veedanya Posted December 15, 2017 Posted December 15, 2017 18 minutes ago, dewguru said: Doing some pre-release testing and I've noticed a whole slew of CK2 errors in the error.log. With most of them spammed issues regarding 00_minor_titles.txt file.  Anyone else seeing it as well?  If not, I'll validate my CK2 install through Steam. And if that doesn't fix it, I'll assume I've got some oddity in the mod causing the issue.  I've noticed every time I load a save game, nearly all my commanders are removed from command positions in armies. I never reported it since I assumed it was a mod conflict rather than your mod. But maybe it's not?
dewguru Posted December 16, 2017 Author Posted December 16, 2017 19 hours ago, veedanya said:  I've noticed every time I load a save game, nearly all my commanders are removed from command positions in armies. I never reported it since I assumed it was a mod conflict rather than your mod. But maybe it's not? When I tested things last, prior to 2.8, there wasn't a bunch of 00_minor_titles.txt errors bloating the error log file. So I was curious if it was something from the new release. This morning I did a mod-free play test and the result is another log file filled with the same issues. Below are two of them. The line numbers vary throughout the log file - but the rest of the message repeats, so it looks like 2.8/Jade Dragon has created a bug that they'll address I'm guessing in a future update.  [triggerimplementation.cpp:9776]: Script Assert! assert: "!"Invalid Character!"", type: "none", location: " file: common/minor_titles/00_minor_titles.txt line: 52" [triggerimplementation.cpp:11622]: Script Assert! assert: "Scope.GetCharacter()->IsValid() && "Wrong Scope in trigger CHasRegentTrigger"", type: "none", location: " file: common/minor_titles/00_minor_titles.txt line: 53"  1
OmegaHeaven Posted December 16, 2017 Posted December 16, 2017 5 hours ago, dewguru said: When I tested things last, prior to 2.8, there wasn't a bunch of 00_minor_titles.txt errors bloating the error log file. So I was curious if it was something from the new release. This morning I did a mod-free play test and the result is another log file filled with the same issues. Below are two of them. The line numbers vary throughout the log file - but the rest of the message repeats, so it looks like 2.8/Jade Dragon has created a bug that they'll address I'm guessing in a future update. Â [triggerimplementation.cpp:9776]: Script Assert! assert: "!"Invalid Character!"", type: "none", location: " file: common/minor_titles/00_minor_titles.txt line: 52" [triggerimplementation.cpp:11622]: Script Assert! assert: "Scope.GetCharacter()->IsValid() && "Wrong Scope in trigger CHasRegentTrigger"", type: "none", location: " file: common/minor_titles/00_minor_titles.txt line: 53" Â Well, that blows. I've been touching up my personal submod (tentative name: Ahri Breeding Project), but I need to wait for your next release to make sure things don't get broken or conflict with each other.
veedanya Posted December 17, 2017 Posted December 17, 2017 Hey dew, are you open to code submissions, or do you only work solo?  I'm used to working on group mods/projects with others, so whenever I skim through the mods code, I find myself rewriting the incomplete or placeholder sections with more complex code. But it's a shame not to share improvements with others, or at least offer them for your mod to help reduce your "To Do" list.  If you're not interested, that's okay. I can always spin it off into its own submod.  Here's a sample of some of the things I've been tweaking. Right now I'm tinkering with dynamic systems for bordello job pay:  Spoiler      ### TEST example for dynamic whoring income overhaul ### This module appears to function properly upon running, but it still needs to be run over with a fine-tooth comb to make sure each sub-section is working as intended ### Factors affecting whoring pay ### Whore expertise       if = { limit = { trait = cheap_whore }          wealth = +1       }       if = { limit = { trait = experienced_whore }          wealth = +2       }       if = { limit = { trait = exclusive_whore }          wealth = +3       }       ### Social skills       if = { ## Less likely to object if being ripped off by establishment or customers          limit = {             OR = {                trait = content                trait = craven                trait = shy                trait = trusting #naive, easy to take advantage of                trait = honest             }          }          wealth = -1       }       if = { ## more manipulative, and better at haggling          limit = {             OR = {                trait = deceitful                trait = gregarious                trait = quick                trait = genius             }          }          wealth = +0.5       }       if = { limit = { trait = hedonist } ## experts on pleasure          wealth = +1       }       if = {    ## experts on charm, or have entertainer skills          limit = {             OR = {                trait = socializer                trait = schemer                trait = poet                trait = gamer             }          }          wealth = +0.5       }       ### Attraction       if = { limit = { trait = fair }          wealth = +1       }       if = { limit = { trait = bombshell }          wealth = +1.5       }       if = {          limit = {             OR = {                trait = seducer                trait = seductress             }          }          wealth = +1       }       if = { limit = { trait = virgin }          wealth = +15 ## you only get it once per character, so big bonus       }       if = {  ## noteworthy figure or famous deeds          limit = {             OR = {                trait = adventurer                trait = crusader                trait = mujahid                trait = valhalla_bound                trait = ukkos_shield                trait = nyames_shield                trait = peruns_chosen                trait = romuvas_own                trait = ares_own                trait = tengri_warrior                trait = shaddai                trait = gondi_shahansha                trait = eagle_warrior                trait = sun_warrior                trait = viking                trait = ravager                trait = shieldmaiden             }          }          wealth = +1       }       if = {  ## very famous          limit = {             OR = {                trait = born_in_the_purple                trait = augustus                trait = saoshyant                trait = saoshyant_descendant                trait = mirza                trait = sayyid                trait = seaking                trait = sea_queen             }          }          wealth = +4       }       ### Disfigurement       if = { limit = { trait = scarred }          wealth = -0.5 ## Getting scarred is a very common event, shouldn't have steep penalty       }       if = {          limit = {             OR = {                trait = one_eyed                trait = harelip             }          }          wealth = -1       }       if = {          limit = {             OR = {                trait = stutter                trait = lisp             }          }          wealth = -1       }       if = { limit = { trait = dwarf }          wealth = 1 ## because why not?       }         if = {          limit = {             OR = {                trait = one_handed                trait = one_legged                trait = ugly             }          }          wealth = -2       }       if = {          limit = {             OR = {                trait = disfigured                trait = inbred             }          }          wealth = -3       }       ### Sexual stamina       if = { limit = { trait = strong }          wealth = +0.5       }       if = { limit = { trait = robust }          wealth = +0.5       }       if = { limit = { trait = weak }          wealth = -0.5       }       if = { limit = { trait = feeble }          wealth = -0.5       }       ### personal combat skill also suggests fitness       if = { limit = { combat_rating = 3 }          wealth = +0.3       }       if = { limit = { combat_rating = 5  }          wealth = +0.3       }       if = { limit = { combat_rating = 7  }          wealth = +0.3       }       if = { limit = { combat_rating = 9  }          wealth = +0.3       }             ### Health       if = {          limit = {             OR = {                trait = incapable                trait = ill                trait = maimed                trait = infirm                trait = pneumonic                trait = syphilitic                trait = leper                trait = gout                trait = food_poisoning                trait = dysentry                trait = rabies                trait = has_tuberculosis                trait = has_typhoid_fever                trait = has_typhus                trait = has_bubonic_plague                trait = has_measles                trait = has_small_pox                trait = has_aztec_disease                trait = mangled                trait = severely_injured             }          }          wealth = -10 ## Drives away customers of other whores too       } ##Should move this to whoring decision pre-reqs instead       ### Sexual Parts. futas only checked for dick size,       ### to prevent them from earning both dick and boob bonus ### Need to make more detailed system for them in future       if = {          limit = {             is_female = yes                if = { trait = tiny_tits }                   wealth = +0.2                }                if = { trait = small_tits }                   wealth = +0.4                }                if = { trait = regular_tits }                   wealth = +0.6                }                if = { trait = big_tits }                   wealth = +0.8                }                if = { trait = huge_tits }                   wealth = +1.0                }                if = { trait = enormous_tits }                   wealth = +1.2                }                if = { trait = gigantic_tits }                   wealth = +1.5                }             }          }       if = {          limit = {             is_female = no                if = { trait = dick_tiny }                   wealth = +0.2                }                if = { trait = dick_small }                   wealth = +0.4                }                if = { trait = dick_average }                   wealth = +0.6                }                if = { trait = dick_large }                   wealth = +0.8                }                if = { trait = dick_huge }                   wealth = +1.0                }                if = { trait = dick_horse }                   wealth = +1.2                }             }          }       }   ### Races         if = { limit = { trait = tentacle }          wealth = -4   ## very few customers for hated race       }       if = { ## semi-exotic races          limit = {             OR = {                trait = elf                trait = orc                trait = werewolf                trait = neko                trait = vampire             }          }          wealth = +0.5       }       if = { ## exotic races          limit = {             OR = {                trait = angel                trait = lilith                trait = incubus                trait = kitsune             }          }          wealth = +1.5                }    } }   Dark World Reborb has so many different traits that it seems almost a waste not to integrate them into sexual events, right? So I took a shot at it.  I also have a different section of improved code for pull out chance during prostitution events. Then I might take a shot at other alternative outcomes for whoring events (disease, physical injury, theft, bonuses, etc). Because right now it's just free money with nil risk, which seems kind of bland.
