dewguru Posted June 18, 2016 Author Posted June 18, 2016   I would think there should be one champion per realm, rather than one per world. i dont see why me playing as for example irish would have to go all the way o india to fight the champion.  I think it'd be great for you to then implement such a system. If it works well, consider releasing it too. It's good to see new CK2 mods still popping up.  Granted, in mine you wouldn't have to travel all the way to India to fight someone if you are playing over in Ireland (unless of course you conquer things and stretch to the Middle East), so I suppose you could be thinking of something else, or simply jumping to conclusions based on something that hasn't been written or released yet.   nah i have never modded anything in my life, so im going to leave the moddig to you but they were talking about champions somewhere and figured id give my pitch, but i was too lazy to scroll back up to quote it xD. and it was a very extreme example. i think that every nation/empire/realm should have their own champion and that your champ can duke it out with another realms champion for gold and prestige and/or opinion modifyers would be cool(the lord is pissed, but courtiers are impressed with you unless loya, theyre also pissed.). what would also be cool is having courtiers from anywhere wanting to take training from your champion. yes i realise most of this could be impossimble or that you just dont wanna mae that which is fine. i like sharin idea's when i have me   The reason why if I make a Champion rank, there would only be one is because I'm not going to open the arena combat to the ai. Largely because it is very possible for a bad outcome, and I think it would cause too much havoc as the ai burns through scenarios and folks kick the bucket or get maimed left and right.  So the arena matches will be player only, while the betting and some of the random events may be open to the ai since those should be less damaging.  Since the player would be the only one going through it, if the Champion rank is created and then achieved, it would be through events directly controlled by the player. The worst case I see would be a visiting challenger who I'd pull from within your country's political range, could potentially take the championship. However, then all it would take to challenge them would be a targeted decision to do so. So worst case would if it leaves your realm, it'd be in a neighboring one which is much more feasible.  I'll admit that a multiple realm tiered ranking system sounds awesome, however, that'd be a mod unto itself in my opinion - one that would require enough focus that I'd hang up Dark World in order to do it correctly. Since that's not the scope of what I'm looking at, I'm keeping it small and focused.  Hope that makes a little more sense.
dewguru Posted June 18, 2016 Author Posted June 18, 2016 Hey Dew, so I've been playing with Lilith content for little bit over 4 hours now. So far, correct me if I'm wrong, in the current iteration of the mod, going incubus/succubus is the only way to obtain immortality as the player character. I'm fairly certain you'll add more options where you can obtain immortality in the upcoming updates and contents so I won't bother you with that. That said, will we have ability to "grant or revoke immortality" to the other characters? I know you already implemented "waive immortality" feature in the mod (and looking at the code, AI will voluntary waive it when they are incapable or getting too old), but I think having a power to grant or revoke immortality would be rather convenient in some cases.  I know you didn't have a chance to sit down and iron out the details for the DW: Creatures of Night or even if you are going to make the immortality a heavily focus feature. But assuming you have interest in making a "immortality framework", may I suggest the following:  1. Make immortality into something that can be granted or revoked as a targeted decision.  -In the case of vampires and werewolves, turning some other characters into the creatures of night should grant immortality and you can revoke it by simply murdering them. But for those who attain immortality by other means (e.g. you let one of your favorite courtier to drink few drops of your immortal blood but after awhile the courtier in question has fallen out of your favor) having this decision will be convenient (i.e. you decided the courtier in question will not get a drop of your immortal blood no more).  2.  In order to prevent world being filled with too many immortal monsters, there should be a clear pros and cons for being immortal/granting immortality  -For example, the immortality traits will give you increasingly negative opinions to all vassals/zealous characters as you grow super old. and at the end you are faced with huge uprisings. The pros of being immortal would be - other than living forever - huge stat bonus, positive opinion to greedy,ambitious, and all characters whom you previously granted the immortality before.  3 Being too old or incapable shouldn't be the only cases where AI decided to give up the immortality  -Stressed characters might want to end it earlier, but the ambitious ones might never want to give up; ultimately becoming your worst foe  At the end, these all just rambling of a fan, so please do not take it as a demand. That is the last thing I want to do. In fact, I kinda want to learn how to mod CK2 just so I can donate some code to you, if you'll have it. Anyway, thanks for all the hard works.  Edit: that said, is there any tutoring series for CK2 modding you want to recommend?  1. I've no plans to make a 'cheat' style method for removing immortality. Killing someone (such as via assassination) has always worked. Immortality in CK2 means you don't age, yet you still can be murdered, assassinated, or get sick. The closest thing there will be to being able to remove immortality in what's planned, is an incubus or succubus ability to absorb it, since they have the ability to absorb a person's life force. For Vampires and Werewolves, you're looking at the same challenge as a normal human - you'd need to kill the immortal character.  