+ Reply to Thread
Page 1 of 24 1 2 3 11 ... LastLast
Results 1 to 20 of 477

Thread: A Petition for Improved Moddability

  1. #1

    A Petition for Improved Moddability

    This is meant simply as a set of suggestions for Paradox that would make it easier to mod the game. Some of the suggestions are rather far-fetched, as feasibility is usually not judged when adding to the list. Further suggestions to the list would be appreciated.
    While the game is already one of the most moddable games on the market, there are areas where it could be further improved. The suggestions are categorized to make the list easier to read. Beyond that it is in no particular order.
    Various:
    • Ability to create new types of holdings
    • Ability to specifically modify sea to land movement times and vice versa
    • Ability to add ports to inland seas
    • Multiple levels of religion, not just religion group and specific religion
    • Ability to mod mapmodes (farfetched, I know)
    • Ability to add more title tiers
    Scripting:
    • Improve the parsing of landed_titles.txt so that conditions involving titles can be put before the title is defined
    • Holding-level modifiers
    • Realm-level modifiers
    • Dynasty-level modifiers
    • Title-level flags (code, not gfx)
    • Holding-scope income conditions and such, for scripting purposes
    • More specific familial relationship opinion modifiers (E.G., brothers, uncles, grandparents)
    • Trigger conditions based on combat tactic in use
    • Dynamic dejure drift, allowing modifiers
    • More modifiable demesne limit (similar to how attributes currently work)
    • Requirements specifically for title usurpation, as opposed to creation
    • A more useful region system, allowing scripting based on region, and overlapping regions
    • Variable duchy limit (modifiable by technology for example)
    • Ability to add hidden traits that have no effect until revealed (useful for example for the homosexual trait)
    • Make tyranny moddable
    • Ability to decide whether someone can lead an army or not separately from the marshal position
    • The ability to modify succession crises by the new ruler's age, traits or stats
    • Province decisions
    • A way to disable random traits on a per-character level (E.G., random_traits = no)
    • Any_character and random_character scopes
    • A command to destroy holdings
    • Traits inheritable via succession
    • Moddable succession laws (E.G., ability to add new ones)
    • Succession law that requires a definable trait to be present
    • Allow triggered_modifiers for non-rulers
    • Ability to set graphical culture for characters, both in history and through commands
    • Ability to set separate pentarchy groups for different religions
    • The "potential" section for buildings should allow things like NOT and OR
    • Moddable alliances (ability to set non-marriage alliances, change the rules for what constitutes an alliance, etc)
    • Ability to change portrait sets by event
    • Ability to mod what holding types are allowed and available (like Muslim Feudals being able to use both temples and castles)
    • More moddable warscore (events to change warscore, modifiers for specific provinces, etc)
    • Make it possible to set the % of counties needed to form specific titles
    • Retinue triggers beyond just culture. Preferably fully scriptable like plots for example are
    • A way to limit retinues to specific title tiers and above; E.G., only dukes and above
    Defines:
    • Export the diplomacy weights to defines, or even better, make it scriptable
    • Same as above, but for law votes and elective votes
    • Export cooldown for law changes to defines
    • Export the 1 crown law change per life limit to defines
    Technology:
    • Ability to define tech groups
    • Ability to mod tech spread by culture, not just religion
    • Make technology groups moddable, for example by having a file specifically for tech groups, where groups can be defined by the same conditions and scopes as events
    • Improved control over tech (ability to increase specific techs by event, everything in a group, etc)
    Folder exporting:
    • Export static_modifiers to a folder, like has been done with landed_titles and other files
    • Export triggered_modifers to a folder, like has been done with landed_titles and other files
    Localisation/gfx:
    • Ability to change title localisation based on whether the title is independent (E.G., and independent kingdom being a "Kingdom", but a vassal kingdom being a "Grand Duchy")
    • Ability to change title localisation based on whether the title is titular or not
    • Break up the localization files by topic. It'd make it much easier to find what you're looking for
    • Add the ability to set at what level CoA randomization starts. Currently you can either randomize all CoAs, or just baronies. I would for example like to leave county CoAs for muslims random, while using the flag-files for duchies, kingdoms, and empires
    • In conjunction with the above, being able to set barony CoAs would be nice
    • Also, being able to set CoA randomization by culture instead of religion
    • In addition, the ability to set random CoAs for specific titles
    • The ability to set a character's dynasty shield as their CoA rather than their primary title
    • Ability to change the CoA of a title by event/culture/religion
    • Expand the moddability of DNA. Number of option slots should not be hardcoded
    • Improve graphical modding
    • A surname section for each culture, for randomly generated characters. Linkable, like given names
    • Religious title names (E.G., different name for Sicily if it is owned by Muslims than if by Christians)
    • Ability to add more than 16 terrain types/textures
    • Allow localizing unit types by culture (E.G., heavy_infantry_greek;hoplitai)
    • Allow localizing god names by culture (E.G., GOD_THE_LORD_irish)
    Implemented suggestions:
    • Export landed_titles to a folder, like has been done with characters and traits. Suggested grouping: by top-level title (E.G., e_byzantium, k_sweden)
    • Export dynasties to a folder, like has has been done with characters and traits
    • Export cultures to a folder, like has been done with characters and traits
    • Export objectives to a folder, like has been done with landed_titles and other files
    • Export cb_types to a folder, like has been done with landed_titles and other files
    • Ability to disable death
    • num_of_realm_counties trigger
    • Ability to prevent specific characters from inheriting titles (for example by a flag or a trait)
    • Export the onset of old age into defines
    • Export the minimum age of pregnancy
    • Ability to add modifiers (province, character, etc.) via the history files
    • Ability to set betrothals in history
    • Add_lover should work in history files
    • A condition to check if one title is the dejure title of another
    • Ability to mod women to lead armies
    • A way to set specific traits as invalid for randomized traits
    • Ability to rename titles by event
    • An is_at_sea event trigger
    • Ultimogeniture succession law (youngest child inherits). Was historically used by the Mongols
    • Allow naming titles by the culture of the holder (E.G., "the English Empire")
    • An on_birth on-action trigger
    • Ability to define who can leads armies
    • Export the chance of death from old age into defines
    • Export the hardcoded chances of death into defines
    • Export the multipliers and maxes for opinion from prestige and piety to defines
    • Export the % of counties needed to form duchies/kingdoms/empires to defines
    • Dynasty condition works with specific IDs, not just ROOT/PREV/etc
    Last edited by Meneth; 17-05-2013 at 21:54.
    CKII Projects:
    [Mod] Project Balance - Improves historical plausability, slows down blobbing, makes the game more interesting.
    Crusader Kings II Wiki
    Crusader Kings II IRC Channel
    A Petition for Improved Moddability
    Crusader Kings II Maps Resource

