merrick1031 Posted January 28 Posted January 28 On 1/27/2026 at 12:10 AM, Temp872 said: So I want to diverge my culture (currently Egyptian) to get the cool RM traditions. But for all of them (Famuli Warriors, The Magister's Bloodline etc.) it says I'm not following the Regula faith. But I am! Specifically, I'm Regula Magistri Africa. Also annoyingly Famuli Warriors also I need Egyptian doesn't have the Famuli Only cultural pillar, which of course it doesn't, but when I select Famuli Only in the diverge screen, it still gives me that error. Also, unrelated, but what exactly are "Contubernalis courtiers", for the purpose of the Vilicus Contubernalis council position? Because it's saying I have zero. Anyway, other than these problems I'm really enjoying the mod. I thought that Ban had fixed that issue, but it might have just been on the gitgud site and not pushed out as a proper release. This is just an assumption because you didn't include a screen shot but the reason for that problem with Diverge Culture is that it is looking at the Faith of the Head of the Culture which I'm guessing isn't you. If you diverge the culture and then try to add the Regula traditions the normal way it shouldn't have the same flag because in the new culture you are the Head and follow the Regula faith. I can't help much with the change Cultural Pillar issue because I normally just use the decisions to gain the traditions and that automatically switches it for me, but it sounds like you would need to diverge your culture, and then reform it once you are head of the new culture to be able to change the Cultural Pillar to Famuli Only. If you want to diverge and get the traditions without becoming the Cultural Head of your current culture you can do so by converting the current head, if they are a woman just charm them and if they are a man charm their wife and Abice Maritus them. Contubernalis are the slaves that you can get by interacting with prisoners and then stealing their souls. They are a bit hit and miss to me because you rack up a bunch of tyranny if you try to get a decent amount of them, but they immediately die if the Magister that made them dies. I typically edit the code to remove that cause of death and just set a personal limit for how many I can have. 2
calmdo Posted February 6 Posted February 6 (edited) Every time I do the "Orgy" activity, the game freezes and crashes. Does anyone know what's causing this? this is my mod list. Edited February 7 by calmdo
merrick1031 Posted February 9 Posted February 9 On 2/6/2026 at 5:48 PM, calmdo said: Every time I do the "Orgy" activity, the game freezes and crashes. Does anyone know what's causing this? this is my mod list. If no one mentions a mod that they know has a conflict then the best advice I can give is to disable every mod except Carnalitas and Regula and then enable the other mods one at a time, testing to see if it freezes each time, until you find the cause. Some of the mods might have issues with being disabled mid-game so you might need to start with additional mods enabled for your testing.
LordSolus Posted February 9 Posted February 9 Lol, I got reminded about why Unlimited Babyworks is a horrible mod to use alongside this one. Current game I have over 600 children and the game runs so poorly whenever I click on anyone directly related to me, and every five seconds I have more children being born or entering adulthood and wanting to jump my bones. Obvious solution is to just disable UB or start a new game without it enabled, but man, I wish the game wouldn't load so much useless information whenever I click on a character. 1
darthvaapad Posted February 10 Posted February 10 I'm a vassal of the Tang Hegemony and for whatever reason I can't perform the "Glorius Ritual". It says I must complete all objectives which I've done but it still remains grayed out, so is this a bug other's have had?
camistrie Posted February 10 Posted February 10 On 1/27/2026 at 3:21 PM, Temp872 said: I wonder if it would be better to play this mod with gender roles inverted. Because you get a bunch of powers linked to foreign female rulers, but they rarely exist because most cultures have male succession laws. You can, I've tried, it's extremely overpowered. In the baseline you can use schemes to get other courts to adopt female inheritance so it's not really rare either. but if gender roles are reversed you can get female popes which is... interesting.
