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Monk 02:57 06-04-2012
Originally Posted by Kekvit Irae:
Introducing the Equality Mod, for players who just want women to do anything.

Download

Changes
Spoiler Alert, click show to read: 
1.0 - Release

common/job_titles.txt
# Women can now have any councilor title that were previously men-only, even Court Bishop.

common/minor_titles.txt
# Women can now have any Awarded Title that were previously men-only.

common/objectives.txt
# Women can now have councilor-related ambitions.

common/opinion_modifier.txt
# Vassal opinion for female rulers removed.
# Vassal opinion for female heirs removed.
# Vassal opinion for granting fiefs to females removed.

decisions/employment_decisions.txt
# Priests and Stewards you hire can now be female.

decisions/succession_laws.txt
# Removed Basque from the Absolute Cognatic requirements.
# Removed male vassal opinion for Absolute Cognatic.

events/dynasty_events.txt
# Women can now claim a title via event.

events/family_events.txt
# Ambitious daughters can now claim inheritance

events/job_chancellor.txt
events/job_lord_spiritual.txt
events/job_marshal.txt
events/job_steward.txt
# Women can now do the same jobs as male councilors.


I didn't change the 1.05 succession laws, as there are people (like myself) who don't want to play a cheesy game, but tweaking it to pre-1.05 is easily doable.

Big thanks to Monk for his tweak mod, which was the inspiration for this.
Very nice work Kekvit. I'll update the OP with a link to both your download and your post here, as is the typical format.

Originally Posted by :
events/dynasty_events.txt
# Women can now claim a title via event.

events/family_events.txt
# Ambitious daughters can now claim inheritance
Sounds especially appealing to me. I may incorporate that into my own personal tweaks. Be very careful however, now that you've been bitten by the mod bug it might not let go. I've found myself tinkering more with files and experimenting than actually playing the game lately.

Originally Posted by rickinator9:
I am learning how to make new traits and make new events. I have made four for the elder scrolls mod and, wait for it... they are about werewolves!
Sounds like a lot of fun rick! Care to share a little of what goes into making new traits? Never done it myself.

Edit:

Took the opportunity to clean up some of the OP formatting and even added in a link to the last contest, in case anyone wanted to read some of the exploits of our past players.

Reply
Kekvit Irae 04:31 06-04-2012
Is it possible to create brand new events, or is it hardcoded? I cant seem to find the file containing the event descriptions.

Reply
rickinator9 10:15 06-04-2012
Originally Posted by Monk:
Care to share a little of what goes into making new traits?
I haven't really done any advanced stuff, but here's something:
Code:
male_redguard = {
	congenital = yes
	birth = yes

	martial = 3
	stewardship = 1
	intrigue = 1
	diplomacy = -1
	learning = -2

	opposites = {
		male_altmer
		female_altmer
		male_dunmer
		female_dunmer
		male_orsimer
		female_orsimer
	}
	opposite_opinion = -5
	same_opinion = 5
}
Opposites can be used to change relations with a particular trait. There's some stuff you can put in it, you can get far by just looking at paradox's traits. Every trait has an event attached to it, otherwise you just couldn't be able to get it.
Originally Posted by Kekvit Irae:
Is it possible to create brand new events, or is it hardcoded? I cant seem to find the file containing the event descriptions.
It's very possible. The descriptions are in localisation/textX files. This is also a helpful resource

It was pretty odd to see there's a robin hood themed event line. I never had that.

Reply
Kekvit Irae 10:44 06-04-2012
Originally Posted by rickinator9:
I haven't really done any advanced stuff, but here's something:
Code:
male_redguard = {
	congenital = yes
	birth = yes

	martial = 3
	stewardship = 1
	intrigue = 1
	diplomacy = -1
	learning = -2

	opposites = {
		male_altmer
		female_altmer
		male_dunmer
		female_dunmer
		male_orsimer
		female_orsimer
	}
	opposite_opinion = -5
	same_opinion = 5
}
The more I think about it, the more I simply ADORE the idea of a Daggerfall mod for CK2.


