[MOD] Ghosts on the Thrones (v1.3.9)

Moderator: Pocus

kronenblatt
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[MOD] Ghosts on the Thrones (v1.3.9)

Post by kronenblatt »

This mod combines the features of my three individual mods and more:
  • Winter May or May Not be Coming
    • Instead of harsh weather always occurring every four years, this mod has a random element with a 25% probability of harsh weather occurring a certain year (if not harsh weather the previous year) alternatively 33% probability (if harsh weather the previous year).
    • (Included and integrated into Remote Regions.)
  • Ceding regions and provinces, making client states and absorbing nations is no longer possible through transactions, only through peace treaties at war.
  • Players' units suffer a 10% experience points (xp) decay every five turns/years.
  • Plus some changed, more latinised names of the states.

Zipped files for FoGE containing 310 BCE and 550 BCE available for downloads:
Last edited by kronenblatt on Sat May 21, 2022 10:31 pm, edited 13 times in total.
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SuitedQueens
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Re: [MOD] Ghosts on the Thrones

Post by SuitedQueens »

Does this pack includes x550BCRemoteRegions mod? I assume not, so if I put both Ghost on Thrones and x550Regions mods in the Scenarios folder, will they work properly then?
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Re: [MOD] Ghosts on the Thrones

Post by kronenblatt »

SuitedQueens wrote: Mon Mar 22, 2021 9:56 am Does this pack includes x550BCRemoteRegions mod? I assume not, so if I put both Ghost on Thrones and x550Regions mods in the Scenarios folder, will they work properly then?
True. It's a 310 BC start for this one.
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Re: [MOD] Ghosts on the Thrones (310 BC)

Post by Krevan »

Hello. Can you tell me if there are mods that make city sieges more realistic? For example, if a city has a non-blocked port, it could be used to deliver food and supplies to the besieged.
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Re: [MOD] Ghosts on the Thrones (310 BC)

Post by kronenblatt »

Krevan wrote: Thu Apr 15, 2021 3:27 pm Hello. Can you tell me if there are mods that make city sieges more realistic? For example, if a city has a non-blocked port, it could be used to deliver food and supplies to the besieged.
Don't know actually, but it's a really good idea. Don't know if it's moddable though.
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Re: [MOD] Ghosts on the Thrones (310 BC)

Post by kronenblatt »

duplicate.
Last edited by kronenblatt on Tue Apr 27, 2021 7:03 am, edited 1 time in total.
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Re: [MOD] Ghosts on the Thrones (310 BC)

Post by kronenblatt »

Pocus wrote: Mon Apr 26, 2021 7:11 am Nice to read (except for your work issues!).

I welcome anyone to do mods also, and who knows, people might even have their work included officially! On a personal level, a End of Empire mod would be kinda cool.
Hi Pocus.

I like to do mods, for FoG:Empires too. But I'm having problems to get it to work from 1.3.4 to 1.3.7.0. I've eliminated error message after error message, but now I'm kind of stuck with this one:

Image

Could you please help? EDIT: Got help, many thanks!
Last edited by kronenblatt on Thu Apr 29, 2021 6:37 am, edited 1 time in total.
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Re: [MOD] Ghosts on the Thrones (310 BC)

Post by Pocus »

If you replace your bsf files one by one you'll see the issue is in BattleConnection. You might have made a typo somewhere, or a opening curly bracket has not an equivalent closing one.

I suggest you take your previous file version of this file (you do incremental backups, right? :D ) and compare them using a free utility like WinMerge, check the differences and see where you mistyped something.

You'll find bugs much more easily if you progress incrementally, as it reduces the amount of changes to check. Always have several versions stored as backup and compare to previous one, or previous-previous one. That's basically what I do on my side using other tools.
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Re: [MOD] Ghosts on the Thrones (310 BC)

Post by kronenblatt »

Pocus wrote: Wed Apr 28, 2021 12:56 pm If you replace your bsf files one by one you'll see the issue is in BattleConnection. You might have made a typo somewhere, or a opening curly bracket has not an equivalent closing one.

I suggest you take your previous file version of this file (you do incremental backups, right? :D ) and compare them using a free utility like WinMerge, check the differences and see where you mistyped something.

