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[mod] Regula Magistri 2


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Posted (edited)

One of the last 2 hotfixes broke some message settings, specifically building completed messages where 90% of the time it gives this "DESCRIPTION_AND_EFFECT" banner message, seemingly random when it works and when it doesnt. 

 

 

image.png.ed2229734468abb4c6888c69e375d9c7.png

 

Edit: It does this with all message setting types, the banner type message at the top of the screen is categorized as a "toast" message, even when setting "building completed" to "never" this message pops up.

 

If I set the building completed message to be a popup it pops up correctly while also giving out the DESCRIPTION_AND_EFFECT message, which is pretty strange.

Edited by SSoap
Posted

Quick bug report, potentially hairy solution:

 

- When becoming landed after freeing Keeper of Souls, head of faith title disappears into the void, leaving you as a magister but not the magister

- Should probably be a trigger on "becomes landed" that gives you the ducal Head-of-Faith title, but no idea how vanilla handles becoming landed

Posted
1 minute ago, Ladaire said:

Quick bug report, potentially hairy solution:

 

- When becoming landed after freeing Keeper of Souls, head of faith title disappears into the void, leaving you as a magister but not the magister

- Should probably be a trigger on "becomes landed" that gives you the ducal Head-of-Faith title, but no idea how vanilla handles becoming landed

 

Weird that that doesn't "just work", isn't that what happens with The Old Man of The Mountain?

Posted

Anyway to disable all characters but yours having a harem? Or is that a bug in the current version?
I for one want to be the only one with the religion that is allowed a harem for obvious reasons.

 

Posted (edited)

Hey just wanted to know if the localization format was changed at all? Besides the new stuff from the update. Because I made a mod for myself that changes the flavour of the positions/religion/events, and just wanted to know if I can simply copy-paste or whether I have to go through every file and change stuff. Thanks.

 

Also wanted to say that I think the new editions are super cool, I like the idea of having multiple levels of risk when first summoning the keeper of souls. Same as the whole cultist adventurer and new domicile stuff, really well done and I think there's a lot of potential for this mod with the new unlanded update.

Edited by marrhukh
Posted
17 minutes ago, Palpatine said:

How compatible is regula magistri with Sappho's daughter? Thematically they should be the most deadly rivals and I'd expect an epic fight.

That's a great idea.

Posted
1 hour ago, Palpatine said:

How compatible is regula magistri with Sappho's daughter? Thematically they should be the most deadly rivals and I'd expect an epic fight.

Sappho's Daughter would hate Adam more.

 

The Magister would likely have other issues with Adam as well.

 

But otherwise, agreed that they would likely have significant issues with the Magister as well.

Posted
On 8/28/2024 at 3:43 AM, MasterQuinn said:

Also, another suggestion I wanted to make involved immortals.

I routinely use this mod alongside the Highlander Immortals mod, which I edit myself to make all the immortals women. Since that mod makes all the immortals your Rivals, it sort of gives the feel of a mystical / eternal struggle, where these female heroes are fighting against the Magister.

I think it'd be REALLY cool to have something similar built into this mod, like a system where powerful female rivals who are resistant (but perhaps not completely immune) to being charmed, and possibly immortal, could be born / chosen. Perhaps involving the heresy?  Or as a consequence for tapping into some of the more powerful magics we have access to?

Another possible use, if they were immortal, could be to have them be linked in with some magical way for the Magister to extend his own life, beyond the already available one of Ex. Vitale in game. Possibly even gaining immortality himself.



EDIT: And another one too. Perhaps the Regula Magistri itself should be an actual Court Artifact giving some bonuses when displayed. But, if you should lose it, you'd lose access to most of your powers. Maybe even your charmed women would slowly start to become uncharmed if you couldn't get it back quick enough. Could give the heresy some small hope of actually succeeding, instead of just getting rofl-stomped while handing you slaves and titles like they do right now. Even just some Regula related artifacts would be cool.

 

I fully support this idea! by the way, how did you edit the highlander mod to make all the other highlanders into women?

Posted

I have now tested playing RM 2 landless for a bit. Seems to be mostly working fine, the only bug I noticed was a alert that I could vassalize a mulsa countess, which obviously didn't work.