dewguru Posted December 17, 2017 Author Posted December 17, 2017 2 hours ago, veedanya said: Hey dew, are you open to code submissions, or do you only work solo?  I'm used to working on group mods/projects with others, so whenever I skim through the mods code, I find myself rewriting the incomplete or placeholder sections with more complex code. But it's a shame not to share improvements with others, or at least offer them for your mod to help reduce your "To Do" list.  If you're not interested, that's okay. I can always spin it off into its own submod.  Here's a sample of some of the things I've been tweaking. Right now I'm tinkering with dynamic systems for bordello job pay:   Reveal hidden contents      ### TEST example for dynamic whoring income overhaul ### This module appears to function properly upon running, but it still needs to be run over with a fine-tooth comb to make sure each sub-section is working as intended ### Factors affecting whoring pay ### Whore expertise       if = { limit = { trait = cheap_whore }          wealth = +1       }       if = { limit = { trait = experienced_whore }          wealth = +2       }       if = { limit = { trait = exclusive_whore }          wealth = +3       }       ### Social skills       if = { ## Less likely to object if being ripped off by establishment or customers          limit = {             OR = {                trait = content                trait = craven                trait = shy                trait = trusting #naive, easy to take advantage of                trait = honest             }          }          wealth = -1       }       if = { ## more manipulative, and better at haggling          limit = {             OR = {                trait = deceitful                trait = gregarious                trait = quick                trait = genius             }          }          wealth = +0.5       }       if = { limit = { trait = hedonist } ## experts on pleasure          wealth = +1       }       if = {    ## experts on charm, or have entertainer skills          limit = {             OR = {                trait = socializer                trait = schemer                trait = poet                trait = gamer             }          }          wealth = +0.5       }       ### Attraction       if = { limit = { trait = fair }          wealth = +1       }       if = { limit = { trait = bombshell }          wealth = +1.5       }       if = {          limit = {             OR = {                trait = seducer                trait = seductress             }          }          wealth = +1       }       if = { limit = { trait = virgin }          wealth = +15 ## you only get it once per character, so big bonus       }       if = {  ## noteworthy figure or famous deeds          limit = {             OR = {                trait = adventurer                trait = crusader                trait = mujahid                trait = valhalla_bound                trait = ukkos_shield                trait = nyames_shield                trait = peruns_chosen                trait = romuvas_own                trait = ares_own                trait = tengri_warrior                trait = shaddai                trait = gondi_shahansha                trait = eagle_warrior                trait = sun_warrior                trait = viking                trait = ravager                trait = shieldmaiden             }          }          wealth = +1       }       if = {  ## very famous          limit = {             OR = {                trait = born_in_the_purple                trait = augustus                trait = saoshyant                trait = saoshyant_descendant                trait = mirza                trait = sayyid                trait = seaking                trait = sea_queen             }          }          wealth = +4       }       ### Disfigurement       if = { limit = { trait = scarred }          wealth = -0.5 ## Getting scarred is a very common event, shouldn't have steep penalty       }       if = {          limit = {             OR = {                trait = one_eyed                trait = harelip             }          }          wealth = -1       }       if = {          limit = {             OR = {                trait = stutter                trait = lisp             }          }          wealth = -1       }       if = { limit = { trait = dwarf }          wealth = 1 ## because why not?       }         if = {          limit = {             OR = {                trait = one_handed                trait = one_legged                trait = ugly             }          }          wealth = -2       }       if = {          limit = {             OR = {                trait = disfigured                trait = inbred             }          }          wealth = -3       }       ### Sexual stamina       if = { limit = { trait = strong }          wealth = +0.5       }       if = { limit = { trait = robust }          wealth = +0.5       }       if = { limit = { trait = weak }          wealth = -0.5       }       if = { limit = { trait = feeble }          wealth = -0.5       }       ### personal combat skill also suggests fitness       if = { limit = { combat_rating = 3 }          wealth = +0.3       }       if = { limit = { combat_rating = 5  }          wealth = +0.3       }       if = { limit = { combat_rating = 7  }          wealth = +0.3       }       if = { limit = { combat_rating = 9  }          wealth = +0.3       }             ### Health       if = {          limit = {             OR = {                trait = incapable                trait = ill                trait = maimed                trait = infirm                trait = pneumonic                trait = syphilitic                trait = leper                trait = gout                trait = food_poisoning                trait = dysentry                trait = rabies                trait = has_tuberculosis                trait = has_typhoid_fever                trait = has_typhus                trait = has_bubonic_plague                trait = has_measles                trait = has_small_pox                trait = has_aztec_disease                trait = mangled                trait = severely_injured             }          }          wealth = -10 ## Drives away customers of other whores too       } ##Should move this to whoring decision pre-reqs instead       ### Sexual Parts. futas only checked for dick size,       ### to prevent them from earning both dick and boob bonus ### Need to make more detailed system for them in future       if = {          limit = {             is_female = yes                if = { trait = tiny_tits }                   wealth = +0.2                }                if = { trait = small_tits }                   wealth = +0.4                }                if = { trait = regular_tits }                   wealth = +0.6                }                if = { trait = big_tits }                   wealth = +0.8                }                if = { trait = huge_tits }                   wealth = +1.0                }                if = { trait = enormous_tits }                   wealth = +1.2                }                if = { trait = gigantic_tits }                   wealth = +1.5                }             }          }       if = {          limit = {             is_female = no                if = { trait = dick_tiny }                   wealth = +0.2                }                if = { trait = dick_small }                   wealth = +0.4                }                if = { trait = dick_average }                   wealth = +0.6                }                if = { trait = dick_large }                   wealth = +0.8                }                if = { trait = dick_huge }                   wealth = +1.0                }                if = { trait = dick_horse }                   wealth = +1.2                }             }          }       }   ### Races         if = { limit = { trait = tentacle }          wealth = -4   ## very few customers for hated race       }       if = { ## semi-exotic races          limit = {             OR = {                trait = elf                trait = orc                trait = werewolf                trait = neko                trait = vampire             }          }          wealth = +0.5       }       if = { ## exotic races          limit = {             OR = {                trait = angel                trait = lilith                trait = incubus                trait = kitsune             }          }          wealth = +1.5                }    } }   Dark World Reborb has so many different traits that it seems almost a waste not to integrate them into sexual events, right? So I took a shot at it.  I also have a different section of improved code for pull out chance during prostitution events. Then I might take a shot at other alternative outcomes for whoring events (disease, physical injury, theft, bonuses, etc). Because right now it's just free money with nil risk, which seems kind of bland. It depends on the code offering to be honest.  As long as it doesn't stray from the overall feeling of what I'm trying to do, then there's a fair chance I'd include it. There have been several folks that offered things that I didn't use, and things that I have.  If I'd use something like the cost overhaul, it'd need to be scaled differently, for you've the chance for crazy sums of money being generated. I already feel that the mod is generous (with some folks saying I'm too generous). I shouldn't be able to fully fund an improvement after a week of whoring, and I disagree with some of your trait impacts (such as honest somehow resulting in being willing to be taken advantage of - when someone who is honest has issues with those in the game that aren't honest - so I don't think they'd just accept being cheated).  But conceptually, I'm cool with plugging in a whoring payout overhaul. I'd put it in as a scripted_effect and that'd allow it to be used in other events outside of the whore house easily as well.
