DarksideRevan Posted February 15, 2022 Posted February 15, 2022 (edited) 2 hours ago, DocToska said: Carnalitas handles that out of the box, provided you allow it. Check your game rules for Carnalitas. Sex interactions must be enabled and non-consent interactions must be allowed. In that case you get the respective on-actions for adult prisoners that aren't on cooldown for recent sex or torture. I'll check it out, probably just forgot to enable it or it's a mod conflict on my end. Cheers for the reply. Edited February 15, 2022 by DarksideRevan 1
RageControl Posted February 15, 2022 Posted February 15, 2022 Can you adjust the battle capture rate further or allow us to turn it off in the settings? Even with it set to 25%, there's multiple chances to capture enemy commanders in every battle, which simply makes things a bit too easy. Otherwise, if I want to change it myself, do I just edit toska_siegecapturechance_25 = {} in the game rules or is there another file that controls the chance? Thanks for the mod! 1
DocToska Posted February 15, 2022 Author Posted February 15, 2022 (edited) 3 hours ago, RageControl said: Can you adjust the battle capture rate further or allow us to turn it off in the settings? Even with it set to 25%, there's multiple chances to capture enemy commanders in every battle, which simply makes things a bit too easy. Otherwise, if I want to change it myself, do I just edit toska_siegecapturechance_25 = {} in the game rules or is there another file that controls the chance? Thanks for the mod! See toskabattles_events.txt, event toskabattles.0001 and toskabattles.0201. Find the lines with the comment "# Tough luck!" (all three of them) and adjust the three percentage ranges there to your liking: First one has 1/99 Second has 50/50 Third has 75/20 Which of the three is used depends on the game rules for the capture percentage. So if your current game rule is 25% and you want to lower it, change the 75 to something line 90 and the 25 to 10. That should lower your chance from 25% to 10%. That's in line 91 and 94 of toskabattles_events.txt and for the raids just edit the "chance = 25" in line 1605 to change it to "chance = 10" instead. Edited February 15, 2022 by DocToska more details 1
RageControl Posted February 16, 2022 Posted February 16, 2022 (edited) 1 hour ago, DocToska said: See toskabattles_events.txt, event toskabattles.0001 and toskabattles.0201. Find the lines with the comment "# Tough luck!" (all three of them) and adjust the three percentage ranges there to your liking: First one has 1/99 Second has 50/50 Third has 75/20 Which of the three is used depends on the game rules for the capture percentage. So if your current game rule is 25% and you want to lower it, change the 75 to something line 90 and the 25 to 10. That should lower your chance from 25% to 10%. That's in line 91 and 94 of toskabattles_events.txt and for the raids just edit the "chance = 25" in line 1605 to change it to "chance = 10" instead. Thanks for the response. I changed the battle event chance from 25% to 2% and started a new game to test it. However, I still got an imprison notice every 2 days of a battle. I'm attaching the file I edited below to show my changes. Not sure if it's true but I think the 99% event might be firing during battles no matter which option you choose? toskabattles_events.txt Edited February 16, 2022 by RageControl
Celedhring Posted February 16, 2022 Posted February 16, 2022 (edited) 20 hours ago, DocToska said: No, sorry. I don't want to go there. It would be really difficult to get the ballance of that right. Unless when play-testing I try to play an underdog rag-to-riches ruler, who starts weak and I try to grow his or her dynasty into power over the centuries. Neighbouring rulers would wipe the floor with weaker player characters if they had access to the full feature set of this mod. However: In the upcomming version of this mod there is no longer is a 100% success chance for rapes to succeed. Instead there is a prowess check and if you loose that, the tables can turn and/or someone can get hurt or die in the process and that includes the player. For the moment this is as far as I want to go. Even there finding a good ballance was pretty tricky and I already suspect that I might have to tweak it in one direction or another in subsequent releases. There is a possibility...you could make it a toggleable ON/OFF feature for players to be affected by it with the caveat that they're on their own if that happens to them. Free choice, after all. But if you still don't want to go there, no problem. Edited February 16, 2022 by Celedhring 1
zev204 Posted February 16, 2022 Posted February 16, 2022 Just wanted to hop on here and say #1 welcome back, #2 thank you again for the most amazing work, and #3 yes, I actually agree with Celedhring that player-sub RoL/GoR is highly desired. Would you be offended if that feature is the inspiration for a mod-mod in the future, given that you have already put so much time and effort into the main mod? 1
AndImBlackYall Posted February 16, 2022 Posted February 16, 2022 (edited) Not trying to make demands or anything, but i think an option to rape on the spot and then imprison those that have been captured would be good if possible. Otherwise it'll leave high stat courtiers in other peoples lands, which could potentially turn into a problem down the line. Edited February 16, 2022 by AndImBlackYall 1
Admiral Awesome Posted February 16, 2022 Posted February 16, 2022 1 minute ago, AndImBlackYall said: Not trying to make demands or anything, but i think an option to rape on the spot and then imprison those that have been captured would be good if possible. Otherwise it'll leave high stat courtiers in other people lands, which could potentially turn into a problem down the line. This happened to me in my last playthrough, the game became extremely hard, even in late game ?
