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Thread: [CK2] Equality and Balance
Fredward 10:15 04-06-2013
Thanks Monk! Everything is working all nice and shiny now. And this is coming from a guy who dropped out of grade 9 IT because it was too complicated and whose never done anything even remotely related to modding. You're really good at explaining things. Now I just have one last request, the armor thing. For female rulers especially ofc, it made a huge difference seeing my queen donning her armor every time she went into battle (which happened a LOT, she united Wales and a FAT chunk of Ireland before she was killed by the Scottish king at Breifne. Who also happened to be her ex-husband) and I figured it would be in the same place as the traits but I can't find it, and even if I did I'd have no idea what to do.

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Monk 18:33 04-06-2013
Originally Posted by Fredward:
Thanks Monk! Everything is working all nice and shiny now. And this is coming from a guy who dropped out of grade 9 IT because it was too complicated and whose never done anything even remotely related to modding. You're really good at explaining things. Now I just have one last request, the armor thing. For female rulers especially ofc, it made a huge difference seeing my queen donning her armor every time she went into battle (which happened a LOT, she united Wales and a FAT chunk of Ireland before she was killed by the Scottish king at Breifne. Who also happened to be her ex-husband) and I figured it would be in the same place as the traits but I can't find it, and even if I did I'd have no idea what to do.
Yes armor is one of the smaller changes i've made, but interestingly, one of the ones I enjoy the most. It adds a huge awesome factor to see your characters put on their armor the moment they get command, and earlier in the thread I expressed surprise that more mods didn't do that. Personally, I believe it's because the variables are a little hidden.

4. Armor for women and battle situations.

navigate to Crusader Kings II\mod\[mod's name]\interface

Find a file called portrait_properties in this folder. If it's not here, you know what to do, just copy it over from vanilla. We'll be editing three entries here to do three different things. First we want all characters regardless of gender to use their armor in battle. Secondly, we want to deny women the ability to wear martial headgear (it doesn't look right as it was made for male portraits), and third, we want to prevent women from wearing hoods into battle. Let's tackle them in order.

Spoiler Alert, click show to read: 



a. Getting your blacksmiths working (aka armor for combat situations)


Do a control+F and search for 'Martial' until you find this entry:

Originally Posted by :
# Martial
10 = {
factor = 100
modifier = {
factor = 0
NOT = { has_job_title = job_marshal }
NOT = { martial = 12 }
NOT = {
primary_title = {
OR = {
title = d_knights_hospitaler
title = d_knights_templar
title = d_teutonic_order
}
}
}
}
modifier = {
factor = 0
OR = {
is_female = yes
tier = king
tier = emperor
AND = {
tier = duke
any_demesne_title = {
tier = baron
}
NOT = {
primary_title = {
OR = {
title = d_knights_hospitaler
title = d_knights_templar
title = d_teutonic_order
}
}
}
}
AND = {
religion_group = christian
OR = {
AND = {
is_ruler = yes
is_theocracy = yes
}
has_job_title = job_spiritual
}
}
}
}
}
A big reason why I explained OR and AND tags before was so this would make a little bit more sense. In this file, we're also seeing the modifier = { tag for the first time. What is that you ask? Well, the modifier is a random chance (from 0 to 100) that a variable will be applied. In this case the variable is armor, identified by the tag "10" and explained by the comment line "# Martial." Using the modifier = { tag you can define custom chances for how often you'd like someone to wear certain clothing. Usually it's done just to add a bit of random styles to the game so that count A isn't wearing the same shirt as count B, but it doesnt always work that way.

Here is what the Martial entry looks like for my mod:

Originally Posted by :
10 = {
factor = 100
modifier = {
factor = 0
NOT = { in_command = yes }
NOT = { has_job_title = job_marshal }
NOT = { martial = 20 }
NOT = {
primary_title = {
OR = {
title = d_knights_hospitaler
title = d_knights_templar
title = d_teutonic_order
}
}
}
}
modifier = {
factor = 0
OR = {
AND = {
is_female = yes
religion_group = muslim
}
AND = {
demesne_size = 1
in_command = no
NOT = {
has_job_title = job_marshal
}
}
AND = {
spouse = {
demense_size = 1
}
in_command = no
NOT = {
has_job_title = job_marshal
}
}
is_theocracy = yes
has_job_title = job_spiritual
has_landed_title = k_papal_state
}
}
}
If you want armor rules that are identical to my mod's, just do the same thing you did before, copy my stuff and paste over the mod in question/vanilla. You might have to go to my mod file and copy + paste from there, as sometimes this site can mess with coding.