dewguru Posted December 17, 2017 Author Posted December 17, 2017 10 hours ago, OmegaHeaven said: Well, that blows. I've been touching up my personal submod (tentative name: Ahri Breeding Project), but I need to wait for your next release to make sure things don't get broken or conflict with each other. Oh, if it runs with Dark World Reborn today, it'll run with what gets released next. It really is just a tiny update.
Guest Posted December 17, 2017 Posted December 17, 2017 Given the scale of the games economy, a lowborn whore should earn something like .01 ducat. Perhaps up to .1 for an extremely skilled lowborn whore with multiple ideal traits. Even that's kind of ridiculously high, but it would serve as an appropriate token fee.  For nobles they could have a few possibilities: Secret whoring which pays based on skills and traits - the same as normal whoring. Which is mostly a just a "have sex" button. If you have sufficiently corrupt and hedonistic traits it could give you a minor positive mood. There is always a chance that your whoring is revealed. Noble whoring (struggling with a good name). Sell your body to a select and wealthy clientele. Basically this would let you sell your body (and prestige) for gold. Public whoring. All are welcome! Increases army morale and lowers unrest. Lowers prestige (and piety dependent on religion). Can damage the moral authority of religions within your demense. (depending on the religion) Obviously hurting moral authority would upset certain people. Risk of epidemic. And possibly... Sacred whoring. Lets you turn prestige into piety - obviously this would require an appropriate religion.  Just ideas (and ideas are cheap). Whoring is not really my fetish so this isn't even a suggestion or a request per se.
dewguru Posted December 17, 2017 Author Posted December 17, 2017 It's looking good for getting a release out tomorrow night. Just a little more tweaking and another test. Â Present change log for the next release (note - I say again - the societies are bare bones and likely boring, I only recommend folks consider using the societies in the update if they want to be testers and provide some feedback): Â v1.57 (Dark World Reborn) Â Â Â - Tweaked the mage trait to keep the bonuses from being too powerful when combined with benefits from The Wizards secret society. Â Â Â - Added The Wizards College secret society, where a learned, open minded individual could potentially become a mage if they advance high enough within its ranks. Â Â Â - The the Chosen of Lilith secret society, where a person of intrigue can find others who share the same appreciate and admiration for the demon/first wife of Adam. Â Â Â - A number of various changes to support the society addition including on_action entries, new minor title, etc. Â Â Â - Fixed an issue where an event was reusing option text instead of showing the proper text (thanks to Hairdevill for reporting it). Â Â Â - Added the no_court_invites character flag to Fenris and Vlad, as that flag is supposed to help keep someone in the desired court (a new character flag in CK2 2.8) This will hopefully keep them from going to China. Â 1
wwweeeiii Posted December 17, 2017 Posted December 17, 2017 Any experience with DW with HIP? CK2+ has not been updated to the latest version of the game yet.
penzor Posted December 17, 2017 Posted December 17, 2017 4 hours ago, wwweeeiii said: Any experience with DW with HIP? CK2+ has not been updated to the latest version of the game yet. https://forumcontent.paradoxplaza.com/public/306779/CK2Plus_v407_beta4.zip
ngppgn Posted December 17, 2017 Posted December 17, 2017 May I ask what features will the new societies have this release, in terms of powers, missions and flavour events? Mind, I'm fine if the answer is e.g. "no missions and only one and the same power for all the ranks" but I'd rather know beforehand, specially given that the scripts surrounding the other society mods I've seen can get a bit convoluted and hard to follow by oneself. Â Also, would you be keen on sharing ehat ideas do you have in store for further iterations on the societies? It'd be nice to know for submodders, and I guess also to inform and filter the things folks here might suggest.