2. I've no plans on making vampires or werewolves immortal by default. There are plans for there to be a way that it can be obtained, as the two main NPC's in Fenris and Vladimir have found the secret to immortality - yet that will be a severe minority.  3. The ai has a base chance to waive their immortality that isn't age or incapable related. Sure, I can add a dozen different checks as well, yet for now I don't see an issue and so I'm fine leaving it as is, since it'd be easy for folks to tweak themselves.  Regarding the question about tutorials, I'm not aware of any. I learned what I know by first taking Christianity and reading the wiki to fine tune some things. Then from there I learned more, and decided to make my own mod. Cracking open the decision that covers waiving immortality and adding some additional modifiers would be a great way to try it out.  I'd just recommend a quality text editor. I use Notepad++, although there are others out there that may work better for you.
DrMojoDoc Posted June 18, 2016 Posted June 18, 2016   1. I've no plans to make a 'cheat' style method for removing immortality. Killing someone (such as via assassination) has always worked. Immortality in CK2 means you don't age, yet you still can be murdered, assassinated, or get sick. The closest thing there will be to being able to remove immortality in what's planned, is an incubus or succubus ability to absorb it, since they have the ability to absorb a person's life force. For Vampires and Werewolves, you're looking at the same challenge as a normal human - you'd need to kill the immortal character.  2. I've no plans on making vampires or werewolves immortal by default. There are plans for there to be a way that it can be obtained, as the two main NPC's in Fenris and Vladimir have found the secret to immortality - yet that will be a severe minority.  3. The ai has a base chance to waive their immortality that isn't age or incapable related. Sure, I can add a dozen different checks as well, yet for now I don't see an issue and so I'm fine leaving it as is, since it'd be easy for folks to tweak themselves.  Regarding the question about tutorials, I'm not aware of any. I learned what I know by first taking Christianity and reading the wiki to fine tune some things. Then from there I learned more, and decided to make my own mod. Cracking open the decision that covers waiving immortality and adding some additional modifiers would be a great way to try it out.  I'd just recommend a quality text editor. I use Notepad++, although there are others out there that may work better for you.   1. I must've worded it wrong - I didn't mean like 'cheat' style of removing immortality. I meant it more along the line of: "you vassal - whom you granted immortality before because you liked him  - rebelled against you and failed. now he sits in your dungeon, but executing him will be viewed as tyrannical, therefore you decided to take away his immortality instead." Thus the the grant decision only marks those 'who are in your court and likes you' and revoke decision marks 'only those who are in your jail'. I proposed the 'grant/revoke' mechanics to introduce a bit of politics into it, not to bring up a 'cheat mode.' That said, though it is entirely up to your purview, I did write an incomplete, proof-of-concept code in my previous post. Perhaps that will make more sense than my rambling here.  2. I had a feeling you might introduce a way for 'normal' vampires and werewolves to attain immortality since only the ancient ones start with immortality trait. 10 points for making correct prediction? lol  3. Understood  In the end, it's just a difference of approach in designing the monster traits and mechanics. I get that you are implementing stuff centered around individual monster traits. I was merely suggesting one big center trait called Immortality and designing various other monster traits around it. Because as the more and more contents get introduced, sometimes by the people who want to contribute to DW, Succubus/Incubus, Vampire, and Werewolves won't be the only monsters in DW. I just thought having one giant framework of immortality would make introducing new breeds of monsters and traits easier.  All in all, I get what you are saying. Looking forward to that update this weekend
xanbalest Posted June 18, 2016 Posted June 18, 2016 Â Â Â that I guess depends on how the holy sites are set up. I only have the confidence to say this because I found the province IDs (and the provinces they're connected to, name wise) on the wiki the other day, so I'm experimenting with the commands in the console that use province ID, rather than province name. If the programming of the holy sites goes by province name (i.e. c_rome versus "333" (I had a small laugh at that when I saw the id number)), then yes, that'd be a major incompatibility. But if it goes by province ID, then the question becomes "Does AGOT label it's provinces using the same numbers? or completely different numbers?". The point is, if AGOT uses the same numbers, just a different map, then somewhere in AGOT is a province "333", assuming the province count goes that high. Which means the mod would be compatible.... right? Please, someone tell me if i'm right or wrong here.... Â Â I want to say that Holy Sites are placed in the part that breaks down to the named section (such as c_rome). I'd have to double check though. Â Â i'ma go ahead and download the old mod and check the religion file. I'm banking on the concept of you using comments to make it less of a headache to look through for us non-modder peoples. i'll post again if I find the answer. Hopefully this makes sense to me.
