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[mod] Regula Magistri 2


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Posted (edited)
15 hours ago, Quipore said:

You specify landless adventurers in the new update

 

Does this work now for Admin realms or is that not yet?


Not quite yet I'm afraid,
Actually, it will sort of work but I the trigger for camp buildings would be impossible, as you have an estate
I'll have to edit those slightly, hmmm
Still, you should be able to do a modest reveal at least.
 

8 hours ago, cbtendo said:

Does the update use phoenix carnalitas 2.7 dev or is it still using 2.6?


Carnalitas 2.7
 

6 hours ago, DawnShadow said:

the .mod file still says:

version="3.1.3"

and

supported_version="1.12.*"

even if the .zip file says Regula_Magistri_4.0.0.zip

 

EDIT:

As for camp buildings, a nursery wagon for the baggage train would thematically fit for Regula religion.

 


I forgot to update the versions until after I posted the files
Glad someone notices at least 😆
I'll fix this for next release
Cool suggestion btw
 

6 hours ago, Predeiter said:

@ban10 Hi, thanks for you hard work.
I have some issues with 4.0.0 mod on 1.13.0.1 game

1)Can`t use glorius ritual, same problem with landed with all checks
 image.thumb.png.1d4a6c6bccd61bd091bd9ad573137ecc.pngimage.png.e356a5216b4cb994d5f15f76e8cb8063.png



2) After freeing regula - cant use "cultists" type of camp

image.png.9424dd03e6b322e24265edf13ed60872.png

 

 

Whoops, my bad, these are the kind of rushed mistakes I was afraid of making, I know the fix for these
Will fix ASAP

 

1 hour ago, SSoap said:

Seems like royal courts are pretty broken with this mod currently, can't form a royal court and just gives this warning:image.png.5225a9ae6a31de1846a85919110850ec.png

 

Every ruler aside from very few have had their royal court removed too. After restarting the run 4 times only these 5 empires have royal courts every time.

image.png.233611a281428c4ed38974306fa186a2.png

 

Edit: Tested with the following modlist:
Carnalitas 2.7 dev branch

CBO Unofficial 1.1

Cheri - Lewd COAs

Regula Magistri


What do you mean by "form" a royal court? Don't you just get one automatically once you hit Kingdom rank?
EDIT: Nevermind I can replicate this issue, fudge, will take a look at


Btw if you are using CBO, make sure to delete the defines file inside it that sets courts to county level,

Also just an FYI for everyone
I'm using what SSoap has:

- Carnalitas 2.7 dev branch

- CBO Unofficial 1.1

- Cheri - Lewd COAs

- Regula Magistri (4.0.0)

Edited by ban10
Posted

Are you thinking of revamping Fascinare and other RM schemes in the future? I for one would love to see some new events and use of the new scheme mechanics. Fascinare in particular I feel quickly becomes too easy and risk-free, and I would love it if it required better agents and careful decision-making, as well as the risk of really pissing off the target or suffering other consequences upon failure if she's, say, a powerful vassal, independent ruler, or wife or close family of a powerful male ruler. (as a side note, I feel like a different, non-secret scheme should be used for women who already follow the RM faith; this shouldn't be entirely unexpected for them) Or some new schemes that the AI can use to try and break the magister's control over a member of his harem, making it necessary to wisely use the new scheme countermeasures to protect yourself and your hold over your followers. Just some thoughts and suggestions, you are of course free not to take them.

Posted
13 minutes ago, Robotninjapirate said:

How do I find this? I only see 2.6


its currently in beta testing but can be found on the carnalitas discord

Posted (edited)
47 minutes ago, ThatOneSpiderPhoenix said:

Are you thinking of revamping Fascinare and other RM schemes in the future? I for one would love to see some new events and use of the new scheme mechanics. Fascinare in particular I feel quickly becomes too easy and risk-free, and I would love it if it required better agents and careful decision-making, as well as the risk of really pissing off the target or suffering other consequences upon failure if she's, say, a powerful vassal, independent ruler, or wife or close family of a powerful male ruler. (as a side note, I feel like a different, non-secret scheme should be used for women who already follow the RM faith; this shouldn't be entirely unexpected for them) Or some new schemes that the AI can use to try and break the magister's control over a member of his harem, making it necessary to wisely use the new scheme countermeasures to protect yourself and your hold over your followers. Just some thoughts and suggestions, you are of course free not to take them.


Yes, I was actually planning this for a long time,
My current plan was to split Fascinare into two schemes.
1. For Charming Magi characters, you would have a simple personal scheme - very easy to achieve with time taken based mainly on distance from you, with a max of 90 days. No agents in this type of scheme and no secrecy.
2. For charming non-Magi characters, you would have a complex hostile scheme - much harder, with some events (like seduce events) to boost success chance, and of course agents to place in.