merrick1031 Posted February 11 Posted February 11 19 hours ago, darthvaapad said: I'm a vassal of the Tang Hegemony and for whatever reason I can't perform the "Glorius Ritual". It says I must complete all objectives which I've done but it still remains grayed out, so is this a bug other's have had? You didn't include a screenshot of your issue so I'm making an assumption that it is similar to this issue below. Ban10 said that he had resolved the issue and would release the fixed version soon, but I think that he had to step away for IRL reasons before he did so. You can use my temporary solution below as a work around for now. On 12/31/2025 at 9:49 AM, xoihegn said: Have I missed any specific goals? On 12/31/2025 at 11:50 AM, merrick1031 said: The Glorious Ritual has 6 requirements but your screen shot is missing the 2 powerful vassals requirement. This requirement has workarounds for Nomad and Administrative governments coded in, but, at least in my file and I'm a version or 2 behind since I haven't had time to play, seems to be missing the newer governments. It looks like there was an update 3 days ago to the triggers so the issue might have been resolved and just not pushed out as a proper release yet. You can get around this issue for now by editing the line in the screenshot below and changing the "= 6" to instead be ">= 5" so that you only need to meet 5 of the requirements. The file can be found in the mod folder>common>decisions.
tichys Posted February 17 Posted February 17 I am having a problem, Where if no matter the nation i start as in 856, all the realms start with the Tiefutu Cavalry.. Anyone know a fix to this?
calmdo Posted February 18 Posted February 18 It's surprising that there aren't any bug reports related to the "Orgy" activity. I've been experiencing game-crashing bugs every time I try "Orgy" for a long time, and I can't figure out what mod is causing the issue. I'm almost giving up now. I can't figure out what's causing it.
knb114514 Posted February 18 Posted February 18 (edited) On 12/26/2025 at 11:35 PM, dardragon11 said: Just start using this mod, but one thing bother me is at 1066 start, all ruler nearby me (i play as chola kingdom) suddenly has tiefutu cavalry as their unit, which weird since shouldn't it be a unique MaA for chinese ? or is it intended and just how this mod designed ? On 12/27/2025 at 12:25 AM, adrikappa said: Same here, 867, norse start. everyone, on the entire map, has 2 units of tiefutu, except for the byzantines. i dont know if its this mod or not but since it was recently updated im posting here first On 12/27/2025 at 2:23 AM, ban10 said: I'll have a look asap EDIT: oh dear this is a tricky one, I have no idea whats going on here, must be something to do with the title? Something weird is happening here. Huh, that doesn't sound right, will check EDIT: Huh, I can't replicate this, I can see MAA across the map in both 867 and 1066 look correct, are you guys using any other mods that change MAA? I've decided to use "scope:character" instead of culture_head for the check here, Right now its showing that your culture_head isn't magi. I do find that strange though, because to get these traditions in the first place you need to be culture_head, so I'm guessing you were the culture_head, got these traditions, then lost culture_head? Either way, makes more sense to use the current character for checking instead. I'm ok with the tradition checking the current character, as the decisions still need you to be culture head, but then if you lose culture head you can still use the traditions as long as you are part of the Regula faith. Haha, they help the Magister extend his mind control powers 😅 I kinda like them, sorta a nuns hood but a different design 19 hours ago, tichys said: I am having a problem, Where if no matter the nation i start as in 856, all the realms start with the Tiefutu Cavalry.. Anyone know a fix to this? Hey! I really like your mod. So in your latest version of the mod, the recruitment cost for tiefutu and black armor cavalry are not defined (script values) which give ai unlimited army. Also for tiefutu specifically, in its maa defination, you miss defining the 'can_recruit' line which give recuritment access to every faction. After I fixed these the game becames normal although the existing troops are still there. I found these by searching tiefutu in the mod files '/regula magistri/common/...' so i guess everyone have this problem can fix this easily. The cost for tiefutu can be found at the official website (260). Edited February 18 by knb114514 1
keikai Posted February 18 Posted February 18 7 hours ago, knb114514 said: Hey! I really like your mod. So in your latest version of the mod, the recruitment cost for tiefutu and black armor cavalry are not defined (script values) which give ai unlimited army. Also for tiefutu specifically, in its maa defination, you miss defining the 'can_recruit' line which give recuritment access to every faction. After I fixed these the game becames normal although the existing troops are still there. I found these by searching tiefutu in the mod files '/regula magistri/common/...' so i guess everyone have this problem can fix this easily. The cost for tiefutu can be found at the official website (260). Thank you for discovering this. I was wondering what was going on with AI having tons of Black Armor Cavalry yesterday. Could you share your edits, from what you said I think I can work out what's necessary, but I want to be sure before I continue my game and cause things to snowball more.