xanbalest Posted June 18, 2016 Posted June 18, 2016 Yep. I found the holy sites listed under the landed titles part. Hunting them down wasn't that hard, I just went through logically "Not in religion? hmmm maybe somewhere that makes sense as well..... landed titles? sure, why not.". The downside is that they are listed by province name, not ID. Soooo yeah, not compatible with anything that doesn't use the specific province names mentioned in the list. So unless c_ulster exists in AGOT, the Lilithian faith (As of 1.25 at the very least) will not be compatible. Other such counties include c_mecca, c_alexandria, c_roma, and c_holland. I chose five that were listed at random from the list. I hope this has saved you the tiniest fraction of a minute of time Dew.
dewguru Posted June 18, 2016 Author Posted June 18, 2016 Yep. I found the holy sites listed under the landed titles part. Hunting them down wasn't that hard, I just went through logically "Not in religion? hmmm maybe somewhere that makes sense as well..... landed titles? sure, why not.". The downside is that they are listed by province name, not ID. Soooo yeah, not compatible with anything that doesn't use the specific province names mentioned in the list. So unless c_ulster exists in AGOT, the Lilithian faith (As of 1.25 at the very least) will not be compatible. Other such counties include c_mecca, c_alexandria, c_roma, and c_holland. I chose five that were listed at random from the list. I hope this has saved you the tiniest fraction of a minute of time Dew. Â Thanks for looking at it. If I recall the way the landed_titles file is set-up. It goes by the region id, and then within the region id it breaks things down by the naming convention to represent the province. Â I might need to take a look at the AGoT mod and see how they've their landed titles file set-up.
xanbalest Posted June 18, 2016 Posted June 18, 2016 I didn't look that in depth, I just went and used the ctrl+f to search for holy sites and that dropped me right on top of the part in question. but I didn't see anything else under the part that says "Holy sites", just the c_(county name here) locations.Â
Mythaltir Posted June 18, 2016 Posted June 18, 2016 AGOT has it the same structure as vanilla, but with completely different contents. so you can select five counties and add it to them, sadly that will make it incompatible with a bunch of submods for AGOT.
