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Immersive & balanced lewd mod for long campaigns


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Idea I have been working on. This mod is focused heavily on M -> F text scenes and situations, somewhat more believable and immersive lewd situations (based around power and coercion in the feudal system as well as feudal laws in general, some of which you can propose and pass once you get enough influence in a kingdom), progression and balance for long campaigns, and the AI having the same power/decisions as the player. The idea is to have a slower and more nuanced experience over the course of a long campaign to avoid things becoming repetitive and burning out on the content of the mod too quickly. There is also a lot of noncon so be warned.

 

Implemented things so far

- Main scenes/decisions when capturing an enemy commander (75%)

- Some decisions when completing a village raid (80%)

- Custom childbirth system which I can have more control over than the game's base pregnancy API (90%)

- "Extended" stat system. Each character in the game gets generated some personal body/mental stats such as body proportions, handsomeness, preference for trait X on their partner, etc. It is somewhat random but also weighted on the race of the character. These stats are used during scenes and for AI decision making and for whatever else I have thought of so far (80%)

- Tracking of custom history & encyclopedia management (90%)

- AI decisions and behavior / the AI can and will use all of the mechanics (80%) 

- Polish and writing quality (50%)

- A main subquest for the mod (10%)

- Custom images (0%)

- Gameplay balance / content pacing / fine-tuning of algorithms (50%)

- Humor that is in terrible taste (5%)

- Kingdom management and special laws (5%)

 

Things I still need to do

- More stuff lords can do with their fiefs

- More planned features that haven't even been started yet, especially lategame features, for instance when becoming a full king you can spend influence to demand a whole lot more from your vassals. Likewise, what if your king demands something from someone close to you such as from a sister or wife?

 

primae.png.4815b05f9deb1da2a8c62b0daff9e6ef.png

 

toocruel.png.002e7b46c2150c3d7f421226e372d194.png

 

 

laws.png

 

heft.png

 

CharInfo.png

 

charinfo2.png

 

customhistory.png

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wow looks like a pharaonic  project , big up to you !!

if you check the ressource tab of the club you'll find a few pictures you can use if you like any of them.

 

 

i fear conflicts between your mod and captivity event, do you have such a compatibility in mind ?

 

looking forward further progress from you :D

 

cheers

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I'm genuinely impressed, way more if you get this ship to port, this is a big task, once we got full Modding tools hopefully it will be easier, can you imagine being able to ban all clothes for either men or women, or forcing an entire faction to become prostitutes/sex slaves? And that plus animations once these are available would be fantastic, also this would be one of the few mods that touches villages in any form, right now those are just recruitement centers.

 

One of my favorite things to do in Dickplo was raiding a village, then chasing the villagers and send slaver chiefs to capture as many women for my brothels, and as many men to sell, in the end just a power fantasy with a lot of RP involved, but this has the potential to make it even more immersive, good luck in this project @Nibbler2345, I will be watching it closely!

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15 hours ago, Algene said:

I'm genuinely impressed, way more if you get this ship to port, this is a big task, once we got full Modding tools hopefully it will be easier, can you imagine being able to ban all clothes for either men or women, or forcing an entire faction to become prostitutes/sex slaves?

Yep these are the kinds of laws I was thinking about actually 

 

18 hours ago, Ambrothos said:

wow looks like a pharaonic  project , big up to you !!

if you check the ressource tab of the club you'll find a few pictures you can use if you like any of them.

 

 

i fear conflicts between your mod and captivity event, do you have such a compatibility in mind ?

 

looking forward further progress from you :D

 

cheers

I think they mostly work, except for CE and PN (this) both override the capturing lords conversation, so only one mod will work at that part, which you can change with the mod loading order probably. But I would say if you're playing a female to just use CE, because it's a very female-focused mod, whereas PN so far only has content for a male player (actually, you won't even get a menu popup as a female right now...)

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13 hours ago, Nibbler2345 said:

Yep these are the kinds of laws I was thinking about actually 

 

I think they mostly work, except for CE and PN (this) both override the capturing lords conversation, so only one mod will work at that part, which you can change with the mod loading order probably. But I would say if you're playing a female to just use CE, because it's a very female-focused mod, whereas PN so far only has content for a male player (actually, you won't even get a menu popup as a female right now...)