While it was fine playing landless, I think I will prefer landed play for RM 2 in the future.

 

One thing that could possibly enhance the RM 2 landless experience would be if the starting courtiers generated would be all female when the mod is active.

(see: events/dlc/ep3/ep3_laamp_events.txt : ep3_laamp.1001 and its helper functions. Should work by adding gender = female to the create_character calls?)

 

Posted
18 hours ago, 3125Balaur said:

 

I fully support this idea! by the way, how did you edit the highlander mod to make all the other highlanders into women?


In the mods Events folder, there's a file called 'highlander_immortals_distribution_events.txt'

the first few lines of that file will look like this:

 

distribute_immortal_trait_list = {
	every_ruler = {
		limit = {
			NOT = { has_trait = hi_immortal }
			is_playable_character = yes
		}
		add_to_list = hi_potential_immortals
	}


Change that to:

 

distribute_immortal_trait_list = {
	every_ruler = {
		limit = {
			NOT = { has_trait = hi_immortal }
			is_playable_character = yes
			is_female = yes
		}
		add_to_list = hi_potential_immortals
	}

 

Posted
23 hours ago, Palpatine said:

How compatible is regula magistri with Sappho's daughter? Thematically they should be the most deadly rivals and I'd expect an epic fight.

They work fine together as long as you switch characters -- i.e., one character is Cult of Lilith and gets her priestess, other character is Magister. Also works with Elf Destiny in the mix, but again you need to switch to yet another character so the religion slot in the council tab doesn't go wonky. I'm doing this in my current playthru and have all three religions working properly. 

Posted

Not sure if it is intended or as result of the 1.13 changes to the scheme mechanics, but the "alter the inheritance" scheme does currently execute with the player trying to complete the scheme during every phase change, which often comes after only 30-40 days and with a very low success-chance resulting in huge prestige-losses in a span of a coulpe months resulting from failing the scheme. Might i suggest maybe adding the option to not try to finish the scheme at the end of a phase to wait for a more reasonable success chance. 

 

In this scenario in the picture i would love to wait, but in 52 days the player will try to execute the scheme no matter what even though he could reach 95%. 

 

image.png.1027cbd0cad1f15e176e551a0dce548a.png

Posted

I have another QOL suggestion:

 

The travel times for gatherings like Feasts and Hunts are too long for some of your Paelices. I wish there was some kind of modifier that decreased their travel time, or some gameplay element that makes travel for you and your paelex vassals when you inevitably end up ruling a giant empire. Perhaps it can be a function provided by your new Paelex Council positions?

Posted
20 hours ago, MasterQuinn said:


In the mods Events folder, there's a file called 'highlander_immortals_distribution_events.txt'

the first few lines of that file will look like this:

 

distribute_immortal_trait_list = {
	every_ruler = {
		limit = {
			NOT = { has_trait = hi_immortal }
			is_playable_character = yes
		}
		add_to_list = hi_potential_immortals
	}


Change that to:

 

distribute_immortal_trait_list = {
	every_ruler = {
		limit = {
			NOT = { has_trait = hi_immortal }
			is_playable_character = yes
			is_female = yes
		}
		add_to_list = hi_potential_immortals
	}

 

thank you! if I get bored of my current Magister, the next one will be a highlander for sure

Posted

I also have a suggestion. More adversaries - for example, a holy order/secret society that opposes the Keeper of Souls, more spells, maybe to deal with said adversaries... and more lore - who is the keeper, actually?

Posted
On 10/2/2024 at 8:09 PM, Armin487 said:

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.


Hmmm, I've never personally encountered this, but I'll double check to be sure
You might need to pass a day or something? The is_valid check sometimes takes a day to run, so the spellbound secret should go away after a day.
 

On 10/2/2024 at 11:20 PM, Seeker88 said:

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 }
}


Cool idea!
In fact, I never knew you could have those costs use piety, so I'm defiantly going to try changing Virgo to use piety as they are the main MAA that are empowered by the Magister personally, so fits very thematically. 
 