You'll find bugs much more easily if you progress incrementally, as it reduces the amount of changes to check. Always have several versions stored as backup and compare to previous one, or previous-previous one. That's basically what I do on my side using other tools.
Ah, thanks. So that's the typical error message for those sloppy errors.

I'll have a another look. I have been progressing incrementally as you say, but with the base from the 1.3.7 files and then added my modded parts one by one. But will go back step by step and look at where I made the error. Thanks, Pocus!

EDIT: True, the very annoying bug in BattleConnection was one instance with only one / pasted, whereas at least two // seem needed to comment out scripts, etc. Very sloppy by me. And if I look at the error message afterwards now, it's kind of obvious that the problem is... :)

Image
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Re: [MOD] Ghosts on the Thrones (v1.3.7)

Post by kronenblatt »

Ghosts on the Thrones mods for 310 BCE and 550 BCE are now updated for FoGE v1.3.7 and available for download at the end of the first post in this thread.
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Re: [MOD] Ghosts on the Thrones (v1.3.7)

Post by Pocus »

I missed the single reported / too in the message :D

Good to see you are back on track
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Re: [MOD] Ghosts on the Thrones (v1.3.7)

Post by kronenblatt »

Ghosts on the Thrones mods for 310 BCE and 550 BCE (for FoGE v1.3.7) with the new Remote Regions modifiers also taking terrain, coasts, and rivers into account are now updated and available for download at the end of the first post in this thread.
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Re: [MOD] Ghosts on the Thrones (v1.3.7)

Post by Henriquelike »

If i want to activate remote regions for the AI, what should i edit?

^^
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Re: [MOD] Ghosts on the Thrones (v1.3.7)

Post by azcore »

I noticed that when starting the 550bc campaign the nations setup is quite different than in vanilla, for example there is Dardarni faction north of Macedonia, while it is not present in vanilla 550bc. Which of the submods introduces that?
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Re: [MOD] Ghosts on the Thrones (v1.3.7)

Post by kronenblatt »

azcore wrote: Mon May 24, 2021 5:00 pm I noticed that when starting the 550bc campaign the nations setup is quite different than in vanilla, for example there is Dardarni faction north of Macedonia, while it is not present in vanilla 550bc. Which of the submods introduces that?
I believe the explanation is that factions have somewhat different names; that's all.
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Re: [MOD] Ghosts on the Thrones (v1.3.7)

Post by azcore »

kronenblatt wrote: Mon May 24, 2021 5:59 pm
azcore wrote: Mon May 24, 2021 5:00 pm I noticed that when starting the 550bc campaign the nations setup is quite different than in vanilla, for example there is Dardarni faction north of Macedonia, while it is not present in vanilla 550bc. Which of the submods introduces that?
I believe the explanation is that factions have somewhat different names; that's all.
But in vanilla there is no faction there at all
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Re: [MOD] Ghosts on the Thrones (v1.3.7)

Post by azcore »

This is from vanilla:
vanilla.png
vanilla.png (398.81 KiB) Viewed 3935 times
And this one is from the mod:
mod.png
mod.png (340.76 KiB) Viewed 3935 times


Dardarnia, Illyria and Dalmatia are not present in the vanilla campaign
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Re: [MOD] Ghosts on the Thrones (v1.3.7)

Post by kronenblatt »

azcore wrote: Mon May 24, 2021 6:44 pm This is from vanilla:
vanilla.png

And this one is from the mod:
mod.png

Dardarnia, Illyria and Dalmatia are not present in the vanilla campaign.
Are those the only regions differing?
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Re: [MOD] Ghosts on the Thrones (v1.3.7)

Post by azcore »

kronenblatt wrote: Mon May 24, 2021 6:56 pm
azcore wrote: Mon May 24, 2021 6:44 pm This is from vanilla:
vanilla.png

And this one is from the mod:
mod.png

Dardarnia, Illyria and Dalmatia are not present in the vanilla campaign.
Are those the only regions differing?
I don't know, sorry
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Re: [MOD] Ghosts on the Thrones (v1.3.9)

Post by kronenblatt »

Updates made for v1.3.9, also adding some features. See first post for details and download link.
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