tichys Posted February 18 Posted February 18 9 hours ago, knb114514 said: Hey! I really like your mod. So in your latest version of the mod, the recruitment cost for tiefutu and black armor cavalry are not defined (script values) which give ai unlimited army. Also for tiefutu specifically, in its maa defination, you miss defining the 'can_recruit' line which give recuritment access to every faction. After I fixed these the game becames normal although the existing troops are still there. I found these by searching tiefutu in the mod files '/regula magistri/common/...' so i guess everyone have this problem can fix this easily. The cost for tiefutu can be found at the official website (260). Thank you so much, i've made the edits and now it works again
keikai Posted February 18 Posted February 18 (edited) Looking at `10_tgp_maa_types.txt` I see under `black_armor_cavalry`: can_recruit = { valid_for_maa_trigger = { PARAMETER = unlock_maa_black_armor_cavalry } NOT = { culture = { has_cultural_parameter = strength_in_numbers_heavy_maa_ban } } } buy_cost = { gold = tiefutu_recruitment_cost } low_maintenance_cost = { gold = tiefutu_low_maint_cost } high_maintenance_cost = { gold = tiefutu_high_maint_cost } and under `tiefutu`: buy_cost = { gold = black_armor_cavalry_recruitment_cost } low_maintenance_cost = { gold = black_armor_cavalry_low_maint_cost } high_maintenance_cost = { gold = black_armor_cavalry_high_maint_cost } So it looks to me like the can_recruit is right for the `black_armor_cavalry` and the costs are reversed. If so, should I just swap the costs between the two groups and add a `can_recruit` section to the `tiefutu` definition? If so, what should be in that section? Thanks. Edit: Since the tiefutu costs are defined in CK3, I'm thinking just copypasta the BAC costs to the tiefutu section (so they both use tiefutu costs). But I'm not sure what to do about can_recruit for both because unlock_maa_black_armor_cavalry isn't defined anywhere. Edited February 18 by llkkai
keikai Posted February 18 Posted February 18 (edited) EDIT: I have a better fix below. Okay, I don't know if my solution works (I've only unlocked the book but not freed the keeper so far) or is what ban10 intends, but this is what I'm going to try. If one of the two people who have said they've fixed this will take a look, I'd appreciate it. I don't recommend using these changes until someone can test them. In `common\men_at_arms_types\10_tgp_maa_types.txt`: `black_armor_cavalry = {` section can_recruit = { valid_for_maa_trigger = { PARAMETER = unlock_maa_famuli } NOT = { culture = { has_cultural_parameter = strength_in_numbers_heavy_maa_ban } } } buy_cost = { gold = black_armor_cavalry_recruitment_cost } low_maintenance_cost = { gold = black_armor_cavalry_low_maint_cost } high_maintenance_cost = { gold = black_armor_cavalry_high_maint_cost } `tiefutu = {` section can_recruit = { valid_for_maa_trigger = { PARAMETER = unlock_maa_tiefutu } culture = { has_innovation = innovation_arched_saddle } NOT = { culture = { has_cultural_parameter = strength_in_numbers_heavy_maa_ban } } } buy_cost = { gold = tiefutu_recruitment_cost } low_maintenance_cost = { gold = tiefutu_low_maint_cost } high_maintenance_cost = { gold = tiefutu_high_maint_cost } In `common\script_values\regula_men_at_arms_values.txt` # Heavy Cavalry black_armor_cavalry_recruitment_cost = @[heavy_cavalry_recruitment_cost * 1.3] black_armor_cavalry_low_maint_cost = @[heavy_cavalry_low_maint_cost * 1.3] black_armor_cavalry_high_maint_cost = @[heavy_cavalry_high_maint_cost * 1.3] The thing I'm most unsure about is `valid_for_maa_trigger = { PARAMETER = unlock_maa_famuli }`. I'm not sure if that's an effective way of restricting it to the mod's culture. Edit: It can't handle the calculated costs as I can see in error.log: `Failed to parse advanced statement arithmetic expression: @[heavy_cavalry_recruitment_cost` So I'm changing the `common\script_values\regula_men_at_arms_values.txt` edit to: # Heavy Cavalry black_armor_cavalry_recruitment_cost = 260 black_armor_cavalry_low_maint_cost = 0.91 black_armor_cavalry_high_maint_cost = 2.73 Edit 2: Alternately, just use the three tietufu cost lines in the BAC section and leave the costs alone. Much easier. Edited February 20 by llkkai
knb114514 Posted February 19 Posted February 19 23 hours ago, llkkai said: Okay, I don't know if my solution works (I've only unlocked the book but not freed the keeper so far) or is what ban10 intends, but this is what I'm going to try. If one of the two people who have said they've fixed this will take a look, I'd appreciate it. I don't recommend using these changes until someone can test them. In `common\men_at_arms_types\10_tgp_maa_types.txt`: `black_armor_cavalry = {` section can_recruit = { valid_for_maa_trigger = { PARAMETER = unlock_maa_famuli } NOT = { culture = { has_cultural_parameter = strength_in_numbers_heavy_maa_ban } } } buy_cost = { gold = black_armor_cavalry_recruitment_cost } low_maintenance_cost = { gold = black_armor_cavalry_low_maint_cost } high_maintenance_cost = { gold = black_armor_cavalry_high_maint_cost } `tiefutu = {` section can_recruit = { valid_for_maa_trigger = { PARAMETER = unlock_maa_tiefutu } culture = { has_innovation = innovation_arched_saddle } NOT = { culture = { has_cultural_parameter = strength_in_numbers_heavy_maa_ban } } } buy_cost = { gold = tiefutu_recruitment_cost } low_maintenance_cost = { gold = tiefutu_low_maint_cost } high_maintenance_cost = { gold = tiefutu_high_maint_cost } In `common\script_values\regula_men_at_arms_values.txt` # Heavy Cavalry black_armor_cavalry_recruitment_cost = @[heavy_cavalry_recruitment_cost * 1.3] black_armor_cavalry_low_maint_cost = @[heavy_cavalry_low_maint_cost * 1.3] black_armor_cavalry_high_maint_cost = @[heavy_cavalry_high_maint_cost * 1.3] The thing I'm most unsure about is `valid_for_maa_trigger = { PARAMETER = unlock_maa_famuli }`. I'm not sure if that's an effective way of restricting it to the mod's culture. Edit: It can't handle the calculated costs as I can see in error.log: `Failed to parse advanced statement arithmetic expression: @[heavy_cavalry_recruitment_cost` So I'm changing the `common\script_values\regula_men_at_arms_values.txt` edit to: # Heavy Cavalry black_armor_cavalry_recruitment_cost = 260 black_armor_cavalry_low_maint_cost = 0.91 black_armor_cavalry_high_maint_cost = 2.73 Edit 2: Alternately, just use the three tietufu cost lines in the BAC section and leave the costs alone. Much easier. Yes, These are basically what i did there. So for tiefutu and black armor cavalry i defined the cost seperately but bc they are the same unit so it doesnt matter. The value should be defined explictly and i use 260 0.9 2.7 for both of them. For the tiefutu i simply copy the can_recruit line from black armor cav. but i changed the 'parameter=unlock_maa_black....' to 'parameter=unlock_maa_tiefutu'. This parameter actually exist if you look up the same path in ck3/game/common you will find the correct defination for tiefutu.