On 10/3/2024 at 12:14 AM, saiswi said:

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


Yeah, need to fix the trigger for when you have an estate, will do that once I have some estate buildings created.
I'll double check the Change Harem Tenet decision/events, I did try to include a safeguard for both but there might be some edge cases where it breaks.

Basically when switching to Contubernalium the game will try to grab some of your Paelices for the event, but I also included a dummy character in case you wanted to change tenet but didn't want to sac someone actually important, maybe this breaks somehow?
Will check
 

On 10/3/2024 at 9:51 AM, DawnShadow said:

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).

 


Nice, good to see a bit of analysis done!
Will add as a ticket on Gitgud
 

On 10/3/2024 at 2:57 PM, CryptoExpander said:

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


Hmm, I'll have to check all interactions for whether you are landed or not, 😭, so much work!
 

On 10/3/2024 at 5:03 PM, SSoap said:

One of the last 2 hotfixes broke some message settings, specifically building completed messages where 90% of the time it gives this "DESCRIPTION_AND_EFFECT" banner message, seemingly random when it works and when it doesnt. 

 

 

image.png.ed2229734468abb4c6888c69e375d9c7.png

 

Edit: It does this with all message setting types, the banner type message at the top of the screen is categorized as a "toast" message, even when setting "building completed" to "never" this message pops up.

 

If I set the building completed message to be a popup it pops up correctly while also giving out the DESCRIPTION_AND_EFFECT message, which is pretty strange.


Hmmm, seems like your loc files are weird,
I think a couple of Regula messages are broken, but that shoudn't effect base game messages.
Try reinstalling RM and also checking validity of your files
 

On 10/4/2024 at 7:19 AM, BadAtMakingUsernames said:

Not sure if it's a bug or not, but the decision for the Well of Souls doesn't seem to work. When setting to only have female children some dudes popped up, but seemingly only rarely.


Theres a bit of code that ensures Magister always has two direct sons in his Dynasty, to try and prevent game overs
Also, after changing the effect, there seems to be a small period of time where existing pregnancies aren't effected,
I have a hunch on this, but I'd have to do a load of testing to confirm
I could remove this? I'm just not sure how you would ensure you get a son, maybe a new interaction?
 

On 10/4/2024 at 8:24 AM, Ladaire said:

Quick bug report, potentially hairy solution:

 

- When becoming landed after freeing Keeper of Souls, head of faith title disappears into the void, leaving you as a magister but not the magister

- Should probably be a trigger on "becomes landed" that gives you the ducal Head-of-Faith title, but no idea how vanilla handles becoming landed


Yeah, I think making a HOF title when you become landed as Magister is a decent work around
 

On 10/4/2024 at 1:24 PM, InsanityPie said:

Anyway to disable all characters but yours having a harem? Or is that a bug in the current version?
I for one want to be the only one with the religion that is allowed a harem for obvious reasons.

 


Errr, no?
This mod doesn't change the existing concubinage and polygamy rules, which are active for example with Norse and Islamic nations.
It just makes a super Harem law that lets you have 1000 wives/concubines for the Magister.
You'd have to make a different mod, to change how the base game culture/religious laws work.
In the Magisters realm only the Magister will have a harem, due to the religious law.
 

On 10/4/2024 at 1:57 PM, marrhukh said:

Hey just wanted to know if the localization format was changed at all? Besides the new stuff from the update. Because I made a mod for myself that changes the flavour of the positions/religion/events, and just wanted to know if I can simply copy-paste or whether I have to go through every file and change stuff. Thanks.

 

Also wanted to say that I think the new editions are super cool, I like the idea of having multiple levels of risk when first summoning the keeper of souls. Same as the whole cultist adventurer and new domicile stuff, really well done and I think there's a lot of potential for this mod with the new unlanded update.


I'll be honest, I have no idea, I do change a lot of things all the time, including removing or renaming loc
You'd have to go through your changes and the changelog and see if anything has changed.
The localisation script tool might help? Maybe make a new "language" for your own changes and use that as a base, updating as necessary?
 

On 10/4/2024 at 3:20 PM, Palpatine said:

How compatible is regula magistri with Sappho's daughter? Thematically they should be the most deadly rivals and I'd expect an epic fight.


