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Author Topic: [REL] Fajeth's MegaModPack for Renaissance: 0.95  (Read 157656 times)

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Offline Fajeth

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[REL] Fajeth's MegaModPack for Renaissance: 0.95
« on: 15 March 2012, 13:03:48 »
Fajeth's MegaModPack 0.95

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Changelog 0.95:

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Changelog 0.95
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**Bugfixes**
- ModPack: During council votings you could not vote for every present applicant
- ModPack: Fixed some text errors.
- Vanilla: If you were called to the council etc. it could happen that your character
  continued to produce goods after he reached the building.
- Vanilla: AI-Sims living in different towns could charge your character. Now only
  people of the same town will charge eacht other.
- ModPack: Sometimes AI characters got the first title for free.
- Vanilla: Sometimes AI characters waited for hours for their spouse to show
  up at home to spend the night together without ever doing it (poor guys)
- ModPack: Family members will now have free time again once you remove them
  from your active group
- ModPack: The measure "Quacksalve" would only show up in your building's menu
  if you had some miracle cures on stock (not if they are in your medicine chest)
- ModPack: You could not finish the fith tutorial because the measure "spend the
  night together" did not work in the tutorial.
- Vanilla: In Tutorial 3 (buildings) the help-arrow showed the action "hire
  random employee" instead of the "repair building" icon
- ModPack: You can now also use the talk-measure to flirt in tutorial 5.
- Vanilla: You can no longer marry employed characters
- ModPack: Fixed a bug wihtin the AI script for attacking rivals
- ModPack: Fixed a critical bug that could freeze your game.
- ModPack/Vanilla: There could be endless steam in the bathing room
- ModPack: Fixed a bug within the AI production of churches
- ModPack: If you fired your worker he would continue to work for you
- ModPack: Dynasty characters would not be auto assigned by the AI to work
  within your buisnesses.
- ModPack: Sometimes AI robbers had problems during waylay-actions.
- ModPack: AI farmer did not buy corrals

**Balancing**

General:
- Starting conditions have been changed: AI dynasties have less experience
  at game start, especially coloured AIs have about the same amount of XP as players.
- It's more random with whom you will have treaties or feuds at game start.
- Escorts are cheaper now (500g instead of 750g)
- If you court someone and she gets hired by another dynasty, you will no longer
  be able to marry her. But you can continue to court her until she fells in love.
  If you ask to marry her, you will get 250 xp and a message.

AI:
- The decision if AI takes an insult or wants a duel now depends much more on the
  chance if the AI can win/survive a duel or not
- Family members of the AI will now try to boost favor with important people even
  if only the husband/wife has political ambitions
- AI will visit their shops much more.
- Shadow AI will now sell they buildings only for 12 hours but not if they have
  political seats. They will only set the building for sale if they have less than
  25k gold (20k before).
- Production management of all buisnesses has been further improved.
- AI will not goat workers after 16h.

Craftsman:
- You now produce 1 torch instead of 2 (this makes torches far more valuable)

Patron:
- Gathering lifestock is again a bit faster.
« Last Edit: 27 June 2017, 18:28:52 by Fajeth »

Offline General Chaos

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Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.1
« Reply #1 on: 15 March 2012, 17:08:15 »
Amazing!  I've been hoping someone would put something like this together.  I'll play around with it and report any bugs; I look forward to future versions too.

Offline Fajeth

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Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.1
« Reply #2 on: 15 March 2012, 17:30:03 »
Something already known: Apparently the cooldown of courting actions is deactivated - but not by me. I will change this in the next version (but first, i wait for more comments/ bug-findings) :)

Offline General Chaos

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Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.1
« Reply #3 on: 15 March 2012, 18:16:44 »
Ah, yeah, I just noticed that.  So far the only weird thing I've seen is some graphical glitches in the character creation when you pick your sign.  The list of signs seems to flicker in and out but it's still clickable.  I have no idea if this is an issue with these mods but I haven't seen it before (I assume it would be with the mod for hats/hairstyles).

