valeriyo72 Posted November 29, 2023 Posted November 29, 2023 48 minutes ago, Mythaltir said: there are though? one for each type, that should be available after passing the decision, unless that is not available? Omg you are right. I didnt saw the decision for it lol. Its fucking awesome what the mod delivers. I mostly used Sappho's Daughter II before as a basic but was a pain in the ass to rearange it every playthrough, but it seems my prayers are finally were heard.
Gura112 Posted November 30, 2023 Posted November 30, 2023 5 hours ago, valeriyo72 said: Any plans on adding "men" at arms ? There could be a bunch of varriaty. From Female barbarians to full plate knights ? I mostly play Godherja and I always was looking for a mod like this, so this is a god send. Tho I wish in the future we will have our own Female troops, wanting to prove in the eyes of their master (the ruler) by conquering or defending in his holy name. Already exists. You need to have the Magi culture, which is listed under the Latin category in the ruler designer I think. They wont show up untill you awaken the keeper though. Dont know if you can get the culture naturally though.
ban10 Posted November 30, 2023 Author Posted November 30, 2023 7 hours ago, DrDark said: I just wanted to say I've tried this mod in combination with Physical Attributes and that they don't go hand in hand together. The game will run, but the physical changes expected by this mod won't  Physical Attributes introduces new variables that define which traits should a character have. For example, when Regula Magistri will increase the size of a woman's tits, it will give the character the big_tits_good trait or advance it 1 more level. Then Physical Attributes will revert that back because the variable Physical Attributes uses to determine what trait should the character have - hasn't changed and will revert back to it's original size.  The code in Regula Magistri basically determines which changes to have based on the game rules that define weather big tits and small tits are good or bad that Carnalities adds to the game, then makes the appropriate change. I made a quick and changed in regula_mutare_corpus_effects.txt from:  else_if = { # Big tits preference enabled in game rules + trait but not max limit = { AND = { has_game_rule = carn_dt_tits_big_good NOT= { has_trait = tits_big_good_3 } has_trait = tits_big_good } } change_trait_rank = { trait = tits_big_good rank = 1 } }  to: else_if = { # Big tits preference enabled in game rules + trait but not max limit = { AND = { has_game_rule = carn_dt_tits_big_good NOT= { var:breast_size_genetic >= 200 } has_trait = tits_big_good } } change_variable = { name = breast_size_genetic add = 10 } } }  The nice thing about Physical Attributes is that it expends the size ranges of CBO and also adds traits for asses, height and muscles which I think can incorporate nicely in to Regula Magistri's Mutare Corpus with the option to enhance a character's strength and beauty.  I also think that the code can look nicer if it relies on Physical Attributes to manage the appropriate traits since it won't need all this if/else-if/else to determine the appropriate progression. I believe that the code will have to check only once if to increase or decrease the tits size and let Physical Attributes deal with the traits assignment.  I wish I had knowledge of how do compatches overwrite fixes so that I could release one. Would be happy to collaborate with you on this. Amazing stuff, I would love to try and get this into RM, especially if we can do it seamlessly so that it works with just Carn enabled or Carn and PA enabled. The only problem is I still don't know how to check if a mod is enabled so that I can run different code depending on enabled mods, if anyone does, please msg me. Theres still probs a way to "check" for certain flags etc as a spaghetti way of checking for PA being on, so I think theres a way to get it compatible. Could you post this as an issue on https://gitgud.io/ban10/regula-magistri/-/issues? That way we can track it going further.  3 hours ago, valeriyo72 said: Omg you are right. I didnt saw the decision for it lol. Its fucking awesome what the mod delivers. I mostly used Sappho's Daughter II before as a basic but was a pain in the ass to rearange it every playthrough, but it seems my prayers are finally were heard. 6 minutes ago, Azada87 said: Already exists. You need to have the Magi culture, which is listed under the Latin category in the ruler designer I think. They wont show up untill you awaken the keeper though. Dont know if you can get the culture naturally though. Haha, yeah I think I really should add an FAQ or maybe just a bunch more pictures at this point. I do feel like I don't have enough "new player" guide for people to see what's in the mod. Right now theres a grand total of 12 Regula style MAA (with custom art!), with 7 Accolade MAA as well. Also, just an FYI, the trigger to have these units enabled is the Famuli Warriors cultural tradition, as shown here. You can get this with any culture, either through adding it as a tradition or using a special decision that adds it instantly for a cost.
merrick1031 Posted November 30, 2023 Posted November 30, 2023 I noticed an event trigger with the code title.
