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[mod] Regula Magistri 2


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Posted
On 2024/7/27 at AM8点07分, ban10 said:


您可以将它们添加到“Regula_Magistri\common\culture\cultures”下,
如果您需要示例,请查看“00_magistri.txt”。

 

大多数“玛吉斯特里”文化都是带有玛吉斯特里特色的普通文化,以玛吉斯特里文化传统和家族习俗为起点。
我计划对它们进行编辑,使它们更接近其原始文化,使它们彼此之间更加不同,因为现在有快速掌握玛吉斯特里传统的决定。

 


如上所述,“亲密家庭”规则应该可以帮到你。然后也许“我的后宫”也可以。
客人规则有点奇怪,我希望它们更严格一些,因为即使没有客人规则,游戏仍然会尝试邀请一些角色,不过我认为这是原始功能
 


迷惑家庭成员和/或宫廷成员应该很容易。你获得的几率是多少?如果你将鼠标悬停在几率数字上,游戏应该会告诉你这些几率存在的原因。
不过,外国宫廷为迷惑提供了一个相当大的障碍,这是应该的,否则迷惑每个邻国就太容易了。
 


感谢您的测试,
不幸的是,我现在无法复制您的崩溃。
我也不明白您所说的 2.8.7 版本是什么意思,没有 Regula 2.8.7 版本?您是指另一个模组吗?
Carnitas 的最新版本是 2.6,这是我目前用于游戏/开发的版本,我能够使用 Regula Magistri 3.1.0 运行它(尽管一如既往,我的版本领先于这个,因为我继续开发它😉

十分感谢您的回复,抱歉我的英语比较差,翻译软件可能没有翻译出我想表达的意思。我所指的是regula的2.8版本(如图),但是崩溃问题对我来说的确存在,具体来说:如果不解放灵魂守护者,那游戏运行便十分正常,在解放灵魂守护者后,游戏便会在短则数游戏月、长则数游戏年间崩溃。

如果按您的说法,那可能是其他问题或者pc本身的问题导致的。

很抱歉,我发现的问题没有帮到您,还占用了您宝贵的时间。再次感谢您的回复,祝您生活愉快!

 

Thank you very much for your reply. Sorry for my poor English, the translation software may not have translated what I wanted to express.
I am referring to version 2.8 of regula (pictured), but the crash problem does exist for me, specifically: if the Soul Guardians are not liberated, the game will run perfectly fine, and after the Soul Guardians are liberated, the game will crash within a few game months or a few game years.
If you say so, it could be another problem or a problem with the pc itself.
I am sorry that the problem I found did not help you and took up your valuable time.
Thank you again for your reply and wish you a happy life!
 

屏幕截图(1).png

Posted
On 2/7/2024 at 7:49 PM, ban10 said:


Yeah, I was a little worried about other mods overwriting the window_council.gui as well.
You might need to take the file "gui/window_council.gui" and merge / overwrite the Unified UI window_council.
This is what the council Screen should look like now (Vanilla on left, Regula on right)
Notice the tab in the top right to switch between the Regula Council and vanilla council.


I made this change to improve performance of this screen (the original version added a new window on top, which slowed down the game a lot).
Also it fits with vanilla styling.

RegulaCouncil.jpg.5b4f952694b06c3e899e9921db5e05a8.jpg

Hello, I wonder if this issue has been resolved anywhere in the meantime as there are compatches available?  In my case the problem persists and I don't know how to follow your instructions. There are many "gui/window_council.gui" around...

Posted (edited)
On 7/26/2024 at 8:07 PM, ban10 said:

You can add them under "Regula_Magistri\common\culture\cultures"
Look at "00_magistri.txt" if you need examples.

 

Most of the "Magistri" cultures are just normal cultures with Magistri flair, starting with Magistri cultural traditions and famuli custom.
I plan on editing them to be closer to their original cultures to make them more distinct from each other, as there are now decisions to grab Magistri traditions quickly.

 

Here is a quick culture I threw together for the Norse. To add some distinction I removed the Strength in Numbers tradition (though with the Valkyrie innovation it does suit them so I might change that) and the Strong Believers tradition and left the Coastal Warriors and Northern Stories traditions as those seemed like the most iconic of the Norse traditions. Performative Honor was a close one for including though it doesn't seem like something that would survive in a Magistri culture though that might give more weight to it making for a good distinction from other Magistri cultures. Malleable Invaders was also very iconic of the Norse but again it contends with whether it would be suitable for the Magistri which gets a negative to merging with other cultures. Ting-Meet was ruled out because I don't like the vanilla elective options with Regula Magistri.

 

On 7/28/2024 at 7:11 PM, Tsubasa171 said:

I actually did try that, but it doesnt show up in game at all. Tried to make one based off of French culture, but it wont show up 

 

There are 3 files that you need to edit/create. You can use this as an example as I included all of the file paths.