Originally Posted by :
It's very possible. The descriptions are in localisation/textX files. This is also a helpful resource

It was pretty odd to see there's a robin hood themed event line. I never had that.
Thanks. Now to tackle the hardships of brainstorming new event ideas.


--------

And in other news, my new King has become a legend in his own time. 11818 prestige, 3078 piety, TWO successful Crusades (this time against Castille which was sadly overrun by the Muslims), Realm Size of 299, 79 years old and still ticking, and is a great-grandfather. I'm preparing for the eventual succession wars by murdering the crap out of my children and grandchildren. Anyone who has a claim that isn't my heir or a child of my heir will fall down the stairs.

Reply
Monk 12:31 06-04-2012
Taking a break from studying for my last final before graduation. Will be very happy to be done with these terrible quarter schedules. Ugh. Two years of technical courses on 10-week crash courses. My mind is like sillyputty... and yet this is how I unwind a bit in between study sessions:

Spoiler Alert, click show to read: 


Dear god. What have I become. Oh well. I didn't need that hour of free time anyway. This is more of a flavor mod than anything else, but one that might help the Turks a bit in their wars. I've changed the Seljuks from a tier 4 title (kingdom) to a tier 5 (empire) as they should have been from the start, imho. They are a titular empire just like they were a titular sultanate and given them a bit of a name change to coincide. This was my first forray into adding a completely new title entry, and it was much easier than I thought. After i figured out what I was doing wrong of course.

No idea if this will help them in their wars against the Roman Empire. Heh.. Yeah. Roman Empire. Loving the look of that one too..

@rickinator9 thanks, favorited the link and will look at it when i have had much more sleep than I have had now..

Reply
Catalyst 13:13 06-04-2012
Originally Posted by Monk:
Sure. Go to your common/landed_titles.txt and search out the title's color you want to change. You'll see two entries labeled 'color' for each title, color1 and color2. You'll want to change color1 as it is the main factor in determining what color represents your faction on the map. It goes on a RGB scale of 0-255 for each of the three value. If you want, you can copy colors from other factions or just experiment to find the mix you desire.

color2 is almost useless, so much so that some factions do not have an entry and those that do are all 255 255 255. I'm not entirely sure what it does to be honest with you.

edit: Here's an example -

I changed the color entry for the Kingdom of England to this:

k_england = {
color={ 0 26 26 }
color2={ 255 255 255 }

Which on a RGB scale would be near black, and sure enough:

Spoiler Alert, click show to read: 


Happy modding!
Right, thank you. I've created the Kingdom of Greece and a new empire called Hellenic Empire. I used the colors of epirus for both k_greece and e_hellas (that's how i wrote em at landedtitles) cause their flag is blue but the color map is that color that's where I lost. I made em blue now. Thank you. I attach you the pictures. I'll gladly share with you anything you want about creating or modding kingdoms, empires counts even city names but I'm sure you know "how to do" already! :D

Kingdom of Greece



Hellenic Empire



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Monk 16:56 06-04-2012
Very nicely done catalyst, oh and welcome to the forum!

Reply
Beskar 18:17 06-04-2012
Been wanting to do Kingdom of Greece myself, nice to you that you did it! You should post a link to your files and we could add it to the list of mods and tweaks.

Also, I highly recommend the Super-doge tactic that The Stranger suggested. I heard it said before, but I thought it was a waste of space, but seriously, far easier to manage as there is a lot less claims/internal strife and you make tons of income from it.

Reply
Double A 18:50 06-04-2012
Last night I was-

DAGGERFALL MOD.

Reply
Husar 01:42 06-05-2012
Hello, you said mods, I like mods:

Fake big brand watches. Fake adidas clothes. Fake ferrari cars. Fake women. Brand new modding discussion forum.

Greetings, Husar

Reply
Chaotix 02:41 06-05-2012
Originally Posted by Tiaexz:
Been wanting to do Kingdom of Greece myself, nice to you that you did it! You should post a link to your files and we could add it to the list of mods and tweaks.