I can add compatibility with it easily, would just need to know the output token, planning on making the dialogues modifiable as the latest version showcases early samples of a custom scene dialogue.

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Okay great. I will post the details when I get closer to finishing the foundational features of the mod. I was going to make sure of CE compatibility as well later so my input/output tokens are not final yet, but I was overriding this "start" token from the base game

 

// The lord's opening dialogue
            campaignGameStarter.AddDialogLine(
                "PNLordDefeatedLord", 
                "start", 
                "PNClaimPlayerResponses1", 
                Variator.GetTextLordSurrender(), 
                new ConversationSentence.OnConditionDelegate(ConvConditionPNLordCaptured), 
                null
                );
                

 

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One thing I am trying to focus on here is characters behaving according to their stats, preferences, relations, situation, and environment. I'm hoping this will make the scenes feel more real and make the AI behave more believably. In this scene you can see how two different women react differently, and of course they award different effects here, and there's a lot more that can be done with this than merely what I've shown here but it's gonna take some work to implement all the ideas I'm thinking of. But the most important thing is that the outcome of actions can be very different depending on all sorts of variables. This creates sort of minigames within the game where the player should try to predict which choice will give the best results; it costs negative relations and influence to request this so someone should choose wisely whether or not it's worth it. Thanks to Pookie for writing most of the text this scene is built from by the way.

 

 

service1.png.7cdec375567de6640080726bd9dbb594.png

 

 

service2.png.126e53f68acf9101462ab831eff094cd.png

 

 

ada1.png.90400261629ede3fec5c7b615cadc973.png

 

 

ada4.png.0e85027e0207ff8a5b141a822fe1dc01.png

 

 

dec1.png.cc108f000aa5eca7172b82667416be28.png

 

 

My relation is much higher with Adalindis, and she was originally generated with a little lower "resistance" stat, so she's more willing and raises troop morale more.

 

ada3.png.6b93c311bdbeeb406b034f6086190987.png

 

BTW, I am thinking of one more outcome for this. If your troops have been on the road a long time and not "entertained" in a long time, there is a small chance you might have to decide between punishing some for being too aggressive or letting them off and offending the woman.

 

On 5/10/2021 at 10:21 AM, Ambrothos said:

if you check the ressource tab of the club you'll find a few pictures you can use if you like any of them.

 

I will probably use some of those yeah, thanks, now that I've learned how to use custom menu images

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By the way, here's some of the ideas I'm thinking about in this mod. Warning, giant amounts of text incoming.

 

Having played a number of mods like this, and made some for myself personally over the years (and many mistakes which I hopefully learned from), I'm often reflecting on how I think they can be improved. When do I start to get bored with them? When do I feel they have started to lose me or become tedious? They're tough questions that can't really be answered, which the games themselves even struggle with. Good game designers want to keep you occupied for many hours, and design their games a certain way. But for mods, I believe that they tend to suffer from a few very specific issues relating to 1) Believeability 2) Frequency 3) Repetition 

 

 

1) Believeability - Let's say you add a magical blue werewolf partner into your game. Okay, great, you have a werewolf wizard fighting with you who is actually carefully well made and strong in battles and can even use spells. He is completely unique, like nothing else in the entire game. However, no one in the game world seems to care. Bandits with rags and shovels still try to fight you, townsfolk just mutter about their harvest when you walk by, all the lords and ladies robotically address this werewolf as "good sir" without even blinking, and everyone just repeats the exact same default dialog lines and behaviors in the game. Quest givers still just give you the same boring quests you've heard 10 times already. No one cares, even though no one else in the world has any sort of magical creature for a partner. You probably don't have to deal with things like being barred from a town because you are traveling with a freaky werewolf. Your partner eventually marries a random princess (who sees him like a generic nobleman) and has a completely normal life in the kingdom. So it goes without saying, it doesn't feel like it's really part of the game.

