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[mod] [CK2] Luxuria Fantasia - Updated: 23AUG20


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Posted
9 hours ago, lockeslylcrit said:

I'll be looking into the thrall mechanic in the future

Thank you! I'm glad you made it so you don't have to feed. Maybe thralls could be drained (IE killed) to reverse aging or regenerate wounds/heal sickness, but require an intrigue check lest the vampire be caught literally red handed?

Posted

I noticed that the Wizard tower doesn't "restock" on court mages. Wouldn't that be a good/normal thing? Unless you somehow add that the "Mage" trait can be passed down and you can appoint those who have it to be court mages, and then also allow that to trigger the events that Sorcy and Hermione have... which sounds like a bit of a pain coding wise, though that would be an awesome way to do it.

 

Maybe have it be that if "person with mage trait" is appointed court wizard "Position 1" then events "Hermoine" trigger and if "Position 2" Sorcy trigger? I don't know, I've seen some of the coding but it's beyond me to fully grasp.

Posted
4 hours ago, Mezuthial said:

I noticed that the Wizard tower doesn't "restock" on court mages. Wouldn't that be a good/normal thing? Unless you somehow add that the "Mage" trait can be passed down and you can appoint those who have it to be court mages, and then also allow that to trigger the events that Sorcy and Hermione have... which sounds like a bit of a pain coding wise, though that would be an awesome way to do it.

 

Maybe have it be that if "person with mage trait" is appointed court wizard "Position 1" then events "Hermoine" trigger and if "Position 2" Sorcy trigger? I don't know, I've seen some of the coding but it's beyond me to fully grasp.

AI mages are kinda useless at the moment since they wont cast any spells. I plan on doing a full rewrite of the magic system to make it more interactive.

Posted
On 7/22/2019 at 7:18 PM, bicobus said:

The slavery "training" mechanic was never really well thought out, too many window to open. It should have been a social thing instead of a psychological (ie. "you are now a slave" instead of "let's train you up for 3 months")? The reason being that you can only enslave a prisoner, prisoners get sick and die, if you have 10 prisoners that's 10*3 window to open and close and that same amount later down the timeline.

 

The chance of them dying was the entire reason I did it that way. People selected as slaves died a lot before they ever even had the chance to fill the role of a slave.

 

The training thing was an attempt at having some variety, and I'm certain part of the issue is in play styles. I never played a game from the perspective of a mass volume slaver. It was usually just one or two for a need or to build one for high sale potential. So the interface was never cumbersome enough admittedly for me to worry about doing a second large overhaul (if you thought it was window/click heavy in DWR, the original was indeed a nightmare in DW).

Posted
On 7/23/2019 at 11:21 AM, lockeslylcrit said:

Just as you don't need to tell a human character to manually eat food, it is implied that you nom on people regularly,

I dunno. Vanilla CK2 goes with manual direction on humans eating food. I swear every fifth event is me either telling someone that they're eating too much, or they're not eating enough. ?

 

Posted

The slave training mechanic is perfectly fine as is. No clutter and everything's automatic except choosing which training you want.

Posted
25 minutes ago, lockeslylcrit said:

The slave training mechanic is perfectly fine as is. No clutter and everything's automatic except choosing which training you want.

I have not experienced the slave mechanic as of late, so I'm not sure about what you are referring to. But on an argumentative basis, what does the training affect? If there are flavor texts, does it stay the same however much characters we enslave? Of what use a slave is? And where are the others? Why can't I go to my slave camp and bring one of them slaves in my court or be presented with a good servant?

 

See, the issue I had with the enslaving process was how pointless, repetitive (same flavor all the time) and impersonal it was. The end result was always useless garbage. Hell, even vanilla does it better giving you a choice to have a "thrall works" bonus in your capital after a raid by enslaving captives. A slavery system limited to singular characters makes no sense, it has to be broader. There is a need for the representation that an entire class of people are enslave in whatever kingdom allows it, and give the appropriate consequences. If we have slaves and an arena, why can't we have them fight each other? That would be at least one usage for enslaved characters.

 

Anyway, this is just a bit of rant on a specific mechanic. Slavery as it is present doesn't fit because there is no social narrative present to support it.