Padeiru Posted February 19 Posted February 19 Can someone confirm me if CBO is broken? Tried Enabling it and it just crashed my launcher
keikai Posted February 20 Posted February 20 7 hours ago, Padeiru said: Can someone confirm me if CBO is broken? Tried Enabling it and it just crashed my launcher Works for me with 1.18.1.1 and this load order:
keikai Posted February 20 Posted February 20 (edited) Okay I think I more or less figured out the intent of the custom cavalry. It looks like it's currently an in-the-works adaptation of the tiefutu to be half as strong and twice as numerous and reskined with ladies. Normal tiefutu are incompatible with Magistri cultures because we have the Strength in Numbers tradition. So it makes sense to have a weaker, more numerous variant with the same costs and approximately the same power. So here is what I did to hotfix it until ban10 gets to it. First, I removed the tiefutu entry entirely from `common\men_at_arms_types\10_tgp_maa_types.txt`. This makes the original CK3 unit go back to normal. And this should be the actual bugfix portion of the edit since it eliminates the "free" tiefutu. This also cleaned up the existing units from my save. Hopefully without harm! 😬 Then, I made these changes to the `black_armor_cavalry` entry in `common\men_at_arms_types\10_tgp_maa_types.txt`: can_recruit = { regula_maa_allowed_trigger = yes culture = { has_innovation = innovation_arched_saddle } } This, unlike tiefutu, allows Strength in Numbers but still requires the arched saddle and, of course, requires Magistri culture. Next add this to `\localization\english\regula_regiment_l_english.yml`: black_armor_cavalry: "Black Armor Cavalry" I put it right after ` accolade_maa_virgo:0 "Spartiate"`. Note the single space at the start of the line (which is invisible here in the forum). This seems to put things into a state that makes sense to me and I think is at least part of the way towards what ban10 intends. At least it can tide us over and should avoid the bug. Note that I am not an experienced CK3 modder so I make no promises to the safety of the above. But it's definitely better than my previously attempted fixes and I'll be playing with it going forward so if I run into issues I'll report back. Edited February 20 by keikai
knb114514 Posted February 20 Posted February 20 31 minutes ago, llkkai said: Okay I think I more or less figured out the intent of the custom cavalry. It looks like it's currently an in-the-works adaptation of the tiefutu to be half as strong and twice as numerous and reskined with ladies. Normal tiefutu are incompatible with Magistri cultures because we have the Strength in Numbers tradition. So it makes sense to have a weaker, more numerous variant with the same costs and approximately the same power. So here is what I did to hotfix it until ban10 gets to it. First, I removed the tiefutu entry entirely from `common\men_at_arms_types\10_tgp_maa_types.txt`. This makes the original CK3 unit go back to normal. This also cleaned up the existing units from my save. Hopefully without harm. Then, I made these changes to the `black_armor_cavalry` entry in `common\men_at_arms_types\10_tgp_maa_types.txt`: can_recruit = { regula_maa_allowed_trigger = yes culture = { has_innovation = innovation_arched_saddle } } This allows Strength in Numbers but still requires the arched saddle like tiefutu. Next add this to `\localization\english\regula_regiment_l_english.yml`: black_armor_cavalry: "Black Armor Cavalry" I put it right after ` accolade_maa_virgo:0 "Spartiate"`. Note the single space at the start of the line (which is invisible here in the forum). This seems to put things into a state that makes sense to me and I think is at least part of the way towards what ban10 intends. At least it can tide us over and should avoid the bug. Note that I am not an experienced CK3 modder so I make to promises to the above. But it's definitely better than my previously attempted fixes. Hey, thanks for the sharing. You mention you have Strength in Numbers tradition in your Magistri culture but it is not the case for me. I dont have that culture before or after i free the souls. So i can still recruit heavy cavalry (not tiefutu bc i fixed it). I am not an expert too so for me the current fix is enough.
keikai Posted February 20 Posted February 20 28 minutes ago, knb114514 said: Hey, thanks for the sharing. You mention you have Strength in Numbers tradition in your Magistri culture but it is not the case for me. I dont have that culture before or after i free the souls. So i can still recruit heavy cavalry (not tiefutu bc i fixed it). I am not an expert too so for me the current fix is enough. Sure thing. Hopefully it's helpful to someone. As for Strength in Numbers, maybe I'm misreading it, but `common\culture\cultures\00_magistri.txt` shows `tradition_strength_in_numbers` in all four magistri cultures and that was committed by ban10 3 years ago, so I'm not sure. But I'm flailing about in the dark here too, so grain of salt.