 

Now it's not that most people creating mods don't care about beileveability, but rather it's usually just too much work to change everything, because then you start talking about a full world conversion mod when someone probably just wants to have a cool werewolf partner. Still, for me I enjoy the beileveability and immersion factor, so I am biased towards sacrificing features and making the content harder to access in order to increase believeability.

 

 

2) Frequency - Let's be honest, we're talking about porn mods here, and typically people want it now and not in 5 hours after they've levelled up / earned it... right? Yet in my own experience, the most fun mods have been the slowest ones. The Rimworld mod RJW, I'm pretty sure you can't do anything lewd for quite some time, yet I just kept playing and playing, and when the rare events started to activate, they felt special. They nailed the frequency of content in that mod (or they just got lucky at how rare it was to actually capture slaves alive).

 

Now take your average Crusader Kings 2 mod (even I made one of these. In fact, I'm just telling you what I learned from making my CK2 mod). The first thing you will likely try to do is make a button like "Have sex with this person." Even if you write a really great scene, or even if you made a really good animation in a game like Skyrim, you would be bored of this button in under a minute probably. Part of it is I feel the believeability problem, because you probably didn't make the consequences of your button very believeable, but also it's just too easy to activate, and thus it feels meaningless. Is there any meaning to seeing this robotic text or animation for the 10th time?

 

What I believe is, the game itself already gives you a solution to this frequency problem: use the game's mechanics and the frequency of the game's events to activate your mod content. Let's take Bannerlord. It's not just a game about huge battles, but also about resources and decision making, with things like gold, influence, time, relationship values, and so on. We should use these, not just to increase the believeability of the mod inside the game's world, but to limit how fast the player can consume the mod's content. The game also presents some fairly rare events to spread content through, such as winning a battle against a tough opponent, or winning a tournament, or someone getting married, or someone becoming 18 (maybe you can see a pattern in those :P ). So, believe it or not, I actually want to limit the player and slow down the speed of how fast he can consume content, or else I feel it can quickly become boring and meaningless.

 

 

3) Repetition - This may be the toughest thing to address, and video games in general struggle to overcome this. As every game is going to be a set of pre-programmed rules, naturally you will eventually see the patterns and grow tired of it. For smaller mods (or games) people will probably get bored of seeing the same animations and scenes pretty fast. A sandbox-y game like Bannerlord is a bit more resistant to this effect, and maybe more so if you lean heavily on the game's mechanics (like in point #2).

 

So how to be less repetitive and robotic? Well, I don't know, or even know if it's feasible. Even in my much older modding attempts I've tried to add systems to use some randomness like random text changes, but that doesn't change much. You still know it's the same scene with the same outcome, just some of the words are a little bit different. Maybe you're so tired of seeing this scene that you don't even read it anymore.

 

The only way to address this seems to be to add just more "stuff," more content the player won't expect, hoping that the underlying patterns don't emerge too fast and bore the player. But creating and testing new things is a lot of work, and there will always be a limit, or else people wouldn't bother to play new games.

 

 

The end

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  campaignGameStarter.AddDialogLine("CELordDefeatedLord", "start", "CELordDefeatedLordAnswer", "{=pURE9lFV}{SURRENDER_OFFER}", ConversationCEEventLordCaptureOnCondition, null, 200, null);
  campaignGameStarter.AddDialogLine("start_wanderer_unmet_party", "start", "prisoner_recruit_start_player", "{=!}{RESPONSE_STRING}", ConversationConditionTalkToPrisonerInParty, null, 120);
  campaignGameStarter.AddDialogLine("start_wanderer_unmet_party", "lord_introduction", "prisoner_recruit_start_player", "{=!}{RESPONSE_STRING}", ConversationConditionTalkToPrisonerInParty, null, 120);
  campaignGameStarter.AddDialogLine("start_wanderer_unmet_cell", "start", "CEPrisonerInCell", "{=!}{RESPONSE_STRING}", ConversationConditionTalkToPrisonerInCell, null, 120);
  campaignGameStarter.AddDialogLine("start_wanderer_unmet_cell", "lord_introduction", "CEPrisonerInCell", "{=!}{RESPONSE_STRING}", ConversationConditionTalkToPrisonerInCell, null, 120);

 

 

I took in account as well for talking to a prisoner in your party or talking to prisoner in your dungeons.