Uzhirian Posted December 2, 2023 Posted December 2, 2023 (edited) Contubernalis seem to be locked naked now, is this expected? They have the option ticked by default in barbershop but even after removing no clothes show up, only head items, but I can edit other characters no problemo. Edited December 2, 2023 by Uzhirian
ApostlTea Posted December 3, 2023 Posted December 3, 2023 Now I'm facing a certain problem, I'm not an English speaker, so it's hard for me to understand where to bind the event to trait and age. I watched the video, but I didn't understand how to give rice to babies immediately at birth, so I decided to figure out how to create an event for now, I understand that this  triger = { has_trait = my_trait1 age = 40 not{ has_trait = my_trait2 has_trait = my_trait3}}  but I don't understand where exactly it should be written in order to conditionally trigger the event, and how to mark the character who needs to be conditionally killed, I also have a conditional problem with this, but I seem to have figured it out.  I don't know if it's still relevant, but I made a feature that has experience and it works tracks = {     my_trait = {       50 = {             prowess_no_portrait = 1             dread_per_tyranny_add = 0.05             dread_gain_mult = 0.005             stress_loss_mult = 0.005          } 100 = {             prowess_no_portrait = 1             dread_per_tyranny_add = 0.05             dread_gain_mult = 0.005             stress_loss_mult = 0.005          }  add_trait_xp = {          trait = my_trait          track = my_trait          value = 1       }  I turned here because I don't know anyone else, I have no desire to go to any discord, and an automatic translator, а тут є.
ApostlTea Posted December 3, 2023 Posted December 3, 2023 I heard somewhere about a mod that allows you to choose the available traits for your new religion regardless of the region or other parameters, as well as adjust the sins, should I conditionally add it to the recommendations? to make it easier to see the features of your religion? it's just that after the adoption of the religious proclamation, the window was closed earlier, and I did not understand how to proclaim conditional crusades at all.
ciberchris Posted December 4, 2023 Posted December 4, 2023 i was wondering what exactly triggers tropaeum to be created? i've seen some people say that the trait icon for them is very similar to the mulsa one, but i swear, unless im totally blind, i have never seen one in any of my games.Â
merrick1031 Posted December 6, 2023 Posted December 6, 2023 On 12/3/2023 at 9:29 PM, ciberchris said: i was wondering what exactly triggers tropaeum to be created? i've seen some people say that the trait icon for them is very similar to the mulsa one, but i swear, unless im totally blind, i have never seen one in any of my games. So it occurs when a concubine would be considered a trophy. They need a parent or spouse of hostile faith that held a county or greater title.
hopethepope Posted December 9, 2023 Posted December 9, 2023 I like this mod a lot, but find it kinda always dominates any play through. Anyone know of a similar mind control mod that doesn't require a religion?
jungle35 Posted December 9, 2023 Posted December 9, 2023 hey there, anyone know console command for "show the book" action, i am king of leon and my wife is duchess of tuscany, so i can not make her read it. thanks
helgen_has_fallen Posted December 10, 2023 Posted December 10, 2023 If it hasn't already been decided, I have an idea for the "spymaster" position on the Regula council: The Inquisitor. Like other religious inquisitors, their job is to ensure everyone follows the faith's tenets and interrogate any county suspected of heresy.  Tasks: Promote Fear - Increases the rate at which the Magister gains Dread while decreasing the Dread of non-devoted vassals  Interrogate Courtiers - Attempts to discover any scheme be planned by or against the selected court  Capture Heretics - Attempts deliver any sinful criminals or members of factions against the Magister in the selected court to the Magister's dungeon 1
Nemo Of Utopia Posted December 10, 2023 Posted December 10, 2023 6 hours ago, helgen_has_fallen said: If it hasn't already been decided, I have an idea for the "spymaster" position on the Regula council: The Inquisitor. Like other religious inquisitors, their job is to ensure everyone follows the faith's tenets and interrogate any county suspected of heresy.  Tasks: Promote Fear - Increases the rate at which the Magister gains Dread while decreasing the Dread of non-devoted vassals  Interrogate Courtiers - Attempts to discover any scheme be planned by or against the selected court  Capture Heretics - Attempts deliver any sinful criminals or members of factions against the Magister in the selected court to the Magister's dungeon Best Idea for a new addition for this mod that I've ever seen!