DocToska Posted February 16, 2022 Author Posted February 16, 2022 18 hours ago, zev204 said: Just wanted to hop on here and say #1 welcome back, #2 thank you again for the most amazing work, and #3 yes, I actually agree with Celedhring that player-sub RoL/GoR is highly desired. Would you be offended if that feature is the inspiration for a mod-mod in the future, given that you have already put so much time and effort into the main mod? Thank you! I've given it some thought and I'm still certain that granting the AI access to the events (as they are) would create a mayhem. Tweaking the chances down for the AI would on the other hand also make stuff happen less frequently that it would leave players dissatisfied. It might be possible to find a middle ground, but like said: It would be extremly difficult. But alas, this got me thinking further. How about we just throw an IF clause into the two toplevel decisions and send the players down the event chain they currently have, and give the AI another event chain that causes fewer mayhem and also perhaps triggers much less often? Further tweakable by game rules. Like turning the AI ability off and make some percentages adjustable. Also make it more trait based as well. A lawful knight in shining armor won't go on a raping spree, but a lustful and sadistic one certainly might. I'll look into it, but I make no promises as to if and when I might have something like that. But it at least has my curiosity and I'm wondering how it might play out. As for using any/all parts of my code in your own mods? Absolutely. Anyone who wants to use it has my blessing. Double props if you give me a mention somewhere in the comments of your code or (if you think it's warranted) the description of the mod. But it's not necessary.
DocToska Posted February 16, 2022 Author Posted February 16, 2022 16 hours ago, AndImBlackYall said: Not trying to make demands or anything, but i think an option to rape on the spot and then imprison those that have been captured would be good if possible. Otherwise it'll leave high stat courtiers in other peoples lands, which could potentially turn into a problem down the line. 16 hours ago, Admiral Awesome said: This happened to me in my last playthrough, the game became extremely hard, even in late game ? I think you two are onto something. You see, the whole time I've been play-testing this mod I use the same two saves (literally the same to roll-back and test from the same conditions) and went back and forth between them. The longest I played was maybe 2-3 years ingame time on each of them while I was testing some stuff. So obviously I didn't see any long term effects and therefore paid them no heed. Last night I did a new game and played for around 20 years ingame time in one session and I'm really starting to see what difference it makes. Even lost my ruler in a duel against an almost 40 year old enemy knight. When I checked that knights profile, it was clear that he was a former "randomly generated victim" due to the traits he had. I then turned on debug and checked the courts of surrounding lieges that I had raided or fought wars against and it was like many of their courtiers and/or vassals had won the genetic lottery. I mean: There were more giant titties present than in a Wallmart on a Black Friday. ? So yeah, this needs tweaking. Sure, the beauty traits aren't much of an issue, aside from improving the general gene pool quite a bit. But the advanced skills and prowess these characters possess sure ares an issue, as every successful siege/raid leaves your neighbour with more capable courtiers. Which the AI then naturally shoe-horns into appropriate positions or uses as leverage to form alliances through marriages. Let's do this: Unless you choose to imprison or kill them, randomly generated victims will be removed from the game automatically - in one way or another. I haven't use pruning before, but I look up if it can be scripted. Otherwise I'll exile them to the offmap realm Neverland (have to check if that's still there), or give them a fatal illness or (if it can't be helped) I'll just kill them off silently once the event is done. 4
AndImBlackYall Posted February 17, 2022 Posted February 17, 2022 13 minutes ago, DocToska said: I think you two are onto something. You see, the whole time I've been play-testing this mod I use the same two saves (literally the same to roll-back and test from the same conditions) and went back and forth between them. The longest I played was maybe 2-3 years ingame time on each of them while I was testing some stuff. So obviously I didn't see any long term effects and therefore paid them no heed. Last night I did a new game and played for around 20 years ingame time in one session and I'm really starting to see what difference it makes. Even lost my ruler in a duel against an almost 40 year old enemy knight. When I checked that knights profile, it was clear that he was a former "randomly generated