other mod ?