MorrenRiter Posted December 11, 2023 Posted December 11, 2023 Hey guys, I'm currently about 50ish years into a playthrough and I've noticed a couple things,  first of all, all of the holy orders seems to only have 1 type of maa. Spoiler  Second, I've noticed that the send away children decision doesn't seem to be working completely, it looks like either the children are being returned after a while or the option simply doesn't send away all the children.  Third, while a completed palace holding does stop construction of new palaces, it does not stop palaces already under construction, this also unintentionally makes archers, skirmishers, and light cavalry much stronger than they're supposed to be. Spoiler  Fourth, due to the effect removal of child limit and increased fertility your dynasty grows at an exponential rate, which ends up slowing down the game significantly only a few generations in. Spoiler  I'm honestly not sure if any of this can be of use to you guys so I'm just going to leave this info here and hope for the best.  On a side note, here's some insight at long term resource use with this mod. The usage between prestige and piety is actually really well balanced, the difference would be much smaller if I regularly used mutare corpus, Spoiler but it would be nice if there are more uses for gold, I suppose. 1
Umgath Posted December 11, 2023 Posted December 11, 2023 (edited) Possible bug?  Not sure if that was intended but it seems that "Bloodline: Imperator" gives not just 10% renown growth bonus in total but a +10% bonus from each male dynasty member. So I have like +350 renown/month and open multiple legacies per year now. A bit too much...  My base renown growth (before percentage bonuses) is around +11 renown/month. Edited December 11, 2023 by Umgath 1
ukrug1 Posted December 12, 2023 Posted December 12, 2023 Could anyone with similar enough mods list post their load order cause mine crashes after latest update  [04:54:19][jomini_script_system.cpp:276]: Script system error!  Error: Left side and right side during comparison were of different types (left was 'dynasty_house', right was 'dynasty')  Script location: file: common/artifacts/templates/00_type_templates.txt line: 7 Â
scum71 Posted December 12, 2023 Posted December 12, 2023 (edited) Hi ukrug 1,  It doesn't look like you have updated CBO yet, might be the problem, hope it helps? I'm not sure what might give you the artifacts error.  Edited December 12, 2023 by scum71 to fully answer question
Iopy Posted December 13, 2023 Posted December 13, 2023 Massive fan of the mod. Really keen to see how it develops! Â Would love for more holy sites be added for mods like Asia Expansion or Bookmarks+. Locations like China, Japan, Burma and the Steppes would be awesome! I am surprised there isn't a location for Scandinavia though. However I am hoping that may get added in a future update. I am also really enjoying the additional councillors. Eager to see the other 3 that havent been added yet.