There were two main changes I made. Everyone is forced against a NOT check the moment they get the in_command tag, which happens as soon as you raise an army. If they are in_command, they will never not wear armor. Yeah it's a double negative I don't know why paradox coded it that way, but I followed the trend when I edited this file. I also made sure that Muslim women will never wear armor by doing AND scopes. As explained before, Muslim women commanding armies make the decadence mechanic pointless. It felt silly to then let them wear armor no matter how capable if they couldnt use it.


b. Denying women helmets


In the same file, control + F for 'martial headgear' which will take you to the standard helmets for the various cultures of the game. Mainly it's the same as above with a few exceptions. Here's a look at my version of this.

Originally Posted by :
10 = {
factor = 100
modifier = {
factor = 0
NOT = { in_command = yes }
NOT = { has_job_title = job_marshal }
NOT = { martial = 20 }
NOT = {
primary_title = {
OR = {
mercenary = yes
title = d_knights_hospitaler
title = d_knights_templar
title = d_teutonic_order
}
}
}
}
modifier = {
factor = 0
OR = {
is_female = yes
tier = king
tier = emperor
is_female = yes
is_theocracy = yes
has_job_title = job_spiritual
has_landed_title = k_papal_state
}
}
}
The first modifier is pretty much the same but the second is where most of the changes went. Factor = 0 means that under no circumstance will, if ANY of these variables are true, the character in question will not wear a helmet. Add in is_female = yes, and if you want your kings and emperors to wear their crowns into combat, then include tier = king and tier = emperor. The latter will give you the, in my opinion, really neat ability to have kings/emperors wear crowns with their armor automatically. The portraits are surprisingly flexible and combine the two seamlessly.

The last is one that should hopefully be preventing women from wearing hoods with their armor, which while it didn't look bad per say, it annoyed me.


c. No hoods allowed in war.


In the same file, do a control + F for "Blank." There are a few blanks in here, I believe one controls the bald hairstyle, so make sure you are at..

#Blank
11= {

Paste this into the file over what is there:

Originally Posted by :
11 = {
factor = 3
modifier = {
factor = 0
OR = {
tier = emperor
tier = king
tier = duke
has_minor_title = title_prince
spouse = { tier = emperor }
spouse = { tier = king }
spouse = { tier = duke }
}
}
modifier = {
factor = 100
OR = {
AND = {
is_female = yes
in_command = yes
}
AND = {
is_female = yes
martial = 20
}
AND = {
is_female = yes
has_job_title = job_marshal
}
}
}
}
This bit of code tells the game engine to actively prevent kings, emperors and dukes from using no headgear. Those tiers should always have some kind of crown to use, but at the same time take a look at the second modifier tag. If ANY of those AND tags find a match with the character in question, they will take off their headgear when they go into battle.... UNLESS they are at the Emperor, King or Duke tier.

That's all there is to it. Enjoy having commanders who look the part as well as act the part.


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Ibn-Khaldun 14:40 04-07-2013
Those instructions have helped me too. Thanks, Monk!

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Monk 00:35 04-08-2013
You guys are very welcome.

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Beskar 20:49 04-15-2013
I cannot seem to find this on the paradox forums, might be simple, but is there anyway to disable the 'Game Over" screen?

I am aware of the risks involved and how some characters don't work properly. But it is better than trying to motion trick the game by spamming esc and clicking where "quick save" button is, to trick the game in allowing you to save.

Also, downloaded your mod update Monk. Going to give that a shot.

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Beskar 02:28 04-16-2013
Wow, there have been some changes since I last played. I am not sure if it is the game or your mod.. Playing in England, and there is now the Duchy of Mercia. As Duke of Cornwall, I got an event by the pope to take the crown from Godwin (so 3 wars for the English crown!), also, I could invite fellow vassals to join me in the war for it.

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Pethom 23:36 04-23-2013
I have a question when it comes to the Tyrant trait. I haven't yet used your mod and don't know if you have made any changes when it comes to this trait. I'm currently playing the CK2+ mod and had earlier an issue when my Ruler became a tyrant, caused by banishing two or three dukes (and relatives) who constantly caused problems. When I hovered over the tyrant symbol it gave the info that Tyranny goes away at the rate 5 points every 5 years (1 point every year) and my Ruler had 70 points of Tyranny.