Anyway, do you know if AI dynasties will purchase neutral buildings as well?  Also, the temporary buffs basically just add to that attribute for a short time when you do certain actions right?  I noticed that when I complimented someone I got a charisma buff and they got a rhetoric buff.  If that's the way it works, that's pretty cool; good job.

Offline Fajeth

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Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.1
« Reply #4 on: 15 March 2012, 19:19:46 »
hm i hadn't had this graphical issue, but i will keep it in mind.

AI: I don't know, theoreticly yes, but i didn't change anything there

The buff: cool ^^ Nope, i didn't add something like that - but maybe it was in the game all the time - i just made it visually

Offline FlyingEagle

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Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.1
« Reply #5 on: 16 March 2012, 15:49:06 »
Man this is awesome!! This will surely bring me and much players back to the guild. Thanks to you and all the moders of such amazing mods. Keep up the good work! Looking forward to new version

Offline Fajeth

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Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.1
« Reply #6 on: 16 March 2012, 17:09:47 »
Thx :)

There is apparently a bug within lex0rs command me mod, which is causing the Cooldown-bug. This will be fixed next version.
Also the self-apply-medicine-mod works - but the target is wrong. So, you can't pick yourself, but have instead to choose another sim. But don't worry: your character will be cured - not the other guy ;)

I'm on it to fix it ...

Offline General Chaos

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Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.1
« Reply #7 on: 16 March 2012, 23:01:39 »
Download count is adding up; looks like word is spreading.  Keep up the good work.

Offline Fajeth

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Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.1
« Reply #8 on: 17 March 2012, 00:25:36 »
as long as they know that this is just a very early version ... ;)

Offline LordProtektor

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Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.1
« Reply #9 on: 17 March 2012, 02:22:23 »
A LAN party dream becomes real. Thanks :)


If I may ask: How do you keep track and organize yourself with so many different files? I'd guess it's really difficult.
« Last Edit: 17 March 2012, 02:24:52 by LordProtektor »

Offline Fajeth

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Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.2
« Reply #10 on: 19 March 2012, 17:52:24 »
LordProtektor: Don't ask. It's terrible :D But i am chaotic - in many ways, so i am getting used to it ...

All: New version is online, changeme in the first post.

Offline General Chaos

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Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.2
« Reply #11 on: 20 March 2012, 03:02:40 »
Nice.  Glad to see you're fixing bugs.  I encountered a strange one tonight during MP.  We were both in a trial and then when it was over our characters remained "in the trial" according to their status icons and couldn't perform any functions, but they had left the town hall.  They seem stuck like this indefinitely.  Not sure if it's something in this mod but just reporting in case.

Offline Zgeek

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Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.2
« Reply #12 on: 20 March 2012, 12:21:19 »
Great work Fajeth,I just want to make a suggestion is there a way to reward the assessor?
I mean if you're an assessor in the court you get nothing for your time no money or experience, at least there should be some experience or money for the assessor in the court.
« Last Edit: 20 March 2012, 12:24:02 by Zgeek »

Offline General Chaos

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Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.2
« Reply #13 on: 20 March 2012, 12:34:19 »
Great work Fajeth,I just want to make a suggestion is there a way to reward the assessor?
I mean if you're an assessor in the court you get nothing for your time no money or experience, at least there should be some experience or money for the assessor in the court.

I actually think that's a great idea too.  Oh, also wanted to add one more thing: I thought only neutral buildings were supposed to be for sale.  What constitutes neutral b/c in my game literally every building (even the merchant stalls) is for sale.

Thanks again!
« Last Edit: 20 March 2012, 14:12:36 by General Chaos »

Offline Fajeth

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Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.2
« Reply #14 on: 20 March 2012, 12:58:34 »
Hmm!! There should be a reward! XP and gold :/ nothing shows up? Then i have to look into the script again ...

Buildings: yeah, i know. I am still unexperienced with the filters, so any suggestions of modders would be very much apreciated

Thx guys!