OzcarMike Posted December 13, 2023 Posted December 13, 2023 (edited) On 12/10/2023 at 6:34 AM, helgen_has_fallen said: If it hasn't already been decided, I have an idea for the "spymaster" position on the Regula council: The Inquisitor. Like other religious inquisitors, their job is to ensure everyone follows the faith's tenets and interrogate any county suspected of heresy.  Tasks: Promote Fear - Increases the rate at which the Magister gains Dread while decreasing the Dread of non-devoted vassals  Interrogate Courtiers - Attempts to discover any scheme be planned by or against the selected court  Capture Heretics - Attempts deliver any sinful criminals or members of factions against the Magister in the selected court to the Magister's dungeon  I really like this idea flavor-wise for an intrigue based councilor. I've thrown a task in the repo (https://gitgud.io/ban10/regula-magistri/-/issues/90), but some immediate thoughts: I somewhat see this as a more internal focused role, dealing with character's having internal strife within the realm. - Promote Fear - This sounds good as a default task, though maybe flavor would be 'Strict Inspections' or something along the lines of the dread coming from the inquisition's strictness rather than explicitly promoting fear? - Capture / Subdue Heretics - One immediate way that I could see this playing out is with factions as you mention. If there are factions targeting the Magister, capture members of the faction with some chance / rate. For peasant factions, we would generate a leader using the normal leader creation logic to be captured. Would need to think of how this plays out when there aren't any factions targeting the magister. Also need to make sure that this isn't just an easy way to make the Magister essentially immune to factions - a low skill inquisitor has to either be really slow or minimal effectiveness at this I think? - Interrogate Courtiers - This one I see a less clear way to make distinct from normal spymaster stuff while still having a fun implementation. Discovering schemes targeting you within your own court seems less immediately useful if many of your vassals are charmed, but maybe this is more useful than my immediate impression of it leads me to believe.  I'll probably try to get this implemented, though need to think a bit more on the details of how the gameplay actually goes for the council position.  FWIW - council stuff is still very much WIP - though not because I have a clear plan about what the specific councilors should be. Still trying to figure out something that feels like it really fits for both the stewardship & spouse position (which I'm thinking would be either a non-stat specific council position, or maybe more interestingly, something prowess based?). Edited December 13, 2023 by OzcarMike
Uzhirian Posted December 13, 2023 Posted December 13, 2023 2 hours ago, OzcarMike said: - Capture / Subdue Heretics - One immediate way that I could see this playing out is with factions as you mention. If there are factions targeting the Magister, capture members of the faction with some chance / rate. For peasant factions, we would generate a leader using the normal leader creation logic to be captured. Would need to think of how this plays out when there aren't any factions targeting the magister. Also need to make sure that this isn't just an easy way to make the Magister essentially immune to factions - a low skill inquisitor has to either be really slow or minimal effectiveness at this I think? Capturing leaders and opponents, while cool and all, would all but end uprisings and potentially factions. Seems OP in an already easily OP mod. I would think lesser related benefits might be more balanced, like granting a temporary block against a vassal joining a faction against you (1 year?) or small increase in opinion/control in the lowest opinion/control county of your domain/title or small decrease in faction discontent. The bad outcomes could be small buffs to faction power or increase in discontent, removing blocks for vassals joining faction against you, or decreasing county control/opinion. Maybe even a tiny chance to trigger some 'oppressed males uprising', gotta be some angry cucks out there after the Magister concubines all the ladies. Â 2 hours ago, OzcarMike said: FWIW -Â council stuff is still very much WIP - though not because I have a clear plan about what the specific councilors should be. Still trying to figure out something that feels like it really fits for both the stewardship & spouse position (which I'm thinking would be either a non-stat specific council position, or maybe more interestingly, something prowess based?). Â The spouse slot is only for the wifey. Could you have the corresponding Regula council seat be for the designated heir once you unlock the ability for the harem to vote the heir? Like a lil'Magister training position. Maybe they could create a Mulsa here or there as they learn the religion in practice?
makrolingo Posted December 13, 2023 Posted December 13, 2023 Hello, will we ever have way to change doctrines of RM? I try to play with Tenets to Doctrines mod, which is ... quite weird, and I understand that making any compatibility with it would be hard as hell, not mention that RM meant to have specific tenets and doctrines and not meant to be reformed. For example how it looks for catholicism and for RM:
MouseOfLight Posted December 14, 2023 Posted December 14, 2023 4 hours ago, krollbotid said: Hello, will we ever have way to change doctrines of RM? I try to play with Tenets to Doctrines mod, which is ... quite weird, and I understand that making any compatibility with it would be hard as hell, not mention that RM meant to have specific tenets and doctrines and not meant to be reformed. For example how it looks for catholicism and for RM: Â You can't really use other religion mods with RM, but you can reform your magistri religion through the decision "Religious Proclamation". It's not as friendly as the normal reformation UI but it works.