xanbalest Posted June 18, 2016 Posted June 18, 2016 if this helps, here's part of the code from the landed titles file concerning the holy sites, as it shows me in windows notepad (not ++).  ### Locations of holy sites and crusade potential areas.  c_dipalpur = { lilithian_east = 500 luciferian_east = 500  holy_site = lilithian_east holy_site = luciferian_east  } c_ulster = { lilithian_west = 250 luciferian_west = 250  holy_site = lilithian_west holy_site = luciferian_west  } c_wiltshire = { lilithian_west = 250 luciferian_west = 250  holy_site = lilithian_west holy_site = luciferian_west  } c_hebron = { lilithian = 1000 luciferian = 1000 lilithian_east = 1000 luciferian_east = 1000  holy_site = lilithian holy_site = luciferian holy_site = lilithian_east holy_site = luciferian_east
xanbalest Posted June 18, 2016 Posted June 18, 2016 oh, I looked higher, it mentions the capitals of each faith, and those use province ID followed by the name as a comment, so 333 # rome for one and 776 # hebron for the other Â
dewguru Posted June 18, 2016 Author Posted June 18, 2016 This weekend's update has been posted.  Change log. v1.38 (Dark World Core)   - Added trait - Retired Whore, for use in the latest DW Court and Commerce update   - Added another trait for use by the latest DW Court and Commmerce update   - Added some additional event modifiers for support of the latest DW Court and Commmerce update   - Expanded 'Spend Time With' targeted decisions to include considerations for if the player is a futa or has a futa lover/spouse/consort   - Tweaked some of the 'Spend Time With' localization to make them a little more varied between the few options there are presently.v1.36 (DW Court and Commerce Mod)   - Added a couple more whoring events   - Added a decision where a liege can tell someone they rule to retire from the life of a whore (not automatic in certain situations)   - Fixed the whore promotion effect, as it was lacking the remove_trait command for the prior profession   - Fixed an image that wasn't properly clipped to the event window size   - Tweaked the whoring decisions a little - both on who'll start working as a whore, and the check that selects a potential customer for a whore.   - Fixed a missing an adult check could have allowed for an underaged visitor to a brothel   - Fixed potential spam of whoring events. My cut-n-paste ended up making multiple random_list blocks within one if statement, resulting in potential multiple events.   - Added annual check, old folks who aren't immortal, and are whores, will retire from whoring.   - Added an item to exclude concubines from working the brothel   - Added a new random event potential related to the Marshall   ##Player chooses to revoke immortality from the others, largely capy & paste from enslave prisoner dw_revoke_immortality = {   filter = court   ai_target_filter = court    from_potential ( # can't be imprisoned and has to be an immortal to revoke others' imortality    prisoner = no    trait = immortal   )    potential = { # Option visible if the target is AI, prisoner, immortal, and imprisoned by you    ai = yes    prisoner = yes    trait = immortal    host = {     character = FROM    }   }   allow = { # If target is prisoner then, you can go ahead and revoke it    prisoner = yes   }   effect = {   remove_trait = immortal   } }   That looks like it would work. The only thing you'd need to do then is add localization, to define what dw_revoke_immortality would show up as, and dw_revoke_immortality_desc for the description that shows when selected.  Also - what you have looks like a targetted_decision, so ensure it's in the right block. A targetted_decision (yes, targeted has to be spelled incorrectly) is for when you right click on someone to select an option from that. A normal decision is what shows up in the intrigue menu.
DrMojoDoc Posted June 18, 2016 Posted June 18, 2016 This weekend's update has been posted.  Change log. v1.38 (Dark World Core)    - Added trait - Retired Whore, for use in the latest DW Court and Commerce update    - Added another trait for use by the latest DW Court and Commmerce update    - Added some additional event modifiers for support of the latest DW Court and Commmerce update    - Expanded 'Spend Time With' targeted decisions to include considerations for if the player is a futa or has a futa lover/spouse/consort    - Tweaked some of the 'Spend Time With' localization to make them a little more varied between the few options there are presently. v1.36 (DW Court and Commerce Mod)    - Added a couple more whoring events    - Added a decision where a liege can tell someone they rule to retire from the life of a whore (not automatic in certain situations)    - Fixed the whore promotion effect, as it was lacking the remove_trait command for the prior profession    - Fixed an image that wasn't properly clipped to the event window size    - Tweaked the whoring decisions a little - both on who'll start working as a whore, and the check that selects a potential customer for a whore.    - Fixed a missing an adult check could have allowed for an underaged visitor to a brothel    - Fixed potential spam of whoring events. My cut-n-paste ended up making multiple random_list blocks within one if statement, resulting in potential multiple events.    - Added annual check, old folks who aren't immortal, and are whores, will retire from whoring.    - Added an item to exclude concubines from working the brothel    - Added a new random event potential related to the Marshall   ##Player chooses to revoke immortality from the others, largely capy & paste from enslave prisoner dw_revoke_immortality = {   filter = court   ai_target_filter = court    from_potential ( # can't be imprisoned and has to be an immortal to revoke others' imortality    prisoner = no    trait = immortal   )    potential = { # Option visible if the target is AI, prisoner, immortal, and imprisoned by you    ai = yes    prisoner = yes    trait = immortal    host = {     character = FROM    }   }   allow = { # If target is prisoner then, you can go ahead and revoke it    prisoner = yes   }   effect = {   remove_trait = immortal   } }   That looks like it would work. The only thing you'd need to do then is add localization, to define what dw_revoke_immortality would show up as, and dw_revoke_immortality_desc for the description that shows when selected.  Also - what you have looks like a targetted_decision, so ensure it's in the right block. A targetted_decision (yes, targeted has to be spelled incorrectly) is for when you right click on someone to select an option from that. A normal decision is what shows up in the intrigue menu. Great, I'm gonna try the new update.  Unfortunately, notepad++ doesn't come with auto-correct. Gah I sometimes miss eclipse. Yeah I intended the code to be for targeted decision. Right now I'm just trying to make code for making others vampire/werewolf via targeted decision (immortality is scrapped due to our previous conversation). I got the targeted decision to appear in game but it wasn't working as intended.  Time to look at localization and see what I can figure out
xanbalest Posted June 18, 2016 Posted June 18, 2016 whoa, okay, noticing some oddities in my game with the new update. I've never enslaved Fenris, but somehow, he has the branded trait. He's also dropped immortality, but now all but one of his (currently adult) sons has the immortality trait. Were the AI capable of branding slaves? And did you try to implement the immortality being passed to others thing? Â Edit: checked vlad, whom I know never got imprisoned in this game so far, and he's also branded and not immortal. I did console pollinate a ton of women in his realm by him so he'd have a dynastic following, just in case someone killed him, but only 5 of the 20 or 30 kids survived being born, and he only acknowledged 2, not even legitimized. They don't have the immortal trait, so there's that..... Â Edit 2: I checked myself and somehow my character is branded instead of immortal as well. Which explains why I can collect whore earnings from myself. Which took my money down to 0.0 from a couple thousand or so. I think this classifies as a bug, right?
JesusKreist Posted June 18, 2016 Posted June 18, 2016 No this qualifies as "With a new Update start a new game or else traits get wonky!" Mostly on updates on any mod which adds or removes a trait from one version to another as CK2 is ... getting confused with that. Â That's the main reason I won't hop onto the new update until my current game is finished
dewguru Posted June 18, 2016 Author Posted June 18, 2016 whoa, okay, noticing some oddities in my game with the new update. I've never enslaved Fenris, but somehow, he has the branded trait. He's also dropped immortality, but now all but one of his (currently adult) sons has the immortality trait. Were the AI capable of branding slaves? And did you try to implement the immortality being passed to others thing? Â Edit: checked vlad, whom I know never got imprisoned in this game so far, and he's also branded and not immortal. I did console pollinate a ton of women in his realm by him so he'd have a dynastic following, just in case someone killed him, but only 5 of the 20 or 30 kids survived being born, and he only acknowledged 2, not even legitimized. They don't have the immortal trait, so there's that..... Â Edit 2: I checked myself and somehow my character is branded instead of immortal as well. Which explains why I can collect whore earnings from myself. Which took my money down to 0.0 from a couple thousand or so. I think this classifies as a bug, right? Â JesusKreist is right. I remember to warn folks sometimes, but whenever a mod adds a trait, this is very likely to occur when you resume a saved game. It's because traits in a save game have id's associated with them for the game to track. When you add something that adds another trait, it in turn causes a change in the id's, causing things to get all messed up. Â So just for future reference - any update that mentions the addition of a trait - should NOT be used with an existing save game. Â My apologies for not warning about it this time around.