Posted
3 hours ago, bicobus said:

I have not experienced the slave mechanic as of late, so I'm not sure about what you are referring to. But on an argumentative basis, what does the training affect? If there are flavor texts, does it stay the same however much characters we enslave? Of what use a slave is? And where are the others? Why can't I go to my slave camp and bring one of them slaves in my court or be presented with a good servant?

 

See, the issue I had with the enslaving process was how pointless, repetitive (same flavor all the time) and impersonal it was. The end result was always useless garbage. Hell, even vanilla does it better giving you a choice to have a "thrall works" bonus in your capital after a raid by enslaving captives. A slavery system limited to singular characters makes no sense, it has to be broader. There is a need for the representation that an entire class of people are enslave in whatever kingdom allows it, and give the appropriate consequences. If we have slaves and an arena, why can't we have them fight each other? That would be at least one usage for enslaved characters.

 

Anyway, this is just a bit of rant on a specific mechanic. Slavery as it is present doesn't fit because there is no social narrative present to support it.

It sounds like you were looking for a comprehensive slavery system, and well, that was never the real goal. To be honest, it grew more out of being bored with how little you could do with your prisoners. Although there were definitely plans to do more - such as the slaves fighting slaves in the arena - I didn't get to them before I took a long modding break, and now I've opted to leave the mod in lockeslylcrit's hands, and it sounds like you may want to consider getting familiar with how it presently operates if you're going to be providing recommendations related to it.

Posted
11 hours ago, dewguru said:

It sounds like you were looking for a comprehensive slavery system, and well, that was never the real goal. To be honest, it grew more out of being bored with how little you could do with your prisoners. Although there were definitely plans to do more - such as the slaves fighting slaves in the arena - I didn't get to them before I took a long modding break, and now I've opted to leave the mod in lockeslylcrit's hands, and it sounds like you may want to consider getting familiar with how it presently operates if you're going to be providing recommendations related to it.

Yes, if I am told there are apples in a basket, but then find out said apples are made of plastic, I would be bothered the same.

 

As how it presently operate, well, it's the same mechanics but with steps removed. Less clicks, good, but still no purpose and garbage result. A courtier limit has been introduced in vanilla in recent patches, thus every slave might count towards that limit.

 

My observations are still valid.

Posted
48 minutes ago, bicobus said:

Yes, if I am told there are apples in a basket, but then find out said apples are made of plastic, I would be bothered the same.

 

As how it presently operate, well, it's the same mechanics but with steps removed. Less clicks, good, but still no purpose and garbage result. A courtier limit has been introduced in vanilla in recent patches, thus every slave might count towards that limit.

 

My observations are still valid.

Well, I don't see where anyone is telling you there are apples in a basket.

 

There isn't anything on the DWF or even the old DWR main post that indicates there is any kind of deep slavery system.

 

So instead of someone telling you there are apples in a basket, it's more like you've been invited to partake a buffet, and you were hoping to find apple glazed pork roast as part of the main course, yet found out that the only apple based product in the buffet was applesauce as a side.

Posted
1 hour ago, dewguru said:

There isn't anything on the DWF or even the old DWR main post that indicates there is any kind of deep slavery system.

The naming scheme while playing refer to the mechanic as slavery (slave camp, slave trait, etc). Therefore it implies a slavery system exists which isn't exactly present. It could have been called anything else, like thralldom or indentured servitude. And again, it isn't about how deep the system is, but about the social narrative it supports which is apparently inexistent. A deep slavery system would look nothing like the present or anything I alluded to. Slavery in medieval Europe is a very complex subject, and integrating it into the game would induce enough changes that it would overhaul the dynamics of the game.

 

The system you are referring to isn't one, it's just a tag.

 

Here is what could have been done instead of the whole "slave camp" and "training" stuff: select a prisoner → send to slave market = monetary gain. We don't need to the whole training business, it just doesn't make sense. If you want to train slaves, there is a better mod for that called Immersive Slave Training & Kidnapping, or with another theme The House of O - A Society for BDSM. You don't need a dungeon to do bdsm, just a partner.

 

1 hour ago, dewguru said:

So instead of someone telling you there are apples in a basket, it's more like you've been invited to partake a buffet, and you were hoping to find apple glazed pork roast as part of the main course, yet found out that the only apple based product in the buffet was applesauce as a side. 