Regula Magistri Norse.rar

Edited by merrick1031
Posted (edited)
On 8/2/2024 at 4:53 PM, lovaalava said:

Hello, I wonder if this issue has been resolved anywhere in the meantime as there are compatches available?  In my case the problem persists and I don't know how to follow your instructions. There are many "gui/window_council.gui" around...


Unfortunately this purely depends on your mod load order, you'll need to merge the changes that this mod does to that window with any other mods that also touch the window_council.gui file.
Do you know what mods are conflicting in your mod list?
 

19 hours ago, merrick1031 said:

 

Here is a quick culture I threw together for the Norse. To add some distinction I removed the Strength in Numbers tradition (though with the Valkyrie innovation it does suit them so I might change that) and the Strong Believers tradition and left the Coastal Warriors and Northern Stories traditions as those seemed like the most iconic of the Norse traditions. Performative Honor was a close one for including though it doesn't seem like something that would survive in a Magistri culture though that might give more weight to it making for a good distinction from other Magistri cultures. Malleable Invaders was also very iconic of the Norse but again it contends with whether it would be suitable for the Magistri which gets a negative to merging with other cultures. Ting-Meet was ruled out because I don't like the vanilla elective options with Regula Magistri.

 

 

There are 3 files that you need to edit/create. You can use this as an example as I included all of the file paths.

Regula Magistri Norse.rar 5.27 kB · 1 download


Nice, that's a cool way of merging Norse/Magistri together
Honestly, I'm thinking of making a decision to create a divergent Magistri culture, based on the players current culture.
This would come with some free innovations (eg Virgo training) and maybe a free Regula Tradition based on your choice.
This way you could use any culture as a starting point while still being able to get the Lewd Regula COA designs.

I think this would follow CK3 design philosophy better, the current Magistri cultures are a bit clunky to maintain and whatnot.


Also, an update!
Main features are the Regula tradition decisions (which feed into the above idea)
Also two new ways of Freeing the Keeper of Souls, a fast way (that is harder!) and a slow way (which gives big bonuses), a bit more variety to the start of the mod.

Edited by ban10
Posted (edited)

This is muy f*cking bueno, seriously good stuff. Using it with Sappho's Daughter, Elf Destiny, Atlantis (Continued), Witchcraft, and Medieval Matriarchs. Now have the elves fighting for elven supremacy agains the humans and the Sapphists that want to kill all men, and the Regula Magisters fighting to enslave all women. Plus the Pope and the others AI knuckleheads with their cursades. Exactly the level of added complexity that CK3 needs.

Edited by hamletsdead
Posted

Dumb newbie question:  how do you reform the religion? Is it the same old "grab 3 holy sites" and then you can reform? I thought if I was already head of faith I couldn't reform or create a new religion, and I see no way to resign? Any help would be greatly appreciated.

Posted (edited)
40 minutes ago, hamletsdead said:

Dumb newbie question:  how do you reform the religion? Is it the same old "grab 3 holy sites" and then you can reform? I thought if I was already head of faith I couldn't reform or create a new religion, and I see no way to resign? Any help would be greatly appreciated.

 

The way the mod is set up you can't really reform it the normal way. There is a decision that requires 10,000 piety that will let you add some additional tenets up to 3. If you then want to change one of those you can also remove tenets for 10,000 but I'm pretty sure the removal only works for the ones you've added.

 

5 hours ago, ban10 said:

Nice, that's a cool way of merging Norse/Magistri together
Honestly, I'm thinking of making a decision to create a divergent Magistri culture, based on the players current culture.
This would come with some free innovations (eg Virgo training) and maybe a free Regula Tradition based on your choice.
This way you could use any culture as a starting point while still being able to get the Lewd Regula COA designs.

I think this would follow CK3 design philosophy better, the current Magistri cultures are a bit clunky to maintain and whatnot.

 

Yeah that does flow better with CK3's design. Read over the change log and the new decision options for traditions with the little rewards look pretty good.

Edited by merrick1031
Hit submit before I was done.
Posted
On 8/2/2024 at 7:57 PM, merrick1031 said:

 

There are 3 files that you need to edit/create. You can use this as an example as I included all of the file paths

Still won't show up. Even your norse culture isn't showing up after i put the files in the mod (replacing the others, of course)

Posted

Quick question, the notes for 3.1.1 says:

 

Quote

- Adopt Martial custom - Famuli Warriors tradition and Female Famuli only martial pillar Requirements: At least 1 light infantry/archers/light cavalary regiment Rewards: Generates Famuli knights (extra knights generated if you have birth blessing active)

 

 

Does this refer to the holy site blessing?

Posted
20 hours ago, PraetorSylvor said:

Quick question, the notes for 3.1.1 says:

 

 

Does this refer to the holy site blessing?