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On 5/15/2021 at 8:26 AM, Nibbler2345 said:

By the way, here's some of the ideas I'm thinking about in this mod. Warning, giant amounts of text incoming.

 

Having played a number of mods like this, and made some for myself personally over the years (and many mistakes which I hopefully learned from), I'm often reflecting on how I think they can be improved. When do I start to get bored with them? When do I feel they have started to lose me or become tedious? They're tough questions that can't really be answered, which the games themselves even struggle with. Good game designers want to keep you occupied for many hours, and design their games a certain way. But for mods, I believe that they tend to suffer from a few very specific issues relating to 1) Believeability 2) Frequency 3) Repetition 

 

 

1) Believeability - Let's say you add a magical blue werewolf partner into your game. Okay, great, you have a werewolf wizard fighting with you who is actually carefully well made and strong in battles and can even use spells. He is completely unique, like nothing else in the entire game. However, no one in the game world seems to care. Bandits with rags and shovels still try to fight you, townsfolk just mutter about their harvest when you walk by, all the lords and ladies robotically address this werewolf as "good sir" without even blinking, and everyone just repeats the exact same default dialog lines and behaviors in the game. Quest givers still just give you the same boring quests you've heard 10 times already. No one cares, even though no one else in the world has any sort of magical creature for a partner. You probably don't have to deal with things like being barred from a town because you are traveling with a freaky werewolf. Your partner eventually marries a random princess (who sees him like a generic nobleman) and has a completely normal life in the kingdom. So it goes without saying, it doesn't feel like it's really part of the game.

 

Now it's not that most people creating mods don't care about beileveability, but rather it's usually just too much work to change everything, because then you start talking about a full world conversion mod when someone probably just wants to have a cool werewolf partner. Still, for me I enjoy the beileveability and immersion factor, so I am biased towards sacrificing features and making the content harder to access in order to increase believeability.

 

 

2) Frequency - Let's be honest, we're talking about porn mods here, and typically people want it now and not in 5 hours after they've levelled up / earned it... right? Yet in my own experience, the most fun mods have been the slowest ones. The Rimworld mod RJW, I'm pretty sure you can't do anything lewd for quite some time, yet I just kept playing and playing, and when the rare events started to activate, they felt special. They nailed the frequency of content in that mod (or they just got lucky at how rare it was to actually capture slaves alive).

 

Now take your average Crusader Kings 2 mod (even I made one of these. In fact, I'm just telling you what I learned from making my CK2 mod). The first thing you will likely try to do is make a button like "Have sex with this person." Even if you write a really great scene, or even if you made a really good animation in a game like Skyrim, you would be bored of this button in under a minute probably. Part of it is I feel the believeability problem, because you probably didn't make the consequences of your button very believeable, but also it's just too easy to activate, and thus it feels meaningless. Is there any meaning to seeing this robotic text or animation for the 10th time?

 

What I believe is, the game itself already gives you a solution to this frequency problem: use the game's mechanics and the frequency of the game's events to activate your mod content. Let's take Bannerlord. It's not just a game about huge battles, but also about resources and decision making, with things like gold, influence, time, relationship values, and so on. We should use these, not just to increase the believeability of the mod inside the game's world, but to limit how fast the player can consume the mod's content. The game also presents some fairly rare events to spread content through, such as winning a battle against a tough opponent, or winning a tournament, or someone getting married, or someone becoming 18 (maybe you can see a pattern in those :P ). So, believe it or not, I actually want to limit the player and slow down the speed of how fast he can consume content, or else I feel it can quickly become boring and meaningless.

 

 

3) Repetition - This may be the toughest thing to address, and video games in general struggle to overcome this. As every game is going to be a set of pre-programmed rules, naturally you will eventually see the patterns and grow tired of it. For smaller mods (or games) people will probably get bored of seeing the same animations and scenes pretty fast. A sandbox-y game like Bannerlord is a bit more resistant to this effect, and maybe more so if you lean heavily on the game's mechanics (like in point #2).