You miss the point. I say « There is no purpose to those apples. » and you answer with « I never intended to include apples in the first place. ». Yes, I agree. Why are there apples though?

Posted
56 minutes ago, bicobus said:

Here is what could have been done instead of the whole "slave camp" and "training" stuff: select a prisoner → send to slave market = monetary gain. We don't need to the whole training business, it just doesn't make sense. If you want to train slaves, there is a better mod for that called Immersive Slave Training & Kidnapping, or with another theme The House of O - A Society for BDSM. You don't need a dungeon to do bdsm, just a partner.

 

This is the great thing about mods! You've found a couple that better meet what you're looking for. That means that you've options.

 

It's almost like a store. You've got different apples you can choose from!

Posted

Bug report:

 

Impregnation chance for unique  NPCs ( Mey in my case and probably all the others as well ) is broken.

 

File: DWF_core_visits

events: DWVisits.8000 - 8999

Bug:Future fathers (edit: a partners of any kind ) are scoped as "event_target:dw_visit_target". however that target is never saved in your new event chain. ( it's from "DWVisits.1" event which is skipped now? )

Posted

This might have been answered but does this play well with Mythos? I think that mod has things that Dark World doesn't, like giants and such, and I think dragons function somewhat differently.

Posted

I've found a little bit of an unusual bug. I'm not sure if its actually breaking anything, and i'm still trying to find out how it happened, but i'm posting here just in case anyone else has experienced this. A lot of the options related to DWF seem to be duplicated, including in game decisions. They all seem to be equally functional; as I said, nothing seems to be super borked, but it is weird. I've tried clearing and reinstalling all mods from scratch, as well as reinstalling/repairing the game, to little avail. 

If anyone has insight into the cause of this, it would be very much appreciated. Thanks in advance.

(For reference, the only mods enabled in this screenshot are DWF and its modules.)

a7c05c7b7528264aad3dd03de9e10929.jpg

Posted
8 hours ago, heavensblood97 said:

I've found a little bit of an unusual bug. I'm not sure if its actually breaking anything, and i'm still trying to find out how it happened, but i'm posting here just in case anyone else has experienced this. A lot of the options related to DWF seem to be duplicated, including in game decisions. They all seem to be equally functional; as I said, nothing seems to be super borked, but it is weird. I've tried clearing and reinstalling all mods from scratch, as well as reinstalling/repairing the game, to little avail. 

If anyone has insight into the cause of this, it would be very much appreciated. Thanks in advance.

(For reference, the only mods enabled in this screenshot are DWF and its modules.)

a7c05c7b7528264aad3dd03de9e10929.jpg

You are running a super old version on top of a newer version somehow. Clean out your mods and reinstall a fresh copy.

Posted

What exactly distributes custom portraits? The ruler creator I noticed I just have the usual CK portraits. I have a few Dark World packs but they don't seem to have changed anything.

 

EDIT: Nevermind, I am the biggest doof who ever doofed. Didn't realize it was like a mod for a different game I once played, where characters are assigned once the game actually unpauses. Gomen.

Posted
12 hours ago, MagnaSonic3000 said:

This might have been answered but does this play well with Mythos? I think that mod has things that Dark World doesn't, like giants and such, and I think dragons function somewhat differently.

Dark World Fantasy functions with most mods, since it doesn't edit any vanilla files. I have tested it with total conversions like After the End Fan Fork and Sanguo and it works perfectly. Just make sure you edit Dark World Fantasy.mod to add the other mods as dependencies, in case they load after DWF and overwrite the entire folder. You should also disable any DWF races that are duplicated by another mod.

Posted
21 hours ago, lockeslylcrit said:

You are running a super old version on top of a newer version somehow. Clean out your mods and reinstall a fresh copy.

I don't even know how I managed to do that, but you were right. I got rid of all CK2's files and then reinstalled them via Steam, then reinstalled the mods, and that fixed it. 

Thank you for your help.

Posted
14 hours ago, heavensblood97 said:

I don't even know how I managed to do that, but you were right. I got rid of all CK2's files and then reinstalled them via Steam, then reinstalled the mods, and that fixed it. 

Thank you for your help.

just delete the old files befor you install the new ones.... do not... DO NOT just overwrite the old ones

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