Also, I highly recommend the Super-doge tactic that The Stranger suggested. I heard it said before, but I thought it was a waste of space, but seriously, far easier to manage as there is a lot less claims/internal strife and you make tons of income from it.
I had a look at some of the screenshots for the 1.06 patch, and it looks like they split up de Jure Byzantium into the kingdoms of Greece and Anatolia.

So you might not have to worry about modding that at all if this patch is out soon...

Reply
Monk 06:21 06-05-2012
Originally Posted by Husar:
Hello, you said mods, I like mods:

Fake big brand watches. Fake adidas clothes. Fake ferrari cars. Fake women. Brand new modding discussion forum.

Greetings, Husar
I've created a new thread for my mod there.

I'll still post the results of various experiments here but that thread will serve me much better in announcing releases and general information in relation to further improvements. Thanks Husar

Reply
Kekvit Irae 11:16 06-05-2012
Originally Posted by Monk:
I've created a new thread for my mod there.
Ditto, and added a new mod too.

Reply
Monk 12:40 06-05-2012
My first successful event. I'm proud of this one. Learned a lot trying to get this to work and it's going in my mod asap.



It's a modified mongol event except for the Turks, and not nearly as powerful. When the game starts at 1066 this event will fire within the first week every time. The two options are basically a yes or a no. "Call them to service!" will award you with a very good martial to lead your campaigns, as well as 8000 men to fight for you. "We do not need them." is exactly what it sounds like, where nothing negative happens and the Sultan is simply confident without the reinforcements. The event fires once, and after 1071 is unobtainable - effectively one time only. Here's the code for all interested.

Code:
# Seljuk Reinforcements
character_event = {
	id = 1900000
	desc = "EVTDESC1900000"

	
	picture = "GFX_evt_large_army"
	
	is_ruler = yes
	
	trigger = {
		has_landed_title = e_seljuk_turks
		NOT = { year = 1071 }
		primary_title = { title = e_seljuk_turks holder_scope = { religion = sunni } }
		NOT = { has_character_flag = seljuk_turk_reinf }
	}

	mean_time_to_happen = { 
		days = 1  
	}
			
	option = {
		name = "EVTTA1900000"
		ai_chance = { factor = 100 }
			

		set_character_flag = seljuk_turk_reinf
		
		
		create_character = {
			random_traits = yes
			dynasty = random
			religion = sunni
			culture = turkish
			female = no
			age = 30
			attributes = {
				martial = 12
			}
			trait = brilliant_strategist
		}
		new_character = {
			spawn_unit = {
				province = 687 # Kirkuk
				troops =
				{
					horse_archers = { 2000 2000 }
					light_cavalry = { 3000 3000 }
					light_infantry = { 2222 2222 }
					heavy_infantry = { 1112 1112 }
					knights = { 200 200 }
				}
			}
		}
	}

	option = {
		name = "EVTTB1900000"
		
		}
	}
}


Reply
The Stranger 13:20 06-05-2012
looks nice :P what about how the ai deals with it?

Reply
Monk 13:47 06-05-2012
Originally Posted by The Stranger:
looks nice :P what about how the ai deals with it?
The AI always chooses to raise the troops. You can edit the chance the Ai will take a specific option by messing with the "factor" modifier. I'm trying to make the Seljuks a bit more of a threat in the early years but so far I've not figured out the right combination, though the event certainly helps in their fight against the byz.

Reply
Beskar 16:15 06-05-2012
I got the Jewish religion added to the game, the biggest issue is, I need to now add Jews into the game. My gut instinct is to attempt a event which will pop for everyone which will randomly create a Jewish character in your court.

As for the tweak I posted earlier, remove it. I simply made it so turkish succession can be done by anyone and changed the limits on it, so it isn't too powerful for early Christians and renamed it via the .csv file.

Reply
Kekvit Irae 16:37 06-05-2012
Originally Posted by Tiaexz:
I got the Jewish religion added to the game, the biggest issue is, I need to now add Jews into the game. My gut instinct is to attempt a event which will pop for everyone which will randomly create a Jewish character in your court.