The tyrant Ruler was later on removed by other vassals in a revolt where they forced him to abdicate and put his son on the throne. The tyrant Ruler's heir inherited the tyrant trait along with all the titles and holdings from his dad. That meant the new Ruler was viewed as a tyrant for 70 years (if he would live that long) for something his dad did. My new ruler's vassals had an opinion of him by -100 percent, caused by his dad being a tyrant and him inheriting that trait, and their opinion of the new Ruler didn't change in the positive way although the new Ruler didn't rule in a bad way. I got so fed up with having vassals hating my new Ruler caused by what his dad had done so I went to the save and removed that trait from the new Ruler.

If your mod has a tyrant trait working in the same way, or in a somewhat similar way, as it does in the CK2+ mod there are some thoughts about changes to this trait in the spoiler which could make playing your mod a bit more enjoyable.

Spoiler Alert, click show to read: 
If my ruler has been a tyrant and is succeded by his heir, does that heir really have to inherit this tyrant trait along with all the titles and holdings? I understand that the vassals might not trust the new ruler in the beginning. They might kind of think "What if he's just the same as his father?". But if the player doesn't make the successor do any tyrant like deeds, shouldn't the vassals begin to like him much quicker than a small percent every five years (tyranny goes away at the rate 5 points every 5 years (1 point every year))?

If for example the Ruler is a tyrant and his heir becomes the new Ruler an event could pop up for the player with a few choises. This event could maybe be something like: Ruler SoAndSo has the tyrant trait with an opinion of -50 by his vassals. Do you as the new Ruler want to follow the way of Ruler SoAndSo? After that the player has two or three options to chose from.

Option 1 - The heir is approving his father's way of ruling and will continue in the same way giving result A (The vassals will have the same opinion of him as they had for his father.)

Option 2 - The heir will not follow his father's way of ruling giving result B (The vassals won't hate him as they hated his father and improve their opinion of him quicker if he proves to be a better Ruler and he will be free from the tyrant trait quicker. Different events could pop up which would make the vassals' opinion of the new Ruler improve or stay as it is depending on the choices made by the Ruler)

Option 3 - The new Ruler hasn't decided yet how he will rule giving result C (There is a 50 percent risk that the vassals might transfer their opinion of the former tyrant Ruler to him. If the new Ruler doesn't rule in a bad way for a certain period of time the opinion of the vassals will be somewhere between option 1 and option 2. The vassals' opinion of him will improve by time if he doesn't rule in a bad way - the choices made by the Ruler in different events will decide the Vassals' opinion of the new Ruler).


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Monk 03:07 04-16-2013
Thanks for giving the update a try. Hope it's too your liking!

Originally Posted by Tiaexz:
I cannot seem to find this on the paradox forums, might be simple, but is there anyway to disable the 'Game Over" screen?

I am aware of the risks involved and how some characters don't work properly. But it is better than trying to motion trick the game by spamming esc and clicking where "quick save" button is, to trick the game in allowing you to save..
None that I know of, no. I've been experimenting with trying to port the "manors" from the Republic DLC to be usable by any unlanded character. Unfortunately i've not made much headway for various reasons that I doubt I can get passed.

Right now I know of no way to disable the Game Over screen.

Originally Posted by :
Wow, there have been some changes since I last played. I am not sure if it is the game or your mod.. Playing in England, and there is now the Duchy of Mercia. As Duke of Cornwall, I got an event by the pope to take the crown from Godwin (so 3 wars for the English crown!), also, I could invite fellow vassals to join me in the war for it.
Not me! That I believe came from one of paradox's patches. Popes will support strong vassals to take over if their liege has done something horrible. I can't find the event so I don't know the triggers yet, but I've seen a number of screenshots on the forums.

And yes. You can invite vassals of your former liege to declare war with you. I believe that was added some time after the new faction system to allow factions who show their hand early to call in additional help from disgruntled vassals.

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Beskar 03:12 04-16-2013
Yes, the Mercia was a cultural name of the title. I noticed it change to Herefordshire afterwards. I found that interesting, never noticed it before.

Also, the Fatimid's have broken up with Syria and Medina areas breaking away fully.

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xploring 04:14 04-16-2013
Originally Posted by Monk:
Not me! That I believe came from one of paradox's patches. Popes will support strong vassals to take over if their liege has done something horrible. I can't find the event so I don't know the triggers yet, but I've seen a number of screenshots on the forums.
There is a thread on the official forum about this today. "It can happen when the liege has free investiture and refuses papal demands... He didn't want to allow papal investiture and was cheap enough not to even offer a bribe."

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