  2. #2
    General Demi Moderator Korbah's Avatar
    Deus Vult!Victoria: RevolutionsRome: Vae VictisRome GoldHearts of Iron III
    Supreme Ruler 2020 GoldMount & Blade: WarbandSemper FiVictoria 2EU3: Chronicles
    Sword of the StarsCrusader Kings IIFor the MotherlandSengokuCrusader Kings II Holy Knight
    Warlock: Master of the ArcaneHOI3: Their Finest HourWar of the RosesImpire

    Join Date
    Mar 2011
    Location
    Germany
    Posts
    2,002
    *edit* Nevermind, facepalm moment.

    +1 vote to all of the above.
    Last edited by Korbah; 08-05-2012 at 23:58.
    CK2: Elder Kings, the Elder Scrolls Mod for CK2 | North Africa Expansion (1.05 and below) | CK2 Wiki |
    If I use this colour, I'm talking as a Demi-Moderator. Please follow the rules and play nice.

  3. #3
    Colonel Keanon's Avatar
    Deus Vult!Europa Universalis: RomePenumbra -  Black PlagueHearts of Iron 2: ArmageddonVictoria: Revolutions
    EU3 CompleteRome: Vae VictisHearts of Iron IIIMajesty 2Supreme Ruler 2020 Gold
    For The GloryHeir to the ThroneEast India Company CollectionRise of PrussiaLead and Gold
    Mount & Blade: WarbandSemper FiVictoria 2Commander: Conquest of the AmericasDivine Wind
    Ship Simulator ExtremesMagickaSword of the StarsCrusader Kings IIFor the Motherland
    SengokuSword of the Stars IICrusader Kings II Holy KnightHOI3: Their Finest HourWar of the Roses
    March of the Eagles

    Join Date
    Nov 2009
    Location
    Norden
    Posts
    1,148
    +1, obviously.