DrMojoDoc Posted June 18, 2016 Posted June 18, 2016 So I just noticed the DW buildings in Tribal settings do not get upgraded to their 'appropriate' counter parts in castles and cities. I put quotations because I don't know if this was intended or not. Right now, if you upgrade slave pen and whore pen to level II, III, and convert the tribe into castle or city, they don't get converted into slave market/slavers' dungeon, red light district/bordello level I and II. In the other vanilla tribal buildings, once you convert the tribe into castle of city, they get converted into appropriate building chain with -1 in their levels. So if one wants to keep the DW buildings more reflective of the base game, it should be like Slave Pen II and III -> Slave Market I and II (city) / Slavers' Dungeon I and II (castle)Whore Pen II and III -> Red Light District I and II (city) / Brothel I and II (castle) Mystic's hut is the only exception I can see since there isn't Mystic's hut level II and III (though there is alchemist's shop/den level II and III) You also didn't connect Warrior's Circle to Arena/Coliseum building chain. Again, not sure if this was intended or not. I don't mean to assume,but these seemed rather trivial so I made the changes myself to dw_tribal.txt  So if you want it feel free to take it. dw_tribal.txt
xanbalest Posted June 19, 2016 Posted June 19, 2016 oh, my bad on that. I thought the change was major content change related, not something so basic as traits. Though now that I think about it, Basic things changing, even a tiny bit, causing majors changes that one wasn't expecting, makes total sense, and i'm a slight stupid for not thinking of that first. However, I should mention for drmojodoc's post that the buildings in tribal go to level four, but only convert to level 2. Notable exception for the vanilla buildings is the shipbuilder which converts straight if I remember correctly, so it's actually worthwhile to remain tribal long enough to pop a full ship builder out..... I think..... fairly certain the feudal/merchant republic shipyards or whatever they're called are more expensive to build than the tribal. But I could be wrong! I have been before..... Â On a semi-related note, Dew, I can't remember if any of your buildings give a retinue bonus. But something to consider. Merchant Republic Retinue costs are EXTREMELY Overpowered. The Trade Posts give retinue points which multiply by 1.x based on your CAPITALS tech level. Which, if high enough, means a multiple of like 1.5 (or is it 1.8? I remember looking on my previous playthrough and seeing it say like "y0%" but the y was either a 5 or an 8 (I would have said x, but my mind instantly thought "That could be misinterpreted as times 0%, which is not what i'm saying at all, and I can't say xx0%, cause that's make no sense". Math is not my strong suit). This may not seem like much, but we're talking a difference of feudal lord with one castle in every holding fully maxed out, in ireland as king, having a retinue cost limit of maybe 18000, if they're lucky, versus a Merchant republic, fully tech, only the capital of Dublin fully maxed out, full maxed out patrician palace, and like 6 adult male dynasty members in your court for something like 24 trade posts, also all maxed out, giving over 36k Retinue cost limit, easily. The numbers for the feudal are slightly optimistic versus the numbers for MR being very pessimistic. Tech level wise, private armies from an MR will ALWAYS be incredibly large versus the same level (rank and tech) Feudal counterpart, despite a much larger amount of territory for the feudal counterpart. My few playthroughs where I had religion switch involved took ludicrous advantage of this concept to absolutely brutalize western europe, stomping through empires led by the equally broken (Imo, though not nearly as badly as the MR Retinue deathstack) Mercenary Company that oneself can have assembled (The reason THAT is broken is that with enough cash, one can create a triple death stack of one flank of 18k troops, for a total army size of 54k. It can easily be hired and used against you, so that's a self-correcting problem after a fashion, if anyone else can afford to hire and fund the group and hires it to fight you, you're just as screwed as most enemies are). So from a personal Military standpoint, yes, MR is definitely more powerful than typical feudal. They tried to balance it slightly by making Retinue costs persistent, as long as you have a standing retinue, even if they're fully reinforced, they still cost money, but we're talking about a government system DESIGNED to make money hand over fist due to trade posts and trade zone coverage. Long story short, the fact that it takes the entire byzantine EMPIRE to take down VENICE, should Venice revolt or otherwise find itself at odds with the emperor, is NOT surprising in the least. Â If you want to know anything else about Merchant Republics, Feel free to ask. I played a ton of them before I found your mod. I don't know them inside and out, but I can point out things if you're interested.