veedanya Posted December 17, 2017 Posted December 17, 2017 8 hours ago, dewguru said: It depends on the code offering to be honest.  As long as it doesn't stray from the overall feeling of what I'm trying to do, then there's a fair chance I'd include it. There have been several folks that offered things that I didn't use, and things that I have.  If I'd use something like the cost overhaul, it'd need to be scaled differently, for you've the chance for crazy sums of money being generated. I already feel that the mod is generous (with some folks saying I'm too generous). I shouldn't be able to fully fund an improvement after a week of whoring, and I disagree with some of your trait impacts (such as honest somehow resulting in being willing to be taken advantage of - when someone who is honest has issues with those in the game that aren't honest - so I don't think they'd just accept being cheated).  But conceptually, I'm cool with plugging in a whoring payout overhaul. I'd put it in as a scripted_effect and that'd allow it to be used in other events outside of the whore house easily as well.  I'm not really overly protective of any code I offer. I realize this is your mod first and foremost, so I will not be offended if you add, modify, or delete entire sections without consulting me first. Or even taking parts of it for use in other areas of the game. So if you feel something is unbalanced or doesn't fit, go ahead and change it without hesitation. You have full license here.  What I posted earlier was just a sample, I'll send you "real" more polished stuff once I do a lot more tests and checking for conflicts.  Â
veedanya Posted December 17, 2017 Posted December 17, 2017 6 hours ago, wwweeeiii said: Any experience with DW with HIP? CK2+ has not been updated to the latest version of the game yet. I play HIP + something like 7 different LoversLab mods. It works fine. Though to be safe I edited HIP's name (in the .mod file) by adding some "Z"s in front of it, so it always loads last (and overwrites conflicting code) due to the alphabetical load order CK2 uses. 1
dewguru Posted December 17, 2017 Author Posted December 17, 2017 1 hour ago, ngppgn said: May I ask what features will the new societies have this release, in terms of powers, missions and flavour events? Mind, I'm fine if the answer is e.g. "no missions and only one and the same power for all the ranks" but I'd rather know beforehand, specially given that the scripts surrounding the other society mods I've seen can get a bit convoluted and hard to follow by oneself.  Also, would you be keen on sharing ehat ideas do you have in store for further iterations on the societies? It'd be nice to know for submodders, and I guess also to inform and filter the things folks here might suggest. Concepts for future societies in Dark World Reborn: Likely: Red Riding Sisterhood (female monster hunters) The Masquerade (vampire society) The Pack Council (werewolf society) - Fenris would be the leader Might happen: Sons of Adam (a Christian secret society that works against the Chosen of Lilith) Some kind of Assassin society - but only if I can't successfully just add things to the existing one. The Collectors (humans who hunt down supernatural beings, as the greatest kinds of trophies - and sometimes to try and steal their power) Every now and then I think of another, but the above are those that get repeated use of my mental faculties.  Regarding Features/Events that are going to be in what I release, here it is at the moment: Wizard's College: Obtaining membership No powers at rank 1 Option to become (obtain the trait) a mage 'Power' at rank 2 No powers at rank 3 Option to write an Arcane Theory tome (artifact creation) at rank 4 Random missions: Find an apprentice, Build a laboratory Chosen of Lilith: Obtaining membership No powers at rank 1 No powers at rank 2 Option to invite a society member to court 'Power' at rank 3 No powers at rank 4 Random missions: Sacrifice someone, Unholy Impregnation And I can see why dissecting society code is often all over the place, because that's largely how Paradox's was. Figuring things out was a lot of hunting around, and several times I just removed stuff to get around an error - only to later find another piece stuck in a corner (figuratively speaking of course).  As they are, it's extremely hard to advance in them - as you're not gaining the society currency fast enough due to the lack of missions. Which is one reason I'm not recommend folks mess with them just yet, unless they're interested in seeing if what is there, does work.  I've already got my next update planned for after this release. It's going to be some events for a variety of things, and some more things there for the societies to make them actually usable.
dewguru Posted December 17, 2017 Author Posted December 17, 2017 38 minutes ago, veedanya said:  I'm not really overly protective of any code I offer. I realize this is your mod first and foremost, so I will not be offended if you add, modify, or delete entire sections without consulting me first. Or even taking parts of it for use in other areas of the game. So if you feel something is unbalanced or doesn't fit, go ahead and change it without hesitation. You have full license here.  What I posted earlier was just a sample, I'll send you "real" more polished stuff once I do a lot more tests and checking for conflicts.   Sounds good. By all means then - shoot things my way. When I include it, I'll highlight your contribution on the main page and in the change log as well.