Yes

Posted

Hello Ban10, I wanted to ask if it is only when a player has the Virgo innovation and a main title of "vanguard" for their Knight chess piece that they can fulfill the requirement to unlock the Sparta soldier? In the game I just played, my Knight chess piece had the title of "vanguard" as a secondary title, and I was unable to unlock the Sparta soldier. Is this because of this reason?

Posted
7 hours ago, BBER2050 said:

Hello Ban10, I wanted to ask if it is only when a player has the Virgo innovation and a main title of "vanguard" for their Knight chess piece that they can fulfill the requirement to unlock the Sparta soldier? In the game I just played, my Knight chess piece had the title of "vanguard" as a secondary title, and I was unable to unlock the Sparta soldier. Is this because of this reason?


Yes, as that is vanilla CK3 behaviour
https://ck3.paradoxwikis.com/Knight#Retinue_accolades

 

"Retinue accolades unlock a unique type of Men-at-Arms if they are the primary attribute"
So if you have Vanguard as the secondary attribute you won't get the upgraded retinue.

Posted

I have a question about the fertility. In my current game i've noticed that most of my wifes have no children and rarely more than 1 or 2 on a related note I also get a lot of abortion events. Is there some vanilla hard-coded fuckery going on or is this related to some game settings? Do i need to use the carnalitas make love interaction constantly to ensure my wifes pregnancies, as naturally they rarely seem to get pregnant? Most pregnancies seem to come from the orgy activity.

Posted

I've been enjoying the agot mod and want to mix the two together. Everything works fine except, the council positions of agot gets nuked to the default one. Any suggestions to fix it or is it one of my other mod messing with my stuff.

Posted

hello,I recently realized that although I know it exists in code lines,I never know how to build the regular special building of the Palace,you know,the “dungeon” in game.

Is it a available building for player?And how to build it?

thx a lot for your great mod working!

 

Posted
12 hours ago, emeugot said:

I have a question about the fertility. In my current game i've noticed that most of my wifes have no children and rarely more than 1 or 2 on a related note I also get a lot of abortion events. Is there some vanilla hard-coded fuckery going on or is this related to some game settings? Do i need to use the carnalitas make love interaction constantly to ensure my wifes pregnancies, as naturally they rarely seem to get pregnant? Most pregnancies seem to come from the orgy activity.

I think it has to do with your pregnancy and childbirth game rules. You can also use the uh corpus thing to make them preggers and also setting your regula council member to expand the family or whatever it's called. My brain is failing me on the names today

Posted
16 hours ago, MisterGrim said:

I think it has to do with your pregnancy and childbirth game rules. You can also use the uh corpus thing to make them preggers and also setting your regula council member to expand the family or whatever it's called. My brain is failing me on the names today

Thanks for your help. Disabling birth control in carnalitas and using family planning (haven't even looked at it because the default coordinate harem is so op) has done the trick. Now back to microing my hordes of children^^.

Posted

So, I've been playing around with Elf Destiny. Integrating the council gui files and allowing religious proclamation to add the aeluran sisters tenet kinda works to make a functional aeluran magister, but Elf Destiny has a lot more things involved it the religion.

 

It got me wondering, if I keyed everything off having the magister tenet instead of being in the regula group (and then added that tenet to another religion) would that actually break anything? Probably also need to make a scripted trigger to make alternatives to getting the holy site abilities so it can be edited for whatever other mods you want to integrate.

 

Also thinking of Tentacled Dreams coming out soonish, that'll probably key a lot of mechanics off religion as well.

Posted (edited)
2 hours ago, Armin487 said:

So, I've been playing around with Elf Destiny. Integrating the council gui files and allowing religious proclamation to add the aeluran sisters tenet kinda works to make a functional aeluran magister, but Elf Destiny has a lot more things involved it the religion.

 

It got me wondering, if I keyed everything off having the magister tenet instead of being in the regula group (and then added that tenet to another religion) would that actually break anything? Probably also need to make a scripted trigger to make alternatives to getting the holy site abilities so it can be edited for whatever other mods you want to integrate.

 

Also thinking of Tentacled Dreams coming out soonish, that'll probably key a lot of mechanics off religion as well.

i've wanted to do that for ages, much to my shame i am way to lazy to go through with it.

EDIT:

for the holy sites there are 2 ways it could go, all unlocked from the start, same as nomads option, or they unlock incrementally in a fixed order depending on how many holy sites you have, so it could be that when you have 1 holy site, any holy site, it unlocks fascinares for everyone, with 2 they become infectious, with 3 most births become female, with 4 abice maritus unlocks and when you get the 5th you can use the sanctifica serva.

 

as for TD, how the hell would that mix? the Magister IS the tentacles? because TD is women and tentacles, males need not apply.

Edited by Mythaltir

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