As for the tweak I posted earlier, remove it. I simply made it so turkish succession can be done by anyone and changed the limits on it, so it isn't too powerful for early Christians and renamed it via the .csv file.
decisions/employment_decisions.txt
Code:
	employ_melbrooks = {
		potential = {
		}
		allow = {
			piety = 5
		}
		effect = {
			piety = -5
			create_random_priest = {
				random_traits = yes
				dynasty = random
				female = no
				religion = jewish
			}
		}
		revoke_allowed = {
			always = no
		}
		ai_will_do = {
			factor = 0
		}
	}
localization/melbrooks.csv
Code:
employ_melbrooks;Invite Jew to Court;Inviter un saint homme à la cour;Heiligen Mann an den Hof einladen;;Invitar a un santo a la corte;;;;;;;;;x
employ_melbrooks_desc;Scour the land for a Jew to join my court and advise me on religious matters.;Trouvez et demandez à un saint homme de rejoindre ma cour pour me conseiller sur des questions religieuses.;Durchsucht das Land nach einem heiligen Mann, der sich meinem Hofstaat anschließt und mich in religiösen Dingen berät.;;Recorre la tierra buscando un santo que se una a mi corte y me aconseje temas religiosos.;;;;;;;;;x
(ignore the non-English translations, ripped directly from the file)

Haven't tried it myself, but it should work.

Reply
Monk 18:10 06-05-2012
Alternatively you could tie it into an on action event with a long meantime, say 3600 days, with a very low chance. So once every ten years on average a chracter will be asked if they'd like to have a jewish character in their court. The event thread rick linked earlier has a ton of information on how to get events to fire in the second or third post, and has a link to another thread that explains on actions.

Haha just be careful not to make it fire too often! I should show you some of the screenshots of me messing up the Turkish reinforcement event. At one point, every character in the game was getting turkish troops EVERY DAY. What a crazy game that was. It's fixed now, don't worry. :|

Reply
Beskar 18:12 06-05-2012
Haha, I love the name of it.

I added the empires into the game. I took some inspiration from your mod (the template format), Kekvit, but I made the Empires titular and not dejure. I also enabled the Latin Empire to be creatable and Ottoman kingdom (if Turkish)

Here are some pictures of the (new) Empires on the game map:
Britannia - https://i.imgur.com/TQJ0N.jpg
Iberia - https://i.imgur.com/l2UAc.jpg
Russia - https://i.imgur.com/kkTN6.jpg
Scandinavia - https://i.imgur.com/jBmAT.jpg
Map containing all - https://i.imgur.com/DdRDt.jpg

Reply
Double A 18:27 06-05-2012
Originally Posted by Monk:
My first successful event. I'm proud of this one. Learned a lot trying to get this to work and it's going in my mod asap.



It's a modified mongol event except for the Turks, and not nearly as powerful. When the game starts at 1066 this event will fire within the first week every time. The two options are basically a yes or a no. "Call them to service!" will award you with a very good martial to lead your campaigns, as well as 8000 men to fight for you. "We do not need them." is exactly what it sounds like, where nothing negative happens and the Sultan is simply confident without the reinforcements. The event fires once, and after 1071 is unobtainable - effectively one time only. Here's the code for all interested.
How do the 8k function? How bad is the upkeep, are they one army or several units, if they're disbanded can they be reraised, do they count as levies for purposes of declaring war, etc?

Reply
Monk 19:31 06-05-2012
Originally Posted by Double A:
How do the 8k function? How bad is the upkeep, are they one army or several units, if they're disbanded can they be reraised, do they count as levies for purposes of declaring war, etc?
They work the very same way that the mongol reinforcements do in that they are upkeep and attrition free. They appear on the map as a single army and cannot be subdivided. Their composition is relatively even, with around 1-2k of each type of unit,(knights being the exception with only 200) making them a fairly balanced army. They can be disbanded but cannot be reraised - they do not count as levies, however their presence will stop you from declaring an offensive war.

