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[mod] [ck2] True Immortal Cultivation


Gildoniel

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Posted

Kept getting spammed by these two events every few days. Seems to only happen if you're a cultivator and you choose one of the harder cultivation difficulties.

 

Spoiler

image.png.30051a366b8f042897e703d494758754.png

Posted (edited)

Also for the alchemy stuff, haven't gotten that far into it yet, but I'd recommend adding batch pill making. Currently it's more of a chore rather than an actually interesting mechanic imo. Having there be an option to make 10x mortal grade cultivation pill at once as an example would be pretty neat. Even if the chance of success is drastically lowered by doing it in batches, it'd still be less tedious than having to select the options 1 by 1.

Edited by cruiser221
Posted (edited)

There seems to be a bug with Duel Cultivation as a futa with a female. The benefits from dual cultivation doesn't seem to show on their page. https://imgur.com/a/YDLA9aw

 

Edit: Ok apparently this fixed itself. Maybe because I'm in 3rd Stage now or maybe it's because she tried to breakthrough, I don't know. Thankfully the benefits from before is still there.

Edited by cruiser221
Posted
On 11/24/2022 at 11:27 AM, cruiser221 said:

Kept getting spammed by these two events every few days. Seems to only happen if you're a cultivator and you choose one of the harder cultivation difficulties.

 

  Reveal hidden contents

image.png.30051a366b8f042897e703d494758754.png

@cruiser221The options should only trigger on game start - and never ever spam you. If you would change your ruler frequently with a "play as XY" option from another mod that behaviour would be explainable - but that would be strange... What other mods do you use?

Posted
On 11/24/2022 at 5:30 PM, cruiser221 said:

Also for the alchemy stuff, haven't gotten that far into it yet, but I'd recommend adding batch pill making. Currently it's more of a chore rather than an actually interesting mechanic imo. Having there be an option to make 10x mortal grade cultivation pill at once as an example would be pretty neat. Even if the chance of success is drastically lowered by doing it in batches, it'd still be less tedious than having to select the options 1 by 1.

I can let the player make "batches" in auto looping through the process 10 times or until you run out of money or something. Doing Alchemy is very powerful and should actually "bind your attention" - that is intended. But maybe 3 days cycle is too much - so doing a month with "batches of 10" can work. I will look into that for future updates.

 

Thanks for the feedback!

Posted
3 hours ago, Gildoniel said:

@cruiser221The options should only trigger on game start - and never ever spam you. If you would change your ruler frequently with a "play as XY" option from another mod that behaviour would be explainable - but that would be strange... What other mods do you use?

Mod list:
Ala's Body mod
LF
Cheri's Portraits
DWR
DZM
House Irae
Tale of Nine Tails
Bigger Interface
Flogi's Tech mod (+ trade route add on)
TIM

Posted
On 11/24/2022 at 6:30 PM, cruiser221 said:

Also for the alchemy stuff, haven't gotten that far into it yet, but I'd recommend adding batch pill making. Currently it's more of a chore rather than an actually interesting mechanic imo. Having there be an option to make 10x mortal grade cultivation pill at once as an example would be pretty neat. Even if the chance of success is drastically lowered by doing it in batches, it'd still be less tedious than having to select the options 1 by 1.

When you get more skilled and get better facilities, you will start to make batches (with the same input). Higher end pills take significantly longer to make. Making a bunch of mortal or earthly tier trash pills to feed to new apprentice quickly is nice. It is fairly spammy to train up though.

Posted
On 12/8/2022 at 3:56 AM, zup said:

When you get more skilled and get better facilities, you will start to make batches (with the same input). Higher end pills take significantly longer to make. Making a bunch of mortal or earthly tier trash pills to feed to new apprentice quickly is nice. It is fairly spammy to train up though.

That's kinda the problem though. Considering that the buildings are tech gated, it becomes more tedious since you have to grind lower end pills to get XP since either you can't breakthrough to higher tiers yet, your capital doesn't have enough tech to get upgraded buildings, or you don't have enough money to grind high tier pills because your chances of success are too low. Making pills in batches would relieve that massively.