DrMojoDoc Posted June 19, 2016 Posted June 19, 2016 oh, my bad on that. I thought the change was major content change related, not something so basic as traits. Though now that I think about it, Basic things changing, even a tiny bit, causing majors changes that one wasn't expecting, makes total sense, and i'm a slight stupid for not thinking of that first. However, I should mention for drmojodoc's post that the buildings in tribal go to level four, but only convert to level 2. Notable exception for the vanilla buildings is the shipbuilder which converts straight if I remember correctly, so it's actually worthwhile to remain tribal long enough to pop a full ship builder out..... I think..... fairly certain the feudal/merchant republic shipyards or whatever they're called are more expensive to build than the tribal. But I could be wrong! I have been before..... Â Hmm, didn't noticed that. I would love to rectify it immediately but I'm still learning. So making level 4 whore pen/warrior circle/etc. might not come in next few hours. Thanks for pointing that out.Â
xanbalest Posted June 19, 2016 Posted June 19, 2016  oh, my bad on that. I thought the change was major content change related, not something so basic as traits. Though now that I think about it, Basic things changing, even a tiny bit, causing majors changes that one wasn't expecting, makes total sense, and i'm a slight stupid for not thinking of that first. However, I should mention for drmojodoc's post that the buildings in tribal go to level four, but only convert to level 2. Notable exception for the vanilla buildings is the shipbuilder which converts straight if I remember correctly, so it's actually worthwhile to remain tribal long enough to pop a full ship builder out..... I think..... fairly certain the feudal/merchant republic shipyards or whatever they're called are more expensive to build than the tribal. But I could be wrong! I have been before.....  Hmm, didn't noticed that. I would love to rectify it immediately but I'm still learning. So making level 4 whore pen/warrior circle/etc. might not come in next few hours. Thanks for pointing that out.   No problem, just thought i'd point out something i've noticed over the dozen or so times I have had to play through tribal ireland since I found DW Reborn. I'm currently playing another start, germanic religion, greek culture, planning on going merchant republic merely for the flood of retinue brokenness.....
JesusKreist Posted June 19, 2016 Posted June 19, 2016 So I just noticed the DW buildings in Tribal settings do not get upgraded to their 'appropriate' counter parts in castles and cities. I put quotations because I don't know if this was intended or not. Right now, if you upgrade slave pen and whore pen to level II, III, and convert the tribe into castle or city, they don't get converted into slave market/slavers' dungeon, red light district/bordello level I and II.  In the other vanilla tribal buildings, once you convert the tribe into castle of city, they get converted into appropriate building chain with -1 in their levels. So if one wants to keep the DW buildings more reflective of the base game, it should be like  Slave Pen II and III -> Slave Market I and II (city) / Slavers' Dungeon I and II (castle) Whore Pen II and III -> Red Light District I and II (city) / Brothel I and II (castle)  Mystic's hut is the only exception I can see since there isn't Mystic's hut level II and III (though there is alchemist's shop/den level II and III)  You also didn't connect Warrior's Circle to Arena/Coliseum building chain. Again, not sure if this was intended or not.  I don't mean to assume,but these seemed rather trivial so I made the changes myself to dw_tribal.txt  So if you want it feel free to take it. For instance the whore pen (Level 1 Tribal) costs 25 gold before ingame multipliers, gives 0.1 tax and 2% troop morale. The Bordello Level 1 (Castle) costs 200 gold before ingame multipliers, gives 0.5 tax and 5% troop morale. Similar "gap" with the other buildings so it is not a pure upgrade otherwise it'd go into cheating. And mind you it is the same for the vanilla buildings. The Level 2 barracks are upgraded to Level 1 barracks, not by name but by both cost and effects.