victim" due to the traits he had. I then turned on debug and checked the courts of surrounding lieges that I had raided or fought wars against and it was like many of their courtiers and/or vassals had won the genetic lottery. I mean: There were more giant titties present than in a Wallmart on a Black Friday. ? So yeah, this needs tweaking. Sure, the beauty traits aren't much of an issue, aside from improving the general gene pool quite a bit. But the advanced skills and prowess these characters possess sure ares an issue, as every successful siege/raid leaves your neighbour with more capable courtiers. Which the AI then naturally shoe-horns into appropriate positions or uses as leverage to form alliances through marriages. Let's do this: Unless you choose to imprison or kill them, randomly generated victims will be removed from the game automatically - in one way or another. I haven't use pruning before, but I look up if it can be scripted. Otherwise I'll exile them to the offmap realm Neverland (have to check if that's still there), or give them a fatal illness or (if it can't be helped) I'll just kill them off silently once the event is done. I certainly think that's a good idea! Any way you could think of to handle that would be much appreciated. ?
Moomoomaster69 Posted February 20, 2022 Posted February 20, 2022 Only one character is getting all the bombshell traits
PlayingOneHanded Posted February 22, 2022 Posted February 22, 2022 Somehow I also get rape-events during battle despite the "We can rape and pillage" decision not being active.
DocToska Posted February 23, 2022 Author Posted February 23, 2022 On 2/19/2022 at 8:28 PM, Moomoomaster69 said: Only one character is getting all the bombshell traits Thank you for letting me know. You're right: There was a bug in one event and I just fixed it. Version 2.0.4 has just been released: v2.0.4: To prevent enemy courts getting flooded with released super-mutant randomly generated victims are now getting killed off via 'death_vanished' if they survive the ordeal and aren't imprisoned or killed by the player. That's the best I can do w/o making things overly complicated. Fixed missing/incorrect trait assignment for toska_pow_2 in 'toskabattles.0010'. Wasn't getting any special physical traits before. Added 2 days delay back into 'toskabattles.0100' to make it fire less frequently.
DocToska Posted February 23, 2022 Author Posted February 23, 2022 2 hours ago, PlayingOneHanded said: Somehow I also get rape-events during battle despite the "We can rape and pillage" decision not being active. Hah. Just as I had uploaded 2.0.4 I saw your message and you're right. That was indeed a bug. Version 2.0.5 has just been released: v2.0.5: Event 'toskabattles.0100' fired even if 'We can rape and pillage' was disabled. Added checks to event chain to prevent that. 1
JoeOdin Posted February 25, 2022 Posted February 25, 2022 Thanks for this updated mod Doc, your mods add great content to CKII and CKIII. Please add the ability to rape courtiers again, I don't believe any other mod has that feature in place. There is a distinct lack of mods that let you play as a horrible tyrant.
DocToska Posted February 25, 2022 Author Posted February 25, 2022 4 hours ago, JoeOdin said: Thanks for this updated mod Doc, your mods add great content to CKII and CKIII. Please add the ability to rape courtiers again, I don't believe any other mod has that feature in place. There is a distinct lack of mods that let you play as a horrible tyrant. Many thanks! It's nearing 20k downloads in a year and a half since the earliest version of this mod had been released. I wish my professional software was half as successful. ? Yeah, I think it's a good idea to add that back. I'll chuck it in during the next update. Meanwhile I've been working on trying to let the enemy have your way with you when you loose a battle. That's a pice of work. Wouldn't have though it. The "on_action" for that is "on_combat_end_loser" and the root is the loosing combat side. I'm having a hell of a lot of troubles scoping the player out of that and then at least one surviving enemy commander. 3
Zukzukarr Posted February 25, 2022 Posted February 25, 2022 Quote If you have the right army strength and use the default game rules of this mod, then this mod is stupidly overpowered and should not be taken serious. You can pretty much run wild and just straight out murder your enemies in wars or raids by imprisoning or killing their leaders, generals and kights in successive battles. That's why you can turn the features provided in this mod on and off via a decission at any time and can adjust frequency of events and traits of randomly generated victims via game rules. Didn't understand this part. Aren't the prisoners randomly generated, why is there a chance to capture leaders or knights? If it includes characters that are already in the game, can you make a version with only the random generation so it wouldn't cause balance issues?