    I can't think of anything except I'd like the third colour of the random CoA fixed. It doesn't follow the rules you set in the Coat_of_arms.txt for some reason.
    - PATRVM - For Crusader Kings II
    SCVTA / TERRÆ - Shields / Map

  4. #4
    First Lieutenant Amadeu of Savoy's Avatar
    Napoleonic MarshalDeus Vult!Europa Universalis: RomeEuropa Universalis III: In NomineRome: Vae Victis
    Victoria 2EU3: ChroniclesSword of the StarsCrusader Kings IISengoku
    Sword of the Stars IIHearts of Iron III CollectionCrusader Kings II Holy Knight

    Join Date
    Jul 2008
    Location
    Brazil
    Posts
    212
    +1

  5. #5
    Added another suggestion:
    Add the ability to set at what level CoA randomization starts. Currently you can either randomize all CoAs, or just baronies. I would for example like to leave county CoAs for muslims random, while using the flag-files for duchies, kingdoms, and empires
    CKII Projects:
    [Mod] Project Balance - Improves historical plausability, slows down blobbing, makes the game more interesting.
    Crusader Kings II Wiki
    Crusader Kings II IRC Channel
    A Petition for Improved Moddability
    Crusader Kings II Maps Resource

  6. #6
    Colonel Keanon's Avatar
    Deus Vult!Europa Universalis: RomePenumbra -  Black PlagueHearts of Iron 2: ArmageddonVictoria: Revolutions
    EU3 CompleteRome: Vae VictisHearts of Iron IIIMajesty 2Supreme Ruler 2020 Gold
    For The GloryHeir to the ThroneEast India Company CollectionRise of PrussiaLead and Gold
    Mount & Blade: WarbandSemper FiVictoria 2Commander: Conquest of the AmericasDivine Wind
    Ship Simulator ExtremesMagickaSword of the StarsCrusader Kings IIFor the Motherland
    SengokuSword of the Stars IICrusader Kings II Holy KnightHOI3: Their Finest HourWar of the Roses
    March of the Eagles

    Join Date
    Nov 2009
    Location
    Norden
    Posts
    1,148
    In regards to that, it'd be nice if we could set baron CoA's!
    - PATRVM - For Crusader Kings II
    SCVTA / TERRÆ - Shields / Map

  7. #7
    friend&foe ash001's Avatar
    Hearts of Iron 2: ArmageddonEU3 CompleteRome GoldArsenal of DemocracyDarkest Hour
    Crusader Kings IICrusader Kings II Holy Knight

    Join Date
    Jun 2009
    Location
    on the dark side of London
    Posts
    797
    What can I say?
    Thanks for the initiative!

    and worth repeating:
    Quote Originally Posted by Meneth View Post
    This is meant simply as a set of suggestions for Paradox that would make it easier to mod the game. Further suggestions to the list would be appreciated.
    While the game is already one of the most moddable games on the market, there are areas where it could be further improved. My suggestions are as follows, in no particular order:
    • Export the chance of death from old age into defines
    • Export the onset of old age into defines
    • Export the chance of death from disease into defines
    • Export the multipliers and maxes for opinion from prestige and piety to defines
    • Export the diplomacy weights to defines, or even better, make it scriptable
    Friends & Foes - An Overhaul Mod for Crusader Kings II - Distinctive Characters and Personalities (Now Compatible with patch 1.091)

  8. #8
    Bleeding for Harder Styles Arko's Avatar
    Deus Vult!EU3 CompleteHeir to the ThroneDivine WindMagicka
    Cities in MotionCrusader Kings IICrusader Kings II Holy KnightA Game of DwarvesCities in Motion 2

    Join Date
    Jul 2009
    Location
    Occitania
    Posts
    3,369
    Quote Originally Posted by Meneth View Post
    • Break up the localization files by topic. It'd make it much easier to find what you're looking for
    • Add the ability to set at what level CoA randomization starts. Currently you can either randomize all CoAs, or just baronies. I would for example like to leave county CoAs for muslims random, while using the flag-files for duchies, kingdoms, and empires
    • In conjunction with the above, being able to set barony CoAs would be nice
    I can't think of anything except I'd like the third colour of the random CoA fixed. It doesn't follow the rules you set in the Coat_of_arms.txt for some reason.
    +1

    I would add :
    The ability to add sttuff to dynasties file in seprate files like characters history files f.e.
    