No idea, but yes I've been thinking recently about some cross mod stuff, it would be really cool
To do this I really have to refactor RM a lot, mainly to make it doable for AI etc etc
Lots of work.
 

On 10/4/2024 at 9:02 PM, DawnShadow said:

I have now tested playing RM 2 landless for a bit. Seems to be mostly working fine, the only bug I noticed was a alert that I could vassalize a mulsa countess, which obviously didn't work.

While it was fine playing landless, I think I will prefer landed play for RM 2 in the future.

 

One thing that could possibly enhance the RM 2 landless experience would be if the starting courtiers generated would be all female when the mod is active.

(see: events/dlc/ep3/ep3_laamp_events.txt : ep3_laamp.1001 and its helper functions. Should work by adding gender = female to the create_character calls?)

 


Yeah, I have an idea for this in the works
Also ty for bug report.
 

On 10/5/2024 at 9:55 PM, Dexdor said:

Not sure if it is intended or as result of the 1.13 changes to the scheme mechanics, but the "alter the inheritance" scheme does currently execute with the player trying to complete the scheme during every phase change, which often comes after only 30-40 days and with a very low success-chance resulting in huge prestige-losses in a span of a coulpe months resulting from failing the scheme. Might i suggest maybe adding the option to not try to finish the scheme at the end of a phase to wait for a more reasonable success chance. 

 

In this scenario in the picture i would love to wait, but in 52 days the player will try to execute the scheme no matter what even though he could reach 95%. 

 

image.png.1027cbd0cad1f15e176e551a0dce548a.png


Very strange, this should have agents, I tested this extensively!
Did starting the interaction give you a choice for what kind of agents you wanted?
eg Balanced/Success/Speed?
 

16 hours ago, eldiyar said:

I have another QOL suggestion:

 

The travel times for gatherings like Feasts and Hunts are too long for some of your Paelices. I wish there was some kind of modifier that decreased their travel time, or some gameplay element that makes travel for you and your paelex vassals when you inevitably end up ruling a giant empire. Perhaps it can be a function provided by your new Paelex Council positions?


Yeah, hmm, I don't know what the best thing for this is, aside from straight up cheating and teleporting far away Paelices to your activities.
 

8 hours ago, JohnDWizard said:

Are there any specific plans for RM / Administrative Government buildings?


Yes, for a start I'll be moving the Maids one from camps to Estates and renaming the current Camp building to Servants.
I just need to have time to work on them.
 

5 hours ago, 3125Balaur said:

I also have a suggestion. More adversaries - for example, a holy order/secret society that opposes the Keeper of Souls, more spells, maybe to deal with said adversaries... and more lore - who is the keeper, actually?


Yeah, there is something I'm working on to start this actually

Posted

When using the adventurer invade cb (in my case, adventurer invade kingdom), after victory, all the marriages and concubineages dissolved, and I could not take concubines.

Posted (edited)
13 hours ago, ban10 said:

Very strange, this should have agents, I tested this extensively!
Did starting the interaction give you a choice for what kind of agents you wanted?
eg Balanced/Success/Speed?

 

 

Yes there are agents, just didnt include it in the screenshot, and you get a choice for the type of agents. My comment was more about the scheme automatically executing after the first phase is over which is often 30-50 days and you often only have an initial scheme power of about 25-30 percent and get no change to get it higher with agents and passage of time because it automatically executes after the first phase. 

Edited by Dexdor
Posted

 

I just had this problem when I converted this character into Paelex, could it be because I updated the mod but I'm still playing version 12.5 of the game?

image.jpeg.16f20fce690631e93a67e35738b7adda.jpeg

Posted

Fascinare seems to have broken with the new scheme update: it fires the end-of-scheme immediately and can be fired multiple times in rapid succession, making it trivial if you have piety to burn.

Posted
7 hours ago, Ladaire said:

Fascinare seems to have broken with the new scheme update: it fires the end-of-scheme immediately and can be fired multiple times in rapid succession, making it trivial if you have piety to burn.

I thought how that was supposed to be, as it lists the bonuses under phase lenght (and diplomacy adds a huge bonus, iirc). but to be honest, I haven't played the mod before the scheme rework

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