ZLovebites Posted February 26, 2022 Posted February 26, 2022 My five cents from my playthrough, also taking previous comments into account, catergorising under three points: Balanced Play: It seems that the chance of capturing an enemy commands is still very high, even when using 25%. I had battles, where i murdered the whole military staff, including ruler, within a few days. Ofc, it allows for more RP interactions, and going wild campaigns. Another would be to have the prisoners be totally randomly generated, instead of favoring traits. Power Play: Also, would it be possible a game rule to disable the chance of being assaulted yourself when trying to assaulted the other person? Sub Play (i guess you could call it that :P): Or, putting a spin on that, have the reverse happening? So far ive only seen me being able to do that, but not the ai, so the ai being able to do that, and me counteracting, would also be a lot of fun. Eitherway, i am enjoying that mod a great lot! Keep it on! 1
Kagarus Posted February 26, 2022 Posted February 26, 2022 On 2/25/2022 at 7:08 AM, DocToska said: Meanwhile I've been working on trying to let the enemy have your way with you when you loose a battle. That's a pice of work. Wouldn't have though it. The "on_action" for that is "on_combat_end_loser" and the root is the loosing combat side. I'm having a hell of a lot of troubles scoping the player out of that and then at least one surviving enemy commander. I'm not an expert with CK3 scripting, but couldn't you check if any_side_commander is the player character and then select someone from enemy_side->any_side_commander (or any_side_knight) that is_alive to select the enemy?
metalsie Posted February 27, 2022 Posted February 27, 2022 I don't like the random victims who disappear after. The victims should be characters already there inside the court of the owner of raided/sieged barony so you could potentially leave a trail of bastards behind everywhere you raid. 3
azaza34 Posted February 28, 2022 Posted February 28, 2022 On 2/15/2022 at 4:56 PM, RageControl said: Thanks for the response. I changed the battle event chance from 25% to 2% and started a new game to test it. However, I still got an imprison notice every 2 days of a battle. I'm attaching the file I edited below to show my changes. Not sure if it's true but I think the 99% event might be firing during battles no matter which option you choose? toskabattles_events.txt 92.23 kB · 3 downloads I am looking at the code and I think he said the wrong events as those are the siege events. Pretty sure you need to edit .0100 instead
bakon_bitz Posted March 1, 2022 Posted March 1, 2022 On 2/27/2022 at 11:39 AM, metalsie said: I don't like the random victims who disappear after. The victims should be characters already there inside the court of the owner of raided/sieged barony so you could potentially leave a trail of bastards behind everywhere you raid. I agree. This would help with immersion and also eliminate any concerns about balancing. Ideally both would be an option for those that prefer either system. 1
JhonnohJ Posted March 4, 2022 Posted March 4, 2022 Is there a way you could add a "rape prisoner" option? I feel like letting down your breeches during a battle might bring up some problems^^. Also, after a siege, if the rape option is chosen, both courtiers vanish afterwards. If there was a choice to get them into prison instead, that'd be grand. Also, if you've already talked about that some other place... I'm deeply sorry. Could you point me towards that? Thank you!
bakon_bitz Posted March 4, 2022 Posted March 4, 2022 2 hours ago, JhonnohJ said: Is there a way you could add a "rape prisoner" option? I feel like letting down your breeches during a battle might bring up some problems^^. Also, after a siege, if the rape option is chosen, both courtiers vanish afterwards. If there was a choice to get them into prison instead, that'd be grand. Also, if you've already talked about that some other place... I'm deeply sorry. Could you point me towards that? Thank you! Wasn't sure if you knew already, but that interaction is available with Carnalitas.
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