Bah! Posted December 28, 2017 Posted December 28, 2017 So I'm not sure if anybody here is able to give me some tips on this, but I'm trying to make a race with odd hair colors off of the celtic base portraits from the anime portraits mod. I think I understand the interface .gfx file, it's just that I'm not quite sure how to link it to the custom culture. Anybody able to let me know?
veedanya Posted December 29, 2017 Posted December 29, 2017 4 hours ago, ngppgn said: My point was that you can't die from an illness if you are immortal, even though you can get an event. IIRC there's also a low mtth event that removes illnesses off immortal characters little after they gain them. Basically, immortal can only be killed by evemts (this include plot events and battle events of course).  So the only thing you would get from reducing the health buff is gettingthe illness traits more often event though they would be removed on their own over time, so basically it would just be a nuisance.  In other words, if you see an immortal character dieing from natural causes or illness, that's a bug. Hmm, that seems counter-intuitive given the +10 bonus immortality gives. I recall that immortals could still be killed from very low base health due to injuries and the like that would otherwise not kill healthy people, but maybe they ended up patching that out like they patched out aging for immortals.  4 hours ago, JesusKreist said: I already said immortality could use some tweaking. Radically changing something does not qualify as tweaking. Calling the changes radical is a bit much. I know all those modifiers look scary, but in context they're pretty insignificant.  For example, did you forget the "long reign" relationship bonus you get to all your vassals for reigning a long time? You get an increasing vassal relationship bonus based on how long you've ruled... so having a relation penalty is only a speedbump and not even a permanent penalty for immortal rulers. (Last I checked the Long Reign wasn't capped; I recall I used to manage +100 vassal relation modifiers from playing an immortal back in the day).  Likewise a long-lived ruler can amass far more artifacts and gain more territory (without the risk of losing land or artifact between generations), so have no problem amassing incredible amounts of piety or prestige. The -2 piety simply slows down the rate at which lower-tier bishops increase their electoral scores, making immortal popes less likely. So it's similarly a speedbump and not any long-term handicap.  The fertility penalty is the same. Instead of a 30-year window to have kids, they can have their entire lives. (The issue with immortals still aging was patched out right after release of that DLC, so yes, they remain at a fertile age for the rest of their lives).  Â
dewguru Posted December 29, 2017 Author Posted December 29, 2017 9 hours ago, veedanya said:  Could you perhaps be more specific about what you don't like? It'd help to know what aspects you do or don't like, so I won't waste your time by offering suggestions you won't even look at, versus those you might think would be usable with better balancing.  And I think immortality really does need a re-balancing, even if its not extreme as what I proposed. Between the ability to create piety from lovers embrace, and create piety from sacrificing prisoners, you can make your entire court immortal without any real cost to yourself (since piety is otherwise largely unused by feudal rulers). And it also renders the major M&M event chains useless is immortality is so easy to get and does not really last that long for other characters, which is why I recommended splitting "true" immortality and the lilith spell effect into different traits.  I've already mentioned that the only issue I see is that it has a chance to trigger people opting out of immortality too frequently, and I'd can see where it'd need to only run once a year instead of the default of once a month. You continued to expand upon it, and I saw no real reason to rehash it, thus the short answer.  And I really see no other issue with it, for if you make everyone in your court immortal - you're going to begin running into a whole bunch of other issues as the game punishes you when your court becomes over populated. And if someone wants to have an entirely immortal court and deal with the subsequent challenges that would arise - then more power to them.  If you feel that strongly about this topic - my recommendation would be creating a sub-mod for it. 2
rance Posted December 29, 2017 Posted December 29, 2017 Immortality is fine as it is. Just make it a PC event only and we're golden. Or deactivate it if you think it breaks the game too much. Let Dewguru keep the vision of his mod.
JesusKreist Posted December 29, 2017 Posted December 29, 2017 5 hours ago, veedanya said: Calling the changes radical is a bit much. I know all those modifiers look scary, but in context they're pretty insignificant. Your proposal is to get rid of a spell/event/function already in the game and exchange it with something very different.  No matter how much you do not like the word, that is the definition of a radical change.
Cronos91 Posted December 29, 2017 Posted December 29, 2017 I have just updated the mod and I get a weird situation: custom created characters or "historical" ones get on game start penis/breast traits and they get, after an in-game week both balls and penis trait so basically male and female character have two "penis"/"breast" trait. I use also Turtle's traits mod but I didn't have this problems with DW's previous version! Any ideas how to solve this issue? Thanks in advance  EDIT: solved, I had to install again the Turtle's mod compatibility files. Should I delete this post or could it be useful to others? 1
dewguru Posted December 29, 2017 Author Posted December 29, 2017 1 hour ago, Cronos91 said: I have just updated the mod and I get a weird situation: custom created characters or "historical" ones get on game start penis/breast traits and they get, after an in-game week both balls and penis trait so basically male and female character have two "penis"/"breast" trait. I use also Turtle's traits mod but I didn't have this problems with DW's previous version! Any ideas how to solve this issue? Thanks in advance  EDIT: solved, I had to install again the Turtle's mod compatibility files. Should I delete this post or could it be useful to others? Don't delete it. The fact that you worked it out and edited your post may help others. 1
bjc4yw Posted December 29, 2017 Posted December 29, 2017 On 12/27/2017 at 4:53 AM, ngppgn said: Will we be able to become the lilith's "governor" somehow? The documentation says that players can't become a governor for an offmap empire. Do you know if this means that Paradox just didn't put in a way to do it, or that something breaks if a player does?