Theres a lot of work to do it right, but thats the current plan so far.

A scheme for a hostile faith character to break the Magisters control over a close character (eg family/spouse) sounds like it would cause some interesting drama!
Something to look at in future.

 

3 hours ago, hakaishin276 said:

@ban10 This is a great mod BTW and I look forward for future updates here.

Other than the Glorious Ritual issue reported above, I have faced one issue so far. Is anybody able to access Regula Council as a Landed player? I am unable to do so, I can only see the default council. I do get the popup of Empty Regula Council position though. There is no longer a separate tab in the Council section to switch to Regula Council.

 

Almost missed this, hmmm, I can't replicate this sadly, got a save + modlist?

Edited by ban10
Posted

Having played with Regula Magistri dozens of times and held many quite large empires, I'm very enthused about development of unlanded Regula play.

Probably my #1 desire for the mod would be the ability to be a "power behind the throne" - a landless or duke/king Magister babysitting and empowering a harem-empire of the AI.

Posted

Hotfix for Royal court and the unlanded Release Keeper of Souls is out
Some other minor fixes in there as well

Posted

Would it be possible to allow female rulers to acquire as well as males? My thinking behind this would be to use in conjunction with Futa, or really just as a normal female who wants a harem of men? If not, not a big deal, just figured it'd be nice to have as an option. Otherwise, love this darn mod. Thank you!

Posted

Still getting a game over when initializing with unlanded characters after 40-ish days

Running with the bare minimum:

Carnalitas 2.7

CBO Unofficial 1.01 (deleted the CBO_Carn_Court define)

RM2 4.01

Posted (edited)

Hello, think i got a bug? The game just ends after "freeing keeper of souls" as a landless, and then traveling?

 

Edit: I've only used Carnalitas 2.7 dev and Regula Magistri 4.0.1

Screenshot 2024-10-02 015955.png

Edited by badoobadoo1
Posted

Great mod, I have spent way to many hours on this game thanks to this mod lol

All the great work is appreciated.


Just a few things I noticed
 

  • No way to free keeper of souls if you have moved from a tent to an estate
    • repro steps
      • if you play landless as bizantine
      • procure an estate 
      • try to free keeper of souls
  • Change Harem Tenet crash
    • repro steps
      • play as landless bizantine (not sure if it matters if it is bizantine or not,, hust posting where im seeing it)
      • after freeing keeper of souls
      • click Change Harem Tenet
      • Game crashes
  • Confirming I get the 40 days and then no title GO

 

Mods
carnalities
cherri
regali
 

Posted

I'm having the same problem with getting a game over after releasing the keeper of souls as landless. I think it's because for some reason it changes government type to feudal.

Posted (edited)
8 hours ago, Cuky12 said:

Still getting a game over when initializing with unlanded characters after 40-ish days

Running with the bare minimum:

Carnalitas 2.7

CBO Unofficial 1.01 (deleted the CBO_Carn_Court define)

RM2 4.01

 

8 hours ago, badoobadoo1 said:

Hello, think i got a bug? The game just ends after "freeing keeper of souls" as a landless, and then traveling?

 

Edit: I've only used Carnalitas 2.7 dev and Regula Magistri 4.0.1

Screenshot 2024-10-02 015955.png

 

5 hours ago, Vulkan1358 said:

I'm having the same problem with getting a game over when I release the keeper of secrets as landless.

 

4 hours ago, gman109 said:

I'm having the same problem with getting a game over after releasing the keeper of souls as landless. I think it's because for some reason it changes government type to feudal.

 

Damn, I can't seem to reproduce this 🤔

If I start as a an adventurer and Free Keeper it works, and if I do the same as a un-landed Admin Noble it also works
The Tenet decisions event also is fine, and I sped up game time and waited a year in all cases and nothing bad happened.

I'll keep testing, but if someone has a save that can repro it for me that'll really help

Edit:
I think I know why, its because the law for your main title (as unlanded) goes from the Magister law to female preference every time an event pops up, seems to be something vanilla ck3 is doing

Edited by ban10
Posted
13 hours ago, ban10 said:

Almost missed this, hmmm, I can't replicate this sadly, got a save + modlist?

I don't know how to to attach save files here other than cloud storage links. Below is the mod list. I do not have Carnalitas dev patch from discord. I however am using the Carnalitas version patched by Pharaox. Also attaching screenshot of the council section where we can only see normal Council and no tab for Regula Council.

 

What I did was I started as a custom landed ruler, formed the Kingdom title and freed the Keeper via Glorious Ritual.

