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[mod] [CK2] Heroes and Villains - Discontinued


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On 9/21/2019 at 9:15 PM, dewguru said:

Looks like I made a mistake when setting up the event target in the decision. The fix will be in the next release.

 

My travel that I mentioned a couple posts ago, was for a death in the family, and I've got to admit that I haven't felt very creative since then, so I only just resumed work on it today. If this week goes well, I should be looking at the next release coming out next weekend.

Be well dewguru, take some time if you need it. 

I would say thoughts and prayers but I don't think the thoughts and prayers of some sexual deviants on an internet forum are worth much.

Will post some constructive criticism later on, loving your work.

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2 hours ago, Revolver "Revolver" Ocelot said:

Be well dewguru, take some time if you need it. 

I would say thoughts and prayers but I don't think the thoughts and prayers of some sexual deviants on an internet forum are worth much.

Will post some constructive criticism later on, loving your work.

I appreciate it.

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On 9/22/2019 at 11:50 PM, dewguru said:

It's sold by the Collector, which is the merchant that shows up randomly (also sells the artifacts that hold the imprisoned Astrid and the other guy).

OK so I found the artifact but what do I need to do now to actually become a Therianthrope? Great mod by the way and thanks for your help!

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11 hours ago, Insomnium92 said:

OK so I found the artifact but what do I need to do now to actually become a Therianthrope? Great mod by the way and thanks for your help!

Your character that has one cannot become one. You're going to want to give the artifact to a woman, or if you're playing one, then you just need to equip it and then breed with a beast.

 

With the current release, I think there are only 3 different events where you can get it to happen, so it can be difficult. The easiest way to get Therianthrope's started from my test was to just give the collar to Harley, and then she'll take care of the rest with her hyenas.

 

The next release will include additional options, along with options for therianthropes to appear in the world without you first having to breed them into existence.

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  • 2 weeks later...

Oof. Alright, I underestimated my ability to get back fully into the groove, but I've been still slowly picking away at it. I'm planning on doing a Thursday test play, and if all goes well, I'll release the next update Friday/Saturday time frame.

 

Apologies for anyone waiting.

 

The next update will NOT be save game compatible.

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Testing has gone well. Haven't hit everything, by many parts.

I've a couple tweaks to make tomorrow, but I should be good still for releasing something on Saturday, maybe Friday (depends on when I get the tweaks in).

 

Here's the current change log for what will be in the next release.

 

Change Log:
Version 1.0
- NOTE: NOT SAVE GAME COMPATIBLE WITH ANY PRIOR VERSIONS
- Updated Lair and Hall so it does not have to be rebuilt if the new ruler isn't yet a hero or villain, uses is_active_trigger to gain key bonuses. So even if the former ruler was a villain, and a new ruler is a hero, the Lair still exists, but gives no benefits, yet if the next ruler is a villain, the Lair once again becomes useful.
- Visit the Wizard Tower, where you can go shopping, recruit a magic based Hero or Villain, or learn magic yourself (Mage training first stage only. Specializations incomplete.)
- Hyena-kin can now take a custom portrait if they are exposed
- Updated Mod setting decision to allow additional races that can be disabled (therianthropes and demon-kin)
- Updated Mod setting decision to turn off Wizard Towers
- Moved Raven from a hall recruitment option to a Wizard Tower recruitment (with the potential to be a hero or a villain)
- Added Scarlet Witch in Wizard Tower recruitment, can be hero or villain
- Visit the Grand Inn (Not really recommended, content incomplete for release)

- Did a lot of planned trait entries, to hopefully make the save game compatibility issue less frequent.

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Great!

 

Just a request and suggestion,

is it possible for you to implement a slavery system, like DW Extras? You know, when you capture slaves, to have the option to keep him/her or sell them to various buyers?

But for the sake of clutter and optimization to "disappear without a trace", maybe?

 

Thank you!

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4 hours ago, Drax70 said:

Great!