knb114514 Posted February 20 Posted February 20 1 hour ago, keikai said: Sure thing. Hopefully it's helpful to someone. As for Strength in Numbers, maybe I'm misreading it, but `common\culture\cultures\00_magistri.txt` shows `tradition_strength_in_numbers` in all four magistri cultures and that was committed by ban10 3 years ago, so I'm not sure. But I'm flailing about in the dark here too, so grain of salt. It is a vanilla culture so not sure why it was there.
ban10 Posted February 20 Author Posted February 20 On 2/18/2026 at 7:08 AM, knb114514 said: Hey! I really like your mod. So in your latest version of the mod, the recruitment cost for tiefutu and black armor cavalry are not defined (script values) which give ai unlimited army. Also for tiefutu specifically, in its maa defination, you miss defining the 'can_recruit' line which give recuritment access to every faction. After I fixed these the game becames normal although the existing troops are still there. I found these by searching tiefutu in the mod files '/regula magistri/common/...' so i guess everyone have this problem can fix this easily. The cost for tiefutu can be found at the official website (260). To those checking the tiefutu and black armour cavalry bug (and as an FYI for the unit replacers) Basically I have an override for every unit in CK3 in order to replace each icon with illustration = { trigger = { should_use_famuli_maa_graphics = yes } reference = heavy_cavalry_asia_famuli } illustration = { reference = tiefutu_cavalry } This is so that once you have Famuli Warriors, nearly all MAA art is replaced with a female equivalent. Now, when it comes to these two units, thats the only change from vanilla code I've made. If you compare "Crusader Kings III\game\common\men_at_arms_types\10_tgp_maa_types.txt" with "Regula_Magistri\common\men_at_arms_types\10_tgp_maa_types.txt" you'll note that all the rest of the code for both Tiefutu and Black Armour Cavalry is the same. In terms of the bug of recruitment for AI characters heres what I currently know. My understanding is that Tiefutu are unlocked via the cultural innovation innovation_tiefutu which adds "unlock_maa = tiefutu" and black armour Calvary are unlocked via the cultural tradition "Art of War". I've changed neither of these things with my illustration edit so I'm really not sure what is going on here 🤔. Also, the costs for both units exists! They are defined in vanilla CK3 script values and appear to work. Also, yes, in the vanilla code Tiefutu and Black Armor cavalry have swapped their costs, this is a vanilla bug (it doesn't really matter anyway because they cost the same amount). Ultimately I think they fixed this at some point? I noticed this bug myself at one point but since then each time I start a new campaign and check (from 867) I don't see this happening anymore.
ban10 Posted February 20 Author Posted February 20 On 1/23/2026 at 4:56 PM, 6ft3btw said: I've just uploaded two submods for Regula Magistri that may be of interest. Regula Magistri Rebalanced is a set of tweaks that attempts to weaken the player and bring the buffs given by the mod back in line with those that exist in the base game. Regula Quickstart Overhaul changes the quickstart cultures to better reflect their parent culture, and adds three new options for Norse, Arab, and West African starts. These both look really cool! I've been meaning to rebalance RM a little bit to be a little more back in line with base CK3 so I will have a look at the balance changes and may use some if you dont mind. Also I've been actually meaning to change the quick start cultures to be more vanilla as well (aka match parent culture) so if its alright with you I might just pop this in as is. On 1/24/2026 at 6:39 PM, astronomenon said: Love this mod except 1 thing. Any way you can alter the script where female potential rulers divorce and imprison your male descendants? I want to play as a mortal male ruler but my best male descendant candidates keep getting overthrown and monked so they are removed from inheritance. I think thats it. I have another issue, but I know theres a reasonable work around for it. But just being able to reliably track my male descendants would be amazing! I'll look into fixing this, its defo not supposed to happen for male members of the Magisters family On 2/10/2026 at 9:50 PM, darthvaapad said: I'm a vassal of the Tang Hegemony and for whatever reason I can't perform the "Glorius Ritual". It says I must complete all objectives which I've done but it still remains grayed out, so is this a bug other's have had? I've refactored the free keeper decision for all governments in game, will be in the next release of RM FYI all, still working on the trait refactor with testing, its defo a big change so taking time to complete. I might push out a minor release with the less big changes, will see. 1