Minor31 Posted December 29, 2017 Posted December 29, 2017 In the older versions of the mod there had been an option "remove custom portrait", which now seems to be no longer there. Of course, the custom portraits are a nice feature, but sometimes you just dont want your character to look like a monster all the time.
ngppgn Posted December 29, 2017 Posted December 29, 2017 1 hour ago, bjc4yw said: The documentation says that players can't become a governor for an offmap empire. Do you know if this means that Paradox just didn't put in a way to do it, or that something breaks if a player does? The devs didn't want to be a possibility in the vanilla system for china, but it's totally possible for otheroffmaps (or the vanilla offmap by modding). 1
Drax70 Posted December 29, 2017 Posted December 29, 2017 Hello dewguru! I'd like to ask you some questions. a) Do you intend to complete the arena and combat system or will it stay unfinished and in its curent poor state? b) About the Fairytales, are they going to stay like this or there are going to be extended stories to them? I haven't found any updates regarding these. And c) Any news about your next update?
lombrexx Posted December 30, 2017 Posted December 30, 2017 can you put the use of sexual favors? I think he misses his favorsÂ
dewguru Posted December 30, 2017 Author Posted December 30, 2017 3 hours ago, lombrexx said: can you put the use of sexual favors? I think he misses his favors Hunh?
dewguru Posted December 30, 2017 Author Posted December 30, 2017 3 hours ago, Drax70 said: Hello dewguru! I'd like to ask you some questions. a) Do you intend to complete the arena and combat system or will it stay unfinished and in its curent poor state? b) About the Fairytales, are they going to stay like this or there are going to be extended stories to them? I haven't found any updates regarding these. And c) Any news about your next update? a - I've dreams b - It's on the docket. I've figured out what I'm doing now with a couple of them, which is more than I had before. c - I posted something on the previous page, maybe the one before it. It's been within the past week.
dewguru Posted December 30, 2017 Author Posted December 30, 2017 11 hours ago, Minor31 said: In the older versions of the mod there had been an option "remove custom portrait", which now seems to be no longer there. Of course, the custom portraits are a nice feature, but sometimes you just dont want your character to look like a monster all the time. It's still there. You should be able to right click on your portrait and remove the custom portrait.
lombrexx Posted December 30, 2017 Posted December 30, 2017 1 hour ago, dewguru said: Hunh? the use of favors for sex Â
dewguru Posted December 30, 2017 Author Posted December 30, 2017 2 hours ago, lombrexx said: the use of favors for sex  If you're talking about the option where you can spur on your Chancellor when they're working to fabricate a claim by offering them sex, it's still in there. Other than that, not certain what you're specifically talking about. Favors for sex is quite vague.
JesusKreist Posted December 30, 2017 Posted December 30, 2017 I guess he means the favour system coming with the conclave dlc. Kinda like fucking a noble at some occasion and s/he owes you a favour or cashing in a favour for having sex with a noble. Â @lombrexx let me answer this for you. No. Â Dew said before he wanted to not restrict this mod by having a dlc requirement. And btw. conclave is one of the most controverse dlc for ck2. Many players do not like the lose of control it brings. Â You can wait on a submod or do one yourself, though.
pepeflores Posted December 30, 2017 Posted December 30, 2017 Hi, when my character dies and I start playing as his heir. Why do I lose every "special" courtier? My character died and I lost sorcie and hermione, and they don't appear in the wizard tower. I also lost shantae, harley queen ( I know I can recruit them again) and an eunuch orc I had.  I also can't turn my new character into a kitsune again, what do I have to do to transform my new character into a kitsune? and what do I have to do to advance in the kitsune campaign? Also, I haven't received any event with harley queen in 50 years of being a king, is there a special requirement for those events to appear?  Thanks in advance.