ngppgn Posted December 17, 2017 Posted December 17, 2017 2 hours ago, dewguru said: Concepts for future societies in Dark World Reborn: Likely: Red Riding Sisterhood (female monster hunters) The Masquerade (vampire society) The Pack Council (werewolf society) - Fenris would be the leader Might happen: Sons of Adam (a Christian secret society that works against the Chosen of Lilith) Some kind of Assassin society - but only if I can't successfully just add things to the existing one. The Collectors (humans who hunt down supernatural beings, as the greatest kinds of trophies - and sometimes to try and steal their power) Every now and then I think of another, but the above are those that get repeated use of my mental faculties.  Regarding Features/Events that are going to be in what I release, here it is at the moment: Wizard's College: Obtaining membership No powers at rank 1 Option to become (obtain the trait) a mage 'Power' at rank 2 No powers at rank 3 Option to write an Arcane Theory tome (artifact creation) at rank 4 Random missions: Find an apprentice, Build a laboratory Chosen of Lilith: Obtaining membership No powers at rank 1 No powers at rank 2 Option to invite a society member to court 'Power' at rank 3 No powers at rank 4 Random missions: Sacrifice someone, Unholy Impregnation And I can see why dissecting society code is often all over the place, because that's largely how Paradox's was. Figuring things out was a lot of hunting around, and several times I just removed stuff to get around an error - only to later find another piece stuck in a corner (figuratively speaking of course).  As they are, it's extremely hard to advance in them - as you're not gaining the society currency fast enough due to the lack of missions. Which is one reason I'm not recommend folks mess with them just yet, unless they're interested in seeing if what is there, does work.  I've already got my next update planned for after this release. It's going to be some events for a variety of things, and some more things there for the societies to make them actually usable. Thank you very much!
veedanya Posted December 17, 2017 Posted December 17, 2017 So working on the whoring payout, I've come across a minor issue: having a single scripted event neglects changing pay for different encounter types. Now while you could simply manually write in a pay bonus at the end of every brothel event, a better idea came to me.  I believe it may be possible to steamline events outcomes creating a modular set of events covering each encounter type. It's similar to how you redirect creampies to the scripted event for pregnancy calculations, rather than manually write out fertility calculations at the end of every event.  For example, say we create a DWCore scripted event for non-consensual encounters, which rolls to a die for determining the odds of health damage and developing antisocial traits (shy, paranoid, craven, etc). Then at the end of any rape encounters you just order the scripted event to run the rape calculation to figure out the effects of the encounter, rather than writing the calculation in manually for each event as is done now. We could also have a similar scripted event to calculate large insertion damage. And so on. And you can mix and match them (like running the both the rape and large insertion calculations for a encounter involving a rapist with a large dick).  You could even go a step further and be used for fetish development: assign character a character variable for each fetish type, and have encounters add points based on their intensity in the fetish. You could then have a scripted event which decides the chances of the fetish manifesting as a trait. Or maybe add a counter for sexual experience, so we don't have every courtier that develops the lustful trait automatically becoming a full time whore the week after getting the trait. Instead, they have to build up to becoming a whore.  Anyway, I bring this all up because I don't want to overstep my bounds and rewrite aspects of the game you would rather leave untampered. If you prefer we keep to the existing system of writing outcomes at the end of events, I can keep to that and just improve bordello code. But if you do want to try a modular outcome system, I can write the basic scripts for you if you'd like, so it won't increase your workload any.
wwweeeiii Posted December 17, 2017 Posted December 17, 2017 7 hours ago, penzor said: https://forumcontent.paradoxplaza.com/public/306779/CK2Plus_v407_beta4.zip Thanks!
veedanya Posted December 18, 2017 Posted December 18, 2017 Minor update for the slave selling event. Changes:  - Halved existing price modifiers, to offset addition of new modifiers. - Symptoms greatly reduce selling price. (Large gamble to invest in a slave that might die soon after) - Illness prevents selling of slave full stop. (Disease spreading to other slaves is a far larger risk than reward, even if the slave was given for free) - Bonus for having strong/robust, and none of their opposites. Inverse is also true. - Bonus for having bombshell, attractive. - Malus of varying magnitude for deformities, amputations, disfigurements, etc. - Bonus for having at least one obedience trait (content, trusting, humble, diligent) - Malus for having at least one rebellious trait (stubborn, proud, wroth, deceitful, ambitious) - Optimized code (instead of having "does not have mindbroken" in every section, I just moved it to the prereqs to enable selling the slave, so it only has to appear once in this section)  P.S., if I were you, I'd update the localization text for this event to mention the above, so players have an idea what helps or hinders slave price.  