 

So how to be less repetitive and robotic? Well, I don't know, or even know if it's feasible. Even in my much older modding attempts I've tried to add systems to use some randomness like random text changes, but that doesn't change much. You still know it's the same scene with the same outcome, just some of the words are a little bit different. Maybe you're so tired of seeing this scene that you don't even read it anymore.

 

The only way to address this seems to be to add just more "stuff," more content the player won't expect, hoping that the underlying patterns don't emerge too fast and bore the player. But creating and testing new things is a lot of work, and there will always be a limit, or else people wouldn't bother to play new games.

 

 

The end

 big +1, i fully agree with all of this.

 

for the repetition, a solution i've been thinking about is "random tree conscequence"

 

schematically, you have a set of trigger events, and depending on circumstances and a random factor, a given outcome is available or not.

so with the same starting point you can end up with anything from nothing, crap or epic ending.

 

an example i've been considering for CE :

1 - "you notice something unusual away for the path" -> investigate / Ignore

random step 2 :

2 a - "It's finally nothing"

2 b - "cool, someone lost a few coins here" -> gain coins

2 c - "You stumble on something very strange that looks like some brass statue" -> take it  / leave it

2 d - "it's a broken sword ... and here lies it's owner .. still alive"  -> rob him / heal him / ignore

 

if 2 c  showed up then a follow up can trigger, maybe with a quest or whatever.

if 2d showed up you can gain random loot or a new recruit

 

it's just a silly example, but it shows the principle

 

such a mechanic is not complicated but it gives unpredicatbility behind repetition, hiding diversitity so that you never really know how far you can get.

 

 

just my 2 cents ;)

 

Cheers

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On 5/15/2021 at 2:49 AM, BadListener said:

 

 

 


  campaignGameStarter.AddDialogLine("CELordDefeatedLord", "start", "CELordDefeatedLordAnswer", "{=pURE9lFV}{SURRENDER_OFFER}", ConversationCEEventLordCaptureOnCondition, null, 200, null);
  campaignGameStarter.AddDialogLine("start_wanderer_unmet_party", "start", "prisoner_recruit_start_player", "{=!}{RESPONSE_STRING}", ConversationConditionTalkToPrisonerInParty, null, 120);
  campaignGameStarter.AddDialogLine("start_wanderer_unmet_party", "lord_introduction", "prisoner_recruit_start_player", "{=!}{RESPONSE_STRING}", ConversationConditionTalkToPrisonerInParty, null, 120);
  campaignGameStarter.AddDialogLine("start_wanderer_unmet_cell", "start", "CEPrisonerInCell", "{=!}{RESPONSE_STRING}", ConversationConditionTalkToPrisonerInCell, null, 120);
  campaignGameStarter.AddDialogLine("start_wanderer_unmet_cell", "lord_introduction", "CEPrisonerInCell", "{=!}{RESPONSE_STRING}", ConversationConditionTalkToPrisonerInCell, null, 120);

 

 

I took in account as well for talking to a prisoner in your party or talking to prisoner in your dungeons.

Cool. I don't really have special plans for prisoners right now (CE is already handling it all) so that should be fine. But later I will verify myself that everything is working with CE...

 

14 hours ago, Ambrothos said:

 big +1, i fully agree with all of this.

 

for the repetition, a solution i've been thinking about is "random tree conscequence"

 

schematically, you have a set of trigger events, and depending on circumstances and a random factor, a given outcome is available or not.

so with the same starting point you can end up with anything from nothing, crap or epic ending.

 

an example i've been considering for CE :

1 - "you notice something unusual away for the path" -> investigate / Ignore

random step 2 :

2 a - "It's finally nothing"

2 b - "cool, someone lost a few coins here" -> gain coins

2 c - "You stumble on something very strange that looks like some brass statue" -> take it  / leave it

2 d - "it's a broken sword ... and here lies it's owner .. still alive"  -> rob him / heal him / ignore

 

if 2 c  showed up then a follow up can trigger, maybe with a quest or whatever.

if 2d showed up you can gain random loot or a new recruit

 

it's just a silly example, but it shows the principle

 

such a mechanic is not complicated but it gives unpredicatbility behind repetition, hiding diversitity so that you never really know how far you can get.