knb114514 Posted February 20 Posted February 20 (edited) 1 hour ago, ban10 said: To those checking the tiefutu and black armour cavalry bug (and as an FYI for the unit replacers) Basically I have an override for every unit in CK3 in order to replace each icon with illustration = { trigger = { should_use_famuli_maa_graphics = yes } reference = heavy_cavalry_asia_famuli } illustration = { reference = tiefutu_cavalry } This is so that once you have Famuli Warriors, nearly all MAA art is replaced with a female equivalent. Now, when it comes to these two units, thats the only change from vanilla code I've made. If you compare "Crusader Kings III\game\common\men_at_arms_types\10_tgp_maa_types.txt" with "Regula_Magistri\common\men_at_arms_types\10_tgp_maa_types.txt" you'll note that all the rest of the code for both Tiefutu and Black Armour Cavalry is the same. In terms of the bug of recruitment for AI characters heres what I currently know. My understanding is that Tiefutu are unlocked via the cultural innovation innovation_tiefutu which adds "unlock_maa = tiefutu" and black armour Calvary are unlocked via the cultural tradition "Art of War". I've changed neither of these things with my illustration edit so I'm really not sure what is going on here 🤔. Also, the costs for both units exists! They are defined in vanilla CK3 script values and appear to work. Also, yes, in the vanilla code Tiefutu and Black Armor cavalry have swapped their costs, this is a vanilla bug (it doesn't really matter anyway because they cost the same amount). Ultimately I think they fixed this at some point? I noticed this bug myself at one point but since then each time I start a new campaign and check (from 867) I don't see this happening anymore. Maybe the can_recruit part is missing at some of the threads? I downloaded your mod at gitgud and it does not have this line. can_recruit = { valid_for_maa_trigger = { PARAMETER = unlock_maa_tiefutu } NOT = { culture = { has_cultural_parameter = strength_in_numbers_heavy_maa_ban } } } And it does not have the definition for the heavy cavalry (only tiefutu and black armor) cost as well. If i do not define them, they will be free of charge. After i fixed these two it makes much more sense. The cultural maa and female pics also work. EDIT: I am playing this game in offline mode for this mod in an early version of 18.x.x and i think the game may have updated and the script may change and fix the part for tiefutu and black armor. In my current game file the can_recruit is defined in game and not for the mod. Maybe the game update this part so it do not need this line to take effect. Maybe thats why you haven't seen this issue ever since. I am not going to update before i finish this save but for those who have the same issue maybe this is why. Edited February 20 by knb114514
keikai Posted February 20 Posted February 20 6 hours ago, ban10 said: In terms of the bug of recruitment for AI characters heres what I currently know. My understanding is that Tiefutu are unlocked via the cultural innovation innovation_tiefutu which adds "unlock_maa = tiefutu" and black armour Calvary are unlocked via the cultural tradition "Art of War". I've changed neither of these things with my illustration edit so I'm really not sure what is going on here 🤔. Also, the costs for both units exists! They are defined in vanilla CK3 script values and appear to work. Also, yes, in the vanilla code Tiefutu and Black Armor cavalry have swapped their costs, this is a vanilla bug (it doesn't really matter anyway because they cost the same amount). Ultimately I think they fixed this at some point? I noticed this bug myself at one point but since then each time I start a new campaign and check (from 867) I don't see this happening anymore. In the version I cloned from gitgud (I just double checked and it's still like this), the tiefutu section `can_recruit` is missing entirely and the costs were set to ``` buy_cost = { gold = black_armor_cavalry_recruitment_cost } low_maintenance_cost = { gold = black_armor_cavalry_low_maint_cost } high_maintenance_cost = { gold = black_armor_cavalry_high_maint_cost } ``` With those three `black_armor_cavalry_*_cost` not being defined anywhere. I think one or both of those contributed to the bug?
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