DrMojoDoc Posted June 19, 2016 Posted June 19, 2016  For instance the whore pen (Level 1 Tribal) costs 25 gold before ingame multipliers, gives 0.1 tax and 2% troop morale. The Bordello Level 1 (Castle) costs 200 gold before ingame multipliers, gives 0.5 tax and 5% troop morale. Similar "gap" with the other buildings so it is not a pure upgrade otherwise it'd go into cheating. And mind you it is the same for the vanilla buildings. The Level 2 barracks are upgraded to Level 1 barracks, not by name but by both cost and effects.   That's a very good point, but I wasn't trying to "balance" the cost and effects. I just thought the things like that would be best left to Dew since he can always add more buildings or items. I just thought I should probably point out the noticeable deviance in the pattern  Regardless, it is a valid point. As xanblast pointed out, there are typically 4 levels of tribal building chain and only level 2,3, and 4 gets to be converted into castle/city building chains. If DW buildings are to be just like the ones in the base game, there should be four levels of tribal stuff and six levels of castle/city stuff (i.e. whore pen I, II, III, IV and bordello I, II, III, IV, V, VI; where whore pen II and III gets converted to bordello I and whore pen IV into bordello II).  If we look at the cost for Tribal Market Town (TMT) / Castle Town (CT), for example, TMT has a steady price increment of 25 for each upgrades whereas CT has price increment of 20 for upgrading from level I to level II, and for rest of the chain it remains 100. If we only look at the total cost spent, in the case Tribal to Feudal change, upgrading TMT level II to CT level I (saves 25 gold) is far more profitable than upgrading TMT level III to CT level I (costs 50 more gold). Upgrading TMT level IV is also not advisable since it will cost total of 250 gold, whereas building the CT level I and upgrading it level II would only cost 220 gold.  By that logic, assuming Dew decides to keep the whore pen price as it is, and adds more levels to the building chains, the price differential between bordello I and bordello II should be far less than the differential between bordello II and II and so forth.  Of course, we haven't even touched upon the cost of actually switching tribal into feudal/merchant republic. So, as you have said, such 'gap' exist so it wouldn't be 'cheating' to switch the government types. The cost should be reasonable, but I also think all the invests made during tribal phase shouldn't be disregarded altogether when moving to feudal/merchant republic phase. I only uploaded that teeny tiny text file in hopes of pointing out that investments made during tribal shouldn't go to waste or inaccurately represented when  the government type changes. I would adjust the costs and effects more appropriately, but 1) Dew is not done adding stuff in general, and 2) I only just started learning how to mod CK2 and was hoping to use DW as a textbook of sort. This is not at all proficiently done, nor do I want Dew to suddenly take interest in that menial piece of code and incorporate into his mode and make it official. I only said "feel free to take it" on the off chance he wanted as a placeholder.  All in all, this is rather enjoyable and I hope to keep practicing.
JesusKreist Posted June 19, 2016 Posted June 19, 2016 What I meant was rather simple. You have one building with cost of 25 and very much minimal boni and turn it into a building with a cost of 200 and mediocre boni. As far as I've seen cost and boni of tribal DW buildings and castle/town DW buildings are more or less on vanilla standards. Even if you spend massive amounts of gold, time and prestige into the tribal to feudal conversion it does not matter that this is and would be a cheaty conversion as you mainly spend these amounts of gold, time and prestige for the tribal to feudal conversion itself and not for the bigger and better buildings.
DrMojoDoc Posted June 19, 2016 Posted June 19, 2016 Again, I must have rambled off. I get what you are saying. Yes, it is a cheaty conversion because it makes 75 cost building into 200 cost building and 175 cost building into 450. This was before I realized that most tribal stuff can only go far as level 4 and even when they are to convert, level 2 city/castle stuff was the high as they can go. As I said before, I did it as an exercise. So don't take it too seriously. My rambling above was more of a "hmm assuming I can keep these cheaty buildings, what should I do to make them less cheaty?" kinda thing.  Though I'm still curious why tribal warrior circle was not connected to coliseum at all. dw_warrior_circle_3 = { desc = dw_warrior_circle_desc add_number_to_name = yes trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 0 } prerequisites = { tb_training_grounds_1 } upgrades_from = dw_warrior_circle_2 gold_cost = 75 build_time = 365 ai_creation_factor = 50 ai_feudal_modifier = 10 ai_republic_modifier = 10 extra_tech_building_start = 10 convert_to_castle = dw_arena_1 #modifiers provided by the building: tax_income = 0.3 # Kick backs from bets liege_prestige = 0.4 # Reflects well on the liege when capable warriors gather to test themselves before him. } Prelude for upcoming updates for gladiatorial contents? /shrug Â
DonClop Posted June 19, 2016 Posted June 19, 2016 I guess i have found a glitch with the Belle. After killing the beast without Gaston and taking Belle to the courte, she didnt counted as a lover. Played with a female charecter.
TriggerBlade Posted June 19, 2016 Posted June 19, 2016 Hey Dew I was wondering if you'd consider that when Lilith becomes unfriendly to other mods that you could leave the version before that up? For those who want at least some of the Lilith content?
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