 

 

just my 2 cents ;)

 

Cheers

That's a really interesting idea actually, and I tried something a little like that in one of those images up there (the one where you can "chase her," you have to make some simple decisions on how you want to chase her). It's really a lot of work to set up such menus is the only problem :P

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Hey Nibbler, If you don't mind me being that annoying "ideas guy" present in every thread, would you consider adding in cultural events for marriage depending on traits? As in the between the first and second meeting before marriage and maybe an option to "relive the experience" with your wife after you two got married

 

Examples of some events:

- Battania:A naked hunt in the forest with your would-be wife, adding in looters as some enemies that can appear, responses, depending on traits and the players' decisions, if you are into it even add in some more spicy stuff with the hunting hounds

- Sturgia: Hide and seek with a playful lady in the snow, of course it ends with you two making it not so wholesome, or a boat trip/raid that can end with everyone drunk in a port, maybe making your wife/lover being able to help you get off if she isn't a goody two shoes, or outright have fun with other girls, female villagers in said raid

- Khuzait: Taking your lover/wife to a race, depeding on traits, racing her or orther lords, the bet could be nothing, money or eachorther's wifes or clothes

- Imperial:a party that can degenerate into a full on orgy depending on players choice and current laws, maybe drunkenly challenging other ladies and lords to do something like walking the streets in the nude during the night, again a little too spicy: having fun at the kennels/stables

- Vlandia: An underground tourney where you bet whatever you want

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On 5/19/2021 at 1:35 PM, Algene said:

Hey Nibbler, If you don't mind me being that annoying "ideas guy" present in every thread, would you consider adding in cultural events for marriage depending on traits? As in the between the first and second meeting before marriage and maybe an option to "relive the experience" with your wife after you two got married

 

Examples of some events:

- Battania:A naked hunt in the forest with your would-be wife, adding in looters as some enemies that can appear, responses, depending on traits and the players' decisions, if you are into it even add in some more spicy stuff with the hunting hounds

- Sturgia: Hide and seek with a playful lady in the snow, of course it ends with you two making it not so wholesome, or a boat trip/raid that can end with everyone drunk in a port, maybe making your wife/lover being able to help you get off if she isn't a goody two shoes, or outright have fun with other girls, female villagers in said raid

- Khuzait: Taking your lover/wife to a race, depeding on traits, racing her or orther lords, the bet could be nothing, money or eachorther's wifes or clothes

- Imperial:a party that can degenerate into a full on orgy depending on players choice and current laws, maybe drunkenly challenging other ladies and lords to do something like walking the streets in the nude during the night, again a little too spicy: having fun at the kennels/stables

- Vlandia: An underground tourney where you bet whatever you want

I might add some of those eventually! I have a big list of ideas in a text file which I've added that to for now. I need as many ideas as possible actually. Sometimes I scan the list and will try to add the best things first. Some of the things I've already made, I'm not quite satisfied with... 

 

There's just a few base things left I would like to add before maybe I can release a version of this. 1) Finish up the activities you can do after defeating a lady (90% complete) 2) Expand the law system and make sure it's working + AI is able to use it properly (25% finished)

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  • 3 weeks later...

So I have added a ton of things lately, but I don't like posting updates. I would rather just work on things.  Problem is I keep adding more features rather than polishing old ones. The bugginess / sort of bad current state of modding BL is annoying right now, and I am trying to avoid using Harmony because it will be a pain to upkeep and hopefully TLW just actually makes their game more open instead. For instance the function to modify a hero's current hitpoints doesn't even seem to work correctly...