Spoiler # Slave Training: Branding 700 - 799 #.700 Prisoner bounce for branding (Prisoner - hidden) character_event = { id = DWSlavery.700 is_triggered_only = yes # Triggered via targeted decision hide_window = yes # Nothing to see here immediate = { save_event_target_as = dw_slave_target host = { narrative_event = { id = DWSlavery.701 }} } } #.701 Slaver decides to brand or not (host) narrative_event = { id = DWSlavery.701 desc = "DWSlavery701" picture = slavery_branding title = dw_slave_branding_target is_triggered_only = yes # Triggered from .700 option = { name = "DWSlavery701A" #Yes, time for a little branding FROM = { add_trait = branded_slave abdicate = yes #If the person is landed, it should pass onto their heirs. } } option = { name = "DWSlavery701B" #Nah, not yet } } ### Selling of Slaves: 800 - 899 # .800 Slave set as event_target (slave - hidden) character_event = { id = DWSlavery.800 is_triggered_only = yes # Triggered by targeted decision hide_window = yes # Nothing to see here immediate = { save_event_target_as = dw_slave_target host = { narrative_event = { id = DWSlavery.801 }} } } # .801 Slaver (player or host) decides to sell or not narrative_event = { id = DWSlavery.801 desc = "DWSlavery801" picture = slavery_female_sale1 title = dw_slave_sale_target is_triggered_only = yes # Triggered by .800 immediate = { random_independent_ruler = { limit = { is_within_diplo_range = ROOT NOT = { OR = { character = ROOT has_disease = yes event_target:dw_slave_target = { has_character_modifier = dw_slave_broken } } } } ## No one will invest in slaves that could die soon after save_event_target_as = dw_slave_buyer } } option = { name = "DWSlavery801A" #Yes, Sold! if = { limit = { event_target:dw_slave_target = { has_character_modifier = dw_slave_pleasure_complete } } wealth = 4 # Second highest sale value } if = { limit = { event_target:dw_slave_target = { has_character_modifier = dw_slave_warrior_complete } } wealth = 5 # Highest value } if = { limit = { event_target:dw_slave_target = { has_character_modifier = dw_slave_common_complete } } wealth = 1 # Lowest value next to broken slaves } if = { limit = { event_target:dw_slave_target = { has_character_modifier = dw_slave_skilled_complete } } wealth = 2.5 # Moderate value } if = { limit = { event_target:dw_slave_target = { trait = virgin } } wealth = 4 # Virgins have extra value, regardless of their training. } if = { limit = { event_target:dw_slave_target = { OR = { martial = 10 diplomacy = 10 intrigue = 10 learning = 10 stewardship = 10 } } } wealth = 3 # People who are considered highly skilled can pull in a higher value } if = { ### more value for more health traits limit = { event_target:dw_slave_target = { OR = { trait = strong trait = robust AND = { NOT = { trait = weak } NOT = { trait = feeble } } } } } wealth = 3 # People who are considered highly skilled can pull in a higher value } if = { ### physically inferior limit = { event_target:dw_slave_target = { OR = { trait = weak trait = feeble AND = { NOT = { trait = strong } NOT = { trait = robust } } } } } wealth = -3 # People who are considered highly skilled can pull in a higher value } ### beauty if = { limit = { event_target:dw_slave_target = { trait = attractive } } } wealth = 3 } ### beauty if = { limit = { event_target:dw_slave_target = { trait = bombshell } } } wealth = 3 } ### high risk of a slave becoming much worse. large risk to buy them if = { limit = { event_target:dw_slave_target = { has_any_symptom = yes } } wealth = -5 } ### low base ### ugliness if = { limit = { event_target:dw_slave_target = { trait = ugly trait = scarred trait = harelip trait = one_eyed } } wealth = -2 } ### deformity if = { limit = { event_target:dw_slave_target = { OR = { trait = clubfooted trait = hunchback trait = inbred trait = disfigured } } } wealth = -3 } ### obedient if = { limit = { event_target:dw_slave_target = { OR = { trait = content trait = trusting trait = humble trait = diligent } } } wealth = 2 } ### disobedient if = { limit = { event_target:dw_slave_target = { OR = { trait = stubborn trait = proud trait = wroth trait = deceitful trait = ambitious } } } wealth = -2 } event_target:dw_slave_target = { move_character = event_target:dw_slave_buyer prisoner = no hidden_tooltip = { # Removing potential prison and training related flags and modifiers that may be hanging around clr_character_flag = asked_for_better_prison remove_character_modifier = dw_slave_training remove_character_modifier = house_arrest remove_character_modifier = the_oubliette remove_character_modifier = the_dungeon } } } option = { name = "DWSlavery801B" #Nah, not yet } }   Â
dewguru Posted December 18, 2017 Author Posted December 18, 2017 2 hours ago, veedanya said: So working on the whoring payout, I've come across a minor issue: having a single scripted event neglects changing pay for different encounter types. Now while you could simply manually write in a pay bonus at the end of every brothel event, a better idea came to me.  I believe it may be possible to steamline events outcomes creating a modular set of events covering each encounter type. It's similar to how you redirect creampies to the scripted event for pregnancy calculations, rather than manually write out fertility calculations at the end of every event.  For example, say we create a DWCore scripted event for non-consensual encounters, which rolls to a die for determining the odds of health damage and developing antisocial traits (shy, paranoid, craven, etc). Then at the end of any rape encounters you just order the scripted event to run the rape calculation to figure out the effects of the encounter, rather than writing the calculation in manually for each event as is done now. We could also have a similar scripted event to calculate large insertion damage. And so on. And you can mix and match them (like running the both the rape and large insertion calculations for a encounter involving a rapist with a large dick).  You could even go a step further and be used for fetish development: assign character a character variable for each fetish type, and have encounters add points based on their intensity in the fetish. You could then have a scripted event which decides the chances of the fetish manifesting as a trait. Or maybe add a counter for sexual experience, so we don't have every courtier that develops the lustful trait automatically becoming a full time whore the week after getting the trait. Instead, they have to build up to becoming a whore.  