Modlist1.png

Modlist2.png

Crusader Kings III Screenshot 2024.10.02 - 15.39.25.57.png

Posted
1 hour ago, hakaishin276 said:

I don't know how to to attach save files here other than cloud storage links. Below is the mod list. I do not have Carnalitas dev patch from discord. I however am using the Carnalitas version patched by Pharaox. Also attaching screenshot of the council section where we can only see normal Council and no tab for Regula Council.

 

What I did was I started as a custom landed ruler, formed the Kingdom title and freed the Keeper via Glorious Ritual.

Modlist1.png

Modlist2.png

Crusader Kings III Screenshot 2024.10.02 - 15.39.25.57.png

 

You have two mods that changes the UI in the load order after Regula Magistri. Maybe that's what causing the problem? It's after all an UI issue you're having.

 

 

Posted
17 minutes ago, DawnShadow said:

 

You have two mods that changes the UI in the load order after Regula Magistri. Maybe that's what causing the problem? It's after all an UI issue you're having.

 

 

You are right. I messed up the loading order of the two UI mods. After putting them above Regula mod, the issue was solved. No wonder @ban10 was unable to repro the issue.

Thank you @DawnShadow.

Posted
4 hours ago, ban10 said:

 

 

 

 

Damn, I can't seem to reproduce this 🤔

If I start as a an adventurer and Free Keeper it works, and if I do the same as a un-landed Admin Noble it also works
The Tenet decisions event also is fine, and I sped up game time and waited a year in all cases and nothing bad happened.

I'll keep testing, but if someone has a save that can repro it for me that'll really help

Edit:
I think I know why, its because the law for your main title (as unlanded) goes from the Magister law to female preference every time an event pops up, seems to be something vanilla ck3 is doing

 

Can confirm that Gender Law switches to "Female Preference" after an event popup. Is there anything we can do to solve it? Thank you for all the work you've done.

 

Screenshot2024-10-02142701.thumb.png.29b22bbd35f48f40e6a488d7b9126c5b.png

Posted (edited)

I managed to get over the "Game Over"/"Law removed" problem (I have no idea about the consequences, I just run the game for a couple years after the edit) by commenting the event "regula_council_event.0001 (Broken councillor availability cleanup)" in

common/on_action/regula_maintenance_on_actions.txt
[CUT]
regula_quarterly_playable_pulse = {
    events = {
[CUT]
        #regula_council_event.0001 # Broken councillor availability cleanup.
[CUT]

 

I got to this because after an "Game Over" problem I noticed how my character primary (and only) title was now reported as a duchy title. I then remembered about the "Magistrian regula magistri" title which is/was added to the character when the keeper of souls is freed and thought that maybe this duchy was forcing the character to not be an adventurer.

I then found the event which creates the "Magistrian regula magistri" title and disabled its schedule (the comment above).

 

I repeat: I have no idea about the consequences; I just know that the schedule was added in this commit and that I have still to notice any problem (but I did not spend a long time testing)

I just hope this can be useful to find/understand the root issue.

Edited by dariko33
primary title was duchy
Posted
27 minutes ago, dariko33 said:

I managed to get over the "Game Over"/"Law removed" problem (I have no idea about the consequences, I just run the game for a couple years after the edit) by commenting the event "regula_council_event.0001 (Broken councillor availability cleanup)" in

common/on_action/regula_maintenance_on_actions.txt
[CUT]
regula_quarterly_playable_pulse = {
    events = {
[CUT]
        #regula_council_event.0001 # Broken councillor availability cleanup.
[CUT]

 

I got to this because after an "Game Over" problem I noticed how my character primary (and only) title was now reported as a duchy title. I then remembered about the "Magistrian regula magistri" title which is/was added to the character when the keeper of souls is freed and thought that maybe this duchy was forcing the character to not be an adventurer.

I then found the event which creates the "Magistrian regula magistri" title and disabled its schedule (the comment above).

 

I repeat: I have no idea about the consequences; I just know that the schedule was added in this commit and that I have still to notice any problem (but I did not spend a long time testing)

I just hope this can be useful to find/understand the root issue.


Nice, this was it

Before all the Regula councillors were completed, we had this maint event that would basically refresh your council behind the scenes so that if we added a new councillor you could still use an old save.
Now that all the councillors exist, we don't even need this event anymore.
Removing this fixes the unlanded game over issue, great find.

Thanks, putting out another hotfix now.

Posted (edited)

Anyone else have a problem with the spellbound secret not getting removed from anyone on releasing the Keeper of Souls?

 

Edit: Looking at the code it seems like the secret should just automatically disappear when a character gets the regula religion due to the is_valid clause on the secret, but it's not doing that for some reason.

Edited by Armin487
Posted

I am experimenting with modifying the Regula MMA files to better fit the concept of female warriors personally empowered by the Magister. 🙂

 

-Created with Piety rather than Gold

-Halved unit troop numbers

-Doubled Toughness (so basically half damage, normal toughness since units are smaller)

-Doubled the Counter effect on other units (the balance for lower numbers)

Also I doubled the Piety generation of Regula buildings to help with maintenance costs.