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17 hours ago, Nibbler2345 said:

So I have added a ton of things lately, but I don't like posting updates. I would rather just work on things.  Problem is I keep adding more features rather than polishing old ones. The bugginess / sort of bad current state of modding BL is annoying right now, and I am trying to avoid using Harmony because it will be a pain to upkeep and hopefully TLW just actually makes their game more open instead. For instance the function to modify a hero's current hitpoints doesn't even seem to work correctly...

 

i think it's a good idea to adopt a "prudent" approach for coding mods: putting placeholders for unavailable functions (to be implemented later) and try/catching abundantly to make it more robust against core changes.

Then with proper error messages you'll be able to have feed back from disfunctionalities without breaking the game of your players.

Well... it's a tradeoff, when it doesn't crash people will tend to not report.

 

Dunno if it makes sense, does it?

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Yeah, and I could be better about using more try/catch as well, but like you said maybe it's better when it crashes with a log message so people actually report it. I'm not really getting any crashes right now, mainly just annoyed that their own built in functions sometimes don't even do anything in some situations or they have made random classes private and so I can not even look at the values from code (like Rival Gang quest, this quest class is private so you cannot even get the ID of the two gang leaders without jumping through insane hoops...). So I have created some alternate events for the Rival Gang quest, except there's no way to do it satisfactorily, so I had to cut out about 80% of it...

Edited by Nibbler2345
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Not the exciting stuff but I have finally stopped adding random stuff like flirting systems and am polishing / finishing up the base mod's functions such as laws and acceptance rate drift / global acceptance rate for laws and also adding support functions such as explanations.

 

 

lawspeakers.png

 

lawspeakers2.png

 

lawspeakers3.png

 

laws1.png

Edited by Nibbler2345
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Fun facts and spoilers about how the AI considers laws in the game I ended up learning. They choose to vote on laws based on 3 axes: Authoritarian, Oligarch, and Egalitarian. These three are reflected in the 3 factions of the remaining empire in the center of the map.

 

Western Empire - Garios - Authoritarian - Almost definitely modeled after Julius Caesar. Like Caesar he mostly cares about his troops and veterans and their rights. According to TW this means he's the authoritarian one.

 

Northern Empire - Lucon - Oligarchy - Likely modeled after the senators of Rome, perhaps one of Caesar's rivals like Cicero or Pompey. He believes in the senate and republic and all of that classical stuff, so of course he and his lieutenants are highly weighted towards oligarchy.

 

Southern Empire - Rhagaea - Egalitarian - No historical equivalent that I know of. Considering the rest of the cast perhaps it is Cleopatra, Dido, or Boudicca, but I don't think any of them were particularly egalitarian. Either way, she represents the third axis of egalitarianism.

 

So the AI uses those 3 different types of weights to decide if they want to vote yes or no on any proposed law, and the laws themselves come with weights for those 3 to know if they should vote on it or not. For instance if slavery was a law, it'd have maximum negative egalitarian value since that's basically the opposite of egalitarianism. Also, no idea how the non-empire kingdoms match up, but I imagine they mostly vote towards authoritarian.

Edited by Nibbler2345
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  • 2 weeks later...

So on my fourth character I've finally created a kingdom and become king, and man the balance of the game when you are a king is all fucked. Even though I've had a lot of ideas for this part of the game, maybe I shouldn't bother for now until they fix the player kingdom balance.

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2 hours ago, PotatoDeathLord said:

Would it be possible for you to release an incomplete version/make the source code available?
Maybe it could help you when finding bugs and all that.
Thanks!

I am gonna release a version somewhat soon. There is a huge new patch of BL coming out so I have stopped adding new major features for now, because they will change the balance of a lot of things, and I heard they will make options menus more moddable without Harmony. A few parts of the mod are a bit empty or seem unfinished right now but everything is technically working. The only thing I have left to do is test full CE compatibility.

 

At this point I can say I've noticed that the simulation-y things I've added tend to be the best out of all the changes. Simulation being stuff which the AI acts out themselves or things which happen automatically or globally or things which are new capabilities added to the world. The weakest parts are probably the actual event menus, as I guess I expected, because they become repetitive fast and take a long time to design. CE was already handling events anyway. In the future I will probably focus on simulation aspects and short events that mostly have gameplay consequences.

 

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