Swifting Posted December 14, 2023 Posted December 14, 2023 Just throwing the Idea out here - but how about a faith or orgy-related option to create a "relic" of sorts? Last time I played this mod, special faith-based items for magistrians weren't introduced yet. Wouldn't have read anything to that effect either. Be it court or personal artifact, I could see it adding some more flavour to the mod. Not neccesary, and quite possibly not worth the effort involved - but it would be a nice touch is all I am saying. 1
ban10 Posted December 14, 2023 Author Posted December 14, 2023 On 12/11/2023 at 12:49 AM, MorrenRiter said: Hey guys, I'm currently about 50ish years into a playthrough and I've noticed a couple things,  first of all, all of the holy orders seems to only have 1 type of maa.  Reveal hidden contents  Second, I've noticed that the send away children decision doesn't seem to be working completely, it looks like either the children are being returned after a while or the option simply doesn't send away all the children.  Third, while a completed palace holding does stop construction of new palaces, it does not stop palaces already under construction, this also unintentionally makes archers, skirmishers, and light cavalry much stronger than they're supposed to be.  Reveal hidden contents  Fourth, due to the effect removal of child limit and increased fertility your dynasty grows at an exponential rate, which ends up slowing down the game significantly only a few generations in.  Reveal hidden contents  I'm honestly not sure if any of this can be of use to you guys so I'm just going to leave this info here and hope for the best.  On a side note, here's some insight at long term resource use with this mod. The usage between prestige and piety is actually really well balanced, the difference would be much smaller if I regularly used mutare corpus,  Reveal hidden contents but it would be nice if there are more uses for gold, I suppose. 1. I think this is how vanilla Holy orders are as well, They only have "Order Knights" so I think it makes sense for the Regula holy orders to be similar.  2. Hmm, They should all leave on their third birthday, or whenever you toggle the option. Maybe they are coming back after a while though? I'll have a look at some point.  3. I don't think its possible to check if a palace holding is "being constructed" so this will just be upto the player, the way I intended is that only one Palace can be built at any one time.  4, Very fair feedback, Fertility is something I would like to look at, maybe will reintroduce the child limit at some point (though I thought I did already? ?)  On 12/11/2023 at 2:11 AM, Umgath said: Possible bug?  Not sure if that was intended but it seems that "Bloodline: Imperator" gives not just 10% renown growth bonus in total but a +10% bonus from each male dynasty member. So I have like +350 renown/month and open multiple legacies per year now. A bit too much...  My base renown growth (before percentage bonuses) is around +11 renown/month. Haha, lol I tested this and saw it as well, Turns out the 10% Renown multiplier is not applied PER CHARACTER but PER DYNASTY. For example: 1 father and 4 sons each earning 1 renown, then plus 10% to each, this equals 1.1 * 5 = 5.5 Renown (this is what I thought would happen) The game adds the Renown together first, so 5 Renown, then multiplies by total % bonus, which would be 50%. So the actual value is 5 * 1.5 = 7.5 Renown  You can see how this gets out of hand very quickly. I've removed this modifier for the next update and replaced with a title cost reduction.  On 12/13/2023 at 8:12 PM, krollbotid said: Hello, will we ever have way to change doctrines of RM? I try to play with Tenets to Doctrines mod, which is ... quite weird, and I understand that making any compatibility with it would be hard as hell, not mention that RM meant to have specific tenets and doctrines and not meant to be reformed. For example how it looks for catholicism and for RM: I would suggest customising the religion in the RM mod files, thats all I can think off. Changing doctrines requires a lot of hoops to get through though it is possible! Just expensive.  20 hours ago, Swifting said: Just throwing the Idea out here - but how about a faith or orgy-related option to create a "relic" of sorts? Last time I played this mod, special faith-based items for magistrians weren't introduced yet. Wouldn't have read anything to that effect either. Be it court or personal artifact, I could see it adding some more flavour to the mod. Not neccesary, and quite possibly not worth the effort involved - but it would be a nice touch is all I am saying. Cool idea, I actually do have an Orgy event that would have given an artifact, just never got around to generating some artwork and finishing it off. 1
Nemo Of Utopia Posted December 14, 2023 Posted December 14, 2023 20 hours ago, Swifting said: Just throwing the Idea out here - but how about a faith or orgy-related option to create a "relic" of sorts? Last time I played this mod, special faith-based items for magistrians weren't introduced yet. Wouldn't have read anything to that effect either. Be it court or personal artifact, I could see it adding some more flavour to the mod. Not neccesary, and quite possibly not worth the effort involved - but it would be a nice touch is all I am saying. I agree, the mod could definitely use some special faith relics. One that instantly comes to mind as a possibility would be the throne of the previous Regula Magistri Empire...
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