Anyway, I bring this all up because I don't want to overstep my bounds and rewrite aspects of the game you would rather leave untampered. If you prefer we keep to the existing system of writing outcomes at the end of events, I can keep to that and just improve bordello code. But if you do want to try a modular outcome system, I can write the basic scripts for you if you'd like, so it won't increase your workload any. We wouldn't use a special DWCore event for that. We'd use a scripted_effect that could be called by an event. This feature came about after I had already written the whoring events. I'd use what you put together to move it to the proper 'modular' type approach that you're thinking about, but instead of calling a specific event for a character, I'd just include a command like dw_calculate_whoring_pay = yes in the event, and it'll handle the calculations. We can even have scripted_effects use other scripted_effects and scripted_triggers as well. Best thing I can say if it doesn't make sense right now, is put together something and shot it to me (I recommend a PM so we don't flood the support thread with code), and I'll incorporate it and then share where in the files, and then it'll hopefully make a bit more sense.  Also - while I've considered additional fetish type traits, and things like size impact - I've decided that it would detract from what I want to focus on, and as such leave those kinds of things to the sub-mod options (which I believe one or two of them touch in some fashion). Not that it isn't subject to change in some fashion, as it does cross my mind every now and then to perhaps incorporate more than what's there right now.  Also - while it won't be in this release - I learned of another new item that 2.8 brought us. Now instead of trying to figure out some kind of ai calculation to keep them from spamming certain decisions every month - I can now add a condition called ai_check_interval and set to to something like 12 - which means an ai character who was eligible would only look at it once a year. So if we then set the ai_will_do at 10%, it means once a year they'll consider being a whore, and they'd only have a 10% chance of deciding to be one, instead of a 10% chance that executes multiple times a year that odds end in them becoming one very quickly. Â
dewguru Posted December 18, 2017 Author Posted December 18, 2017 Alright folks, 1.57 has been posted. Check out the change log - and once again - I recommend not messing with the new societies just yet, as they're very shallow in content.
veedanya Posted December 18, 2017 Posted December 18, 2017 Well, you sound like you know more than me, so I'll defer to you and keep on with lower-level stuff. I've got most of the brothel pricing done, and will move onto the whoring event outcomes next. Currently the "they didn't pull out when I asked" event doesn't even run a pregnancy roll, so just offers players a free method of license-to-imprison without any tyranny cost. That, and the fact everyone has the same chance of pulling out (whether they love you or hate you) has always bugged me, so I'll fix that at the same time.  Once I've balanced the two to my liking, I'll send it via PM as you requested.  2 hours ago, dewguru said: Also - while it won't be in this release - I learned of another new item that 2.8 brought us. Now instead of trying to figure out some kind of ai calculation to keep them from spamming certain decisions every month - I can now add a condition called ai_check_interval and set to to something like 12 - which means an ai character who was eligible would only look at it once a year. So if we then set the ai_will_do at 10%, it means once a year they'll consider being a whore, and they'd only have a 10% chance of deciding to be one, instead of a 10% chance that executes multiple times a year that odds end in them becoming one very quickly.   THANK GOD. It was bash-head-on-desk frustrating to have vassals that spammed society abilities and skyrocketed their visibility to 90+ (bearing in mind, 15+ is already risky for being discovered). Especially with the Lucifer's and Lilith's Own societies, which get a chance of a negative trait mutation from each instance of ability use. I'd have awesome vassal characters turn into deformed mutants in less than a year. Especially when said event procs for lunatic, and they become completely useless as they try to murder everyone.  (Side note: please avoid using the same corruption mechanic as Lucifer's Own in any of your new societies. The AI's inability to understand the visibility mechanic means they all just get themselves burned at the stake or become lunatics eventually).
bjc4yw Posted December 18, 2017 Posted December 18, 2017 Perhaps the succubus/incubus advancement mechanics could be linked to the Lilith society? It was odd that you can just invite anyone from your court to a Blood Moon regardless of what religion they are; inviting fellow society members would make more sense. You could either make holding a Blood Moon be a society power, or have it give society currency and have separate level-up powers which cost some amount of currency. Â Possibly also tie the succubus/incubus level directly to society level (it's possible to have more than 4 society levels), and make the succubus powers run off society currency instead of piety, though that would mean you have to stay a member of the society to use the powers, and I guess it would also either prevent non-*cubi from advancing in society levels, or allow them to get the powers without having the trait.
chinger Posted December 18, 2017 Posted December 18, 2017 On 12/10/2017 at 4:41 AM, dewguru said: I'll take a look at this. Â Edit - took a look. I don't see where I still have the Tentacle Rape spell. It used to be a Succubus spell, but I removed it. I'm guessing you're using a sub-mod that added it back and that's where you should be taking this. Unless I'm totally looking in the wrong place in my mod - which is possible sometimes. Yeah, sorry, my bad. This problem is in DWToska (in "\DWToska\decisions\DWT_tgtrape_decisions.txt" more precisely)
theliddtin Posted December 18, 2017 Posted December 18, 2017 On 10/22/2017 at 10:43 AM, dewguru said: After the above, I've been thinking of bringing back the old Dark World's feral werewolf event line, and a handful of single events - just to use some images I have. Hey Dewguru, great work on the mod. Is this event line still coming at some point?
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