 

Just a request and suggestion,

is it possible for you to implement a slavery system, like DW Extras? You know, when you capture slaves, to have the option to keep him/her or sell them to various buyers?

But for the sake of clutter and optimization to "disappear without a trace", maybe?

 

Thank you!

Are you saying that when you enslave someone and sell them, that you want it to then also remove them from the game?

 

Just ensuring I'm understanding what you're asking. If I do implement a slaving element, it'll be really strait forward. Brand prisoner, they're now a slave type mechanism.

 

Even if I don't add a slavery option, I would be willing to implementing some kind of "Disappear without a trace" action for villains. After all, I could see where they wouldn't want to just ask someone to leave their court and be a potential danger in the future. Better to bury them in a field somewhere instead.

 

Not into today's release though of course. I'm in the process of doing it's final tweak and packaging.

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New version has been posted.

 

I'm working on finishing up the Wizard Training aspect, and adding more spells. Only one spell is present right now for when someone becomes a mage.

 

I'm then going to work on the Visit the Grand Inn content.

 

After that, I think I'm going to remove the 'Do a Mission' decision event, and instead have Decisions where you can visit the Hall or Lair (dependent on what your ruler is), and in there, you'd be able to do what's currently part of 'Do a Mission' as well as some other potential planned actions.

 

Mixed in with the above three things will be more events for existing npcs and content.

 

I did a whole bunch of trait front loading with this last release, so I am hoping that I don't have a need to add any new ones over the next several releases, to hopefully help with Save Game compatibility.

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9 hours ago, dewguru said:

Are you saying that when you enslave someone and sell them, that you want it to then also remove them from the game?

 

Yes, just because of the file clutter and for the stuttering will be starting to kick in and the game will be starting to calculate the characters... I think.

 

Because I have noticed that the game realy keeps dead characters as a record in the saved games.

Imagine 200 years of gameplay to enslave characters and decide to sell them after every time you loot/raid/conquer territories...

I've noticed this stuttering during DW Extras gameplay as well.
 

Thanks for the consideration!!! ?

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1 minute ago, Drax70 said:

Yes, just because of the file clutter and for the stuttering will be starting to kick in and the game will be starting to calculate the characters... I think.

 

Because I have noticed that the game realy keeps dead characters as a record in the saved games.

Imagine 200 years of gameplay to enslave characters and decide to sell them after every time you loot/raid/conquer territories...

I've noticed this stuttering during DW Extras gameplay as well.
 

Thanks for the consideration!!! ?

Yeah, I know a challenge with Dark World long play sessions, with the potential for a very fertile and frequently fucking game world, that it was easy to fill a court. Hell, it's an issue even in vanilla if you end up with a number of folks taking the Seduction focus.

 

One thing I've been trying to do to counter that some in Heroes and Villains is trying to be more picky with decisions, vastly limiting them for the ai, while not being as prohibitive for the player. I've not noticed any issues so far, but I'll be honest, my computer is a beast, so it could be I'm horse powering through any issues with Heroes and Villains.

 

Still, even clutter aside, I like the idea of being able to trim the active character pool. I'm not certain how it could be done to keep them from being part of the horde of dead that are still tracked in save game files (probably due to family tree stuff).

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Yep!

And that's why I play without the "Seduction focus" in the game rules (for the AI) and I have given -10000 fertility to the "hedonist" trait and -15, -20, -30 fertility to the "whore" traits except the "retired whore" trait..! Whores WERE taking precautions at that time, but it was a bit brutal than today...

https://allthatsinteresting.com/birth-control-history

 

The problem with the vanila Focuses is that characters pick focuses randomly, without logic in the decision...

(ooops, did I hit a nerve there? lol)

 

Thanks!

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@Drax70 - The next update will have a Disintegrate spell for players who train their ruler to be an Evocation Specialized Mage (train in the Wizard Tower to become a mage - needs learning 10, then go back and train to be an Evocation Specialist). Should take about two years time to train from zero to Evocation Specialist.