This means that they can be used against the Byzantines, and only against the Byzantines as the 1066 start date begins with the Seljuk-Byz war. They can also be used in any defensive war. When you disband them, 0 of the extra men go to the levy pool. In roleplay terms that means they return to the east, in game mechanics they simply dissapear. However I do believe you keep the commander who comes with them regardless.

Their performace in battle viewed over multiple tests puts the Seljuks on even footing with the Byzantines, if not ahead of them. However due to how massively stubborn the Byzantine AI is, the Seljuks have only won the initial war once in the 6 30 year games i've run.

edit:

Interesting. The AI seems to be able to get around the "I cant declare war if i have levies raised," and are able to declare war with their free units alive. The player however cannot. I never realized that before. This demands some further balancing I think.

Reply
Catalyst 23:12 06-05-2012
Originally Posted by Tiaexz:
Been wanting to do Kingdom of Greece myself, nice to you that you did it! You should post a link to your files and we could add it to the list of mods and tweaks.
I'll do that but first I have to make some more changes. :-)

Reply
Kekvit Irae 23:19 06-05-2012
We should really use the Hypogimdaubfuwkb (or whatever the hell its retarded name is) for modding discussion. Just make a CK2 general thread :P

Reply
Catalyst 23:36 06-05-2012
Hello lads,

So for those who are interested, here is the Kingdom of Greece and optionally a Greek empire.


Installation:
  1. Extract the .rar file into your ".../Crusader Kings II/" directory.
  2. Overwrite when needed.
  3. Enjoy
Rar password: catalyst

Regards,
Catalyst

Kingdom of Greece [Click here!]



Imperial Greece [Optionally]



Reply
Husar 00:05 06-06-2012
Originally Posted by Kekvit Irae:
We should really use the Hypogimdaubfuwkb (or whatever the hell its retarded name is) for modding discussion. Just make a CK2 general thread :P
Hypogeum.

Feel free to make a different suggestion, I just named it Hypogeum because Modena didn't come to mind at the time. I don't think Hypogeum is that bad though, maybe for Americans it is.

Reply
Kekvit Irae 00:16 06-06-2012
Originally Posted by Husar:
Hypogeum.

Feel free to make a different suggestion, I just named it Hypogeum because Modena didn't come to mind at the time.
Construction Yard
Scaffolding
Foreman's Shop

All of them have more of a construction/invention theme than an underground tunnel. Since the Arena encompasses all non-TW games, it doesn't really make much sense to use a Roman-only name, and the above names suit a Roman or non-Roman theme both.

Reply
Beskar 00:36 06-06-2012
http://www.roman-colosseum.info/colo...y-of-terms.htm

Reply
Kekvit Irae 01:41 06-06-2012
1. Not everything has to be in Latin. In fact, a quick glance at the front page shows only 4 forums/subforums (not including the Arena's subforum) have Latin or Roman-based names, all of which are in the Rome: Total War section. If we're going by section themes, then Hypogeum is out of place among Soft- and Hardware.

2. How many people post here who know what a Hypogeum is, versus how many people post here in total? Let's not forget that new forum members looking for gaming mods will be hampered by the fact that they wont know the first place to look. Hypogeum is not a good name for a modding subforum.

3. Hypogeum is an underground tunnel, which is misleading for a subforum dedicated to modding (construction, invention, etc).

Those are my reasons why I don't like the name.

Reply
Chaotix 02:23 06-06-2012
I would tend to agree with Kekvit if it weren't for the fact that the section has a caption under it that says "Discussion of non-TW mods and modding" which explains its purpose immediately.

I wouldn't have known what a Hypogeum was if Tiaexz had not explained it.

So as it is, I think the name's about as adequate as anything else we could come up with. I do like clever names and this fits with a "Roman" theme, but "Arena" is no longer an exclusively Latin word, either.

Above all, I'm not sure it makes a difference what our subfora are called as long as we explain what they're for right underneath them. So Hypogeum's a cool name, but if we come up with something cooler I say go for it. I always get the feeling we worry about cosmetic things like this too much.

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