Here's an example:

 

pedites = { # Light Infantry
    type = skirmishers
    icon = pedites

    can_recruit = {
        regula_maa_allowed_trigger = yes
    }

    damage = 12
    toughness = 26
    pursuit = 10
    screen = 16

    terrain_bonus = {
        forest = { damage = 4 toughness = 6 }
        taiga = { damage = 4 toughness = 6 }
        jungle = { damage = 4 toughness = 6 }
    }

    counters = {
        heavy_infantry = 2
    }

    buy_cost = { piety = pedites_recruitment_cost }
    low_maintenance_cost = { piety = pedites_low_maint_cost }
    high_maintenance_cost = { piety = pedites_high_maint_cost }

    stack = 50
    ai_quality = { value = culture_ai_weight_skirmishers }
}

Posted

Just posting for visibility.

 

Can confirm the game over issue is resolved.

still getting this though

 

image.png.05498165a64d675bda69f87fe7031c4a.png

 

You can still free the keeper, least I could, but I also created those buildings while I still had a camp. Just cant do a glorious ritual (well unless I overlooked where those buildings would be in the estate part of the game)

Im still getting the crash when clicking

 

image.thumb.png.b87134dd13fb822fdf2a490a382f1bc8.png

 

It acts as if the game tries to load something and then just crashes

Posted (edited)

I just went through the different Regula holy site sets to figure out where an addition is most needed.

I identified two candidates empires: Abyssinia, and one of the steppe empires in the north-east (I think Tartaria would be the best candidate).

I also noted some minor naming issues on the way.

 

Here are my notes:

 

==== Special holy site sets ====

- Mediterranean -- uses non-Regula standard site effects.
- Nordic(Europe) -- uses non-Regula standard site effects.
- Alexandrian(Middle East) -- uses non-Regula standard site effects.
- West Africa -- uses non-Regula standard site effects.
- Aquatic  -- uses non-Regula standard site effects.
- World -- standard, but more powerful.

 

==== Green -- Empire has holy sites ====

- Britannia -- Have -- name tags are mixed up for this empire
    (Intrigue is named stewardship, Stewardship is named martial, Martial is named intrigue)
- Byzantine Empire -- Have
- Francia -- Have
- Hispania -- Have
- Mali -- Have
- Persian Empire -- Have -- name tags are mixed up for this empire
    (Intrigue is named stewardship, Stewardship is named martial, Martial is named intrigue)
- Rajastan -- Have
- Scandinavia -- Have -- name tags are mixed up for this empire
    (Intrigue is named stewardship, Stewardship is named martial, Martial is named intrigue)
- Baltic Empire -- Have (named Wendish)

 

==== Yellow -- Neighboring empire has holy sites ====

- Arabian Empire -- borders Byzantine Empire & Persian Empire
- Bengal Empire -- borders Rajastan
- Carpathia -- borders Byzantine Empire
- Deccan Empire -- borders Rajastan
- Germania (HRE) -- borders Francia, Baltic Empire, Scandinavia, Byzantine Empire
- Guinea -- borders Mali
- Italia -- borders Francia & Byzantine Empire
- Kanem-Bornu -- borders Mali
- Khazaria -- borders Byzantine Empire
- Maghreb -- borders Hispania & Mali
- Russia -- borders Baltic Empire & Scandinavia
- Tibet -- borders Rajastan
- Turan -- borders Persian Empire & Rajastan
- West-Slavia -- borders Baltic Empire

 

==== Red -- Empire with holy sites are far off ====

- Abyssinia (2)
- Ajuraan (3)
- Mongolia (3)
- Siberia (3)
- Tartaria(2)
- Volga-Ural(2)

 

To me it seems that there is at least a need for two empire level holy site sets:
1. Abyssinia
2. One of Volga-Ural, Siberia, Tartaria, or Mongolia

 

Note: regula_holy_site_lesser_blessing_xxxx_effect_name, and holy_site_reg_xxxx_effect_name
seems to be used in the same context (individual empire holy sites).

 

Edited by DawnShadow
Added a clarifying thought.
Posted (edited)

As a cultist landed adventurer it says I should be able to build Clibinarii, but they don't show up in the MAA list.   I do have the "Take the Custom Where it Comes" perk from Scholar Learning, so it's possible it's being replaced by the local cultural MAA as an option, but I didn't check before getting that perk

EDIT: Missed it before posting, arched saddle is not researched by my culture.

I did find I can attempt to Potestas non Transfunde on a landed Mulsa as a landless Magistar, it will take the prestige but not do anything beyond that

Edited by CryptoExpander

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