 

Only players will have the ability to use the Disintegrate spell. It'll be considered a 'cheat' spell that'll always hit, and when shooting a target, it'll hit them with the Death reason of Vanished (vanilla death reason). I'm going to put a 3 month cool down on it. So in a nutshell it'll allow a player to 'clean' 4 individuals from the game a year. There are ways to reset the cool down, such as buying a Mana Potion from the Wizard Tower (appears in the Other Potions section at random). So it may be possible to use it more than 4 times a year.

 

There is also a Lightning Bolt spell that an Evocation Specialist can learn that has a 6 month cool down, with a hit/miss chance, which is a 'non-cheat' version as a hit may also just wound the target. The ai can use Lightning Bolt as well if any of them train to become Evocation Specialists (should be very, very, rare), but they cannot use the Disintegrate spell.

 

Hopefully this will help scratch the clean-up need a bit.

 

Not certain when I'll post the update. My weekend right now is looking very chaotic, so it might not be ready until next week.

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Okay, Sunday cleared up for me, with the work I was expecting having moved to next Saturday, so I'll be play testing the latest content, and if all is well, I'll post it up later Sunday night.

 

Current change log for the next update:

Change Log:
Version 1.1
- Added new spells
- Added new mage training specializations
- Visit the Grand Inn content expanded (more still to be done, but worth a visit or two)
- Added more events

 

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New mod version hitting. Change log from above applies.

 

This update is about 30MB smaller than the last one. The reason the last one was larger is because I accidentally left some of my working files (I've a folder for GIMP files and one where I stick some potential future image ideas).

 

I remembered to take those out this time.

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4 hours ago, dewguru said:

New mod version hitting. Change log from above applies.

 

This update is about 30MB smaller than the last one. The reason the last one was larger is because I accidentally left some of my working files (I've a folder for GIMP files and one where I stick some potential future image ideas).

 

I remembered to take those out this time.

I saw those, pretty hot stuff. 

Regarding the mod there doesn't seem to be any event to create BatWoman if you are playing as a villain and so her events with Harley never come into play. Or that's intended and is only hero content but Harley still hasn't interacted with her Hyenas in my new, and as of yet only, hero playthrough. 

Love the mod, will keep you posted. 

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52 minutes ago, Revolver "Revolver" Ocelot said:

I saw those, pretty hot stuff. 

Regarding the mod there doesn't seem to be any event to create BatWoman if you are playing as a villain and so her events with Harley never come into play. Or that's intended and is only hero content but Harley still hasn't interacted with her Hyenas in my new, and as of yet only, hero playthrough. 

Love the mod, will keep you posted. 

Batgirl should be available to recruit for heroes via decision.

 

In my play sessions, Harley has on occasion been reluctant it seems to get started with her hyenas. The more heroes or villains you've got active, the more there will be competed with the odds of the event firing.

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52 minutes ago, helixyos said:

Hello,
I just want to know if this mod is compatible with Dark World reborn?

It will either get updates to make it compatible, or it'll get absorbed into it, with a Game Rule to turn it off for folks that aren't interested in it. I'm leaning towards absorbing it, in order to make life easier, but we'll see.

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On 10/25/2019 at 7:25 PM, dewguru said:

It will either get updates to make it compatible, or it'll get absorbed into it, with a Game Rule to turn it off for folks that aren't interested in it. I'm leaning towards absorbing it, in order to make life easier, but we'll see.

Merging would be awesome for us and I thing for you as well, because you will have better control in both mods for updates!!!

 

Thanks!

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37 minutes ago, Drax70 said:

Merging would be awesome for us and I thing for you as well, because you will have better control in both mods for updates!!!

 

Thanks!

Yeah, I've decided to go on ahead and fully merge the two.

 

Won't likely be in the DWR release tomorrow, but the one after that.

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