  • 4 weeks later...
Posted

I am confused about how the roots work. I myself have a damaged root in the current run and all of my children seem to just spawn in with damaged roots as well. Aren't they supposed to not have their roots visible until they undergo the ceremony at the immortal mountain? I have no way of fixing this and they all just have damaged roots.

  • 4 weeks later...
Posted
On 1/3/2023 at 7:18 PM, sumdum22 said:

I am confused about how the roots work. I myself have a damaged root in the current run and all of my children seem to just spawn in with damaged roots as well. Aren't they supposed to not have their roots visible until they undergo the ceremony at the immortal mountain? I have no way of fixing this and they all just have damaged roots.

Sorry for the late reply.

 

The root awakening ceremony can be done by the Sect (Immortal Mountain), a Cultivator or someone with Righteous or Wicked cultivation philosophy. (Especially true for Guest Elder position)

 

If the child has a cultivation philosophy - meaning it is brought up in a way that makes cultivation easier - there is a very high chance they will receive a non-broken cultivation root.

And are therefore able to cultivate. For any individual with an age lower than 16 having a cultivation philisophy is helpful for root awakening.

The earlier the ceremony is done the better. "Good" (righteous) traits make for a higher potential when going for the righteous path, while "Evil" (non righteous) traits do the same for wicked paths. Meaning: A deceitful, sinful debauched character has good potential in the wicked path, while an honest, righteous (eg. patient, charitable etc.) character is well suited for the righteous path. The ruler who calls for a guest elder will likely attract an elder with matching disposition.

 

I hope this information is helpful. As before, "genius" traits always yield a useful root, regardless of philosophy, age or other factors - still having the philosoph + disposition is SUPER effective.

  • 1 month later...
Posted
On 1/26/2023 at 6:25 PM, Gildoniel said:

Sorry for the late reply.

 

The root awakening ceremony can be done by the Sect (Immortal Mountain), a Cultivator or someone with Righteous or Wicked cultivation philosophy. (Especially true for Guest Elder position)

 

If the child has a cultivation philosophy - meaning it is brought up in a way that makes cultivation easier - there is a very high chance they will receive a non-broken cultivation root.

And are therefore able to cultivate. For any individual with an age lower than 16 having a cultivation philisophy is helpful for root awakening.

The earlier the ceremony is done the better. "Good" (righteous) traits make for a higher potential when going for the righteous path, while "Evil" (non righteous) traits do the same for wicked paths. Meaning: A deceitful, sinful debauched character has good potential in the wicked path, while an honest, righteous (eg. patient, charitable etc.) character is well suited for the righteous path. The ruler who calls for a guest elder will likely attract an elder with matching disposition.

 

I hope this information is helpful. As before, "genius" traits always yield a useful root, regardless of philosophy, age or other factors - still having the philosoph + disposition is SUPER effective.

Oh okay. I must've just been getting unlucky because all of my children happened to get damaged roots. Thank you for the reply.

  • 3 months later...
Posted (edited)

Just recently got back to CK2 (and subsequently this mod as well), how does the root rebirth pill work exactly? I tried giving some to my apprentices after making some through alchemy, but I don't seem to be able to give it to them (the option doesn't exist). I thought it might be locked to dao companions and yourself, so I made them my dao companions but only one out of two of them seem to be able to receive it? Oddly enough, sometimes I can't give it to my apprentice, but I can still buy it for them from the sect and it works.

 

Edit for clarification, I am playing on a bit of an older version (3.3.0), but there doesn't seem to be anything that's patched that relates to this issue.

Edited by cruiser221
  • 1 month later...
  • 10 months later...
Posted
9 minutes ago, Richmond15 said:

When I change from tribal to feudal or republic, the cultivation buildings get locked and downgraded, is this intended or a bug?

Never mind I just destroyed my cultivation clan and it worked again

  • 1 month later...
Posted

Sad this isn't updating but cool as heck, thanks for the mod!!

 

On 7/16/2024 at 10:12 AM, Richmond15 said:

Never mind I just destroyed my cultivation clan and it worked again

True MC moment lol

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