veedanya Posted December 30, 2017 Posted December 30, 2017 Apropro of nothing: I've noticed that DRW's extra buildings increases maximum income from settlements by a significant fraction (30-50%?), on top of increasing prisoner income (slavery), and whoring income. But I'm not seeing any sizable late-game money sink to counter-act this. I can't speak for other players, but in my games I've been swimming in gold when in vanilla I'd normally be struggling with my finances.  What are your thoughts on perhaps making at least some of those buildings restricted to the capital settlement only? This can be done using the following method (from a building I use in my own custom mod, see the line "capital_holding =")  Spoiler castle = { royal_brothel = { potential = { FROM = { OR = { trait = exclusive_whore trait = hedonist } capital_holding = { title = FROMFROM } } } desc = royal_brothel_desc add_number_to_name = no gold_cost = 1000 build_time = 365 ai_creation_factor = 1 extra_tech_building_start = 8 tax_income = 5.000 culture_techpoints = 0.05 liege_piety = 0.1 } }   Additionally, you can use an upgrade system based on title ranks or even total holdings, so more powerful versions can be unlocked for those at higher ranks to keep the building relevant in usefulness. For example:  Spoiler castle = { imperial_brothel = { potential = { FROM = { OR = { trait = exclusive_whore trait = hedonist } OR = { tier = KING tier = EMPEROR ai = no } capital_holding = { title = FROMFROM } } } desc = imperial_brothel_desc add_number_to_name = no gold_cost = 10000 build_time = 365 ai_creation_factor = 0.1 extra_tech_building_start = 8 tax_income = 20.000 culture_techpoints = 0.05 liege_piety = 0.2 } }   Just an idea. By limiting where these extra income-boosting buildings can be placed, you can avoid the exponential income growth towards the late game and the possible balance issues that can cause. And making them capital-restricted helps balance the playing field between very small and very large nations, since everyone has a capital.
veedanya Posted December 30, 2017 Posted December 30, 2017 18 minutes ago, pepeflores said: Hi, when my character dies and I start playing as his heir. Why do I lose every "special" courtier? My character died and I lost sorcie and hermione, and they don't appear in the wizard tower. I also lost shantae, harley queen ( I know I can recruit them again) and an eunuch orc I had.  I also can't turn my new character into a kitsune again, what do I have to do to transform my new character into a kitsune? and what do I have to do to advance in the kitsune campaign? Also, I haven't received any event with harley queen in 50 years of being a king, is there a special requirement for those events to appear?  Thanks in advance. There is no campaign or storyline per se for the Kitsune campaign. It just adds the trait to your character.  You can force-add the trait by opening the ingame console, and typing "add_trait kitsune <insert the character ID# here>". You can see char IDs by mousing over the character's portrait. You may need to use the command "charinfo" to show it if it isn't visible.  Harley events are currently broken in the base DWR, or so I've read from forum posts.Â
lombrexx Posted December 30, 2017 Posted December 30, 2017 9 hours ago, JesusKreist said: Je suppose qu'il veut dire le système de faveur qui vient avec le conclave dlc. Un peu comme baiser un noble à une occasion et il vous doit une faveur ou une faveur pour avoir eu des relations sexuelles avec un noble.  @lombrexx permettez-moi de répondre à cette question pour vous. Non.  Dew a dit avant de vouloir ne pas restreindre ce mod en ayant une exigence dlc. Et btw. conclave est l'un des dlc les plus controversés pour ck2. Beaucoup de joueurs n'aiment pas la perte de contrôle qu'il apporte.  Vous pouvez cependant attendre un sous-module ou en faire un vous-même. Thank you for the answer Â
Guest Posted December 30, 2017 Posted December 30, 2017 1 hour ago, veedanya said: Apropro of nothing: I've noticed that DRW's extra buildings increases maximum income from settlements by a significant fraction (30-50%?), on top of increasing prisoner income (slavery), and whoring income. But I'm not seeing any sizable late-game money sink to counter-act this. I can't speak for other players, but in my games I've been swimming in gold when in vanilla I'd normally be struggling with my finances.  What are your thoughts on perhaps making at least some of those buildings restricted to the capital settlement only? This can be done using the following method (from a building I use in my own custom mod, see the line "capital_holding =") The way the many building bonuses are coded I suspect this is unintentional. Many of them increment in a way that suggests that the building upgrades were expected to replace rather than stack with earlier levels.  For instance brothels give .5 gold and 10% morale -> .75 and 15% -> 1 and 20% For a total of 2.25 gold and 45% (!) morale to troops.  It would still be more income available than vanilla, but not as severe.  Would a capital only restriction cause them to vanish if your capital changes?
veedanya Posted December 30, 2017 Posted December 30, 2017 53 minutes ago, Spoink said: Would a capital only restriction cause them to vanish if your capital changes?  Yes, buildings normally do not move (with the exception of nomad ones). So like all culture-specific buildings in vanilla CK2, they will simply vanish if the requirements are no longer met. Though if you really wanted you could create some province flag and minor event to refund some of the cost, but I personally wouldn't since it's just more work, and could be exploited by giving you a big cash windfall every time you usurp a count's title.   Quote For a total of 2.25 gold and 45% (!) morale to troops. Wow, so that's what's causing it! I was wondering my my retinue was capable of routing armies 400-800% their size on a consistent basis. I thought I just had really good commanders, but that 45% morale bonus probably is a big part of it.
Drax70 Posted December 30, 2017 Posted December 30, 2017 15 hours ago, dewguru said: a - I've dreams Why? There are some mods out there that have accompliced this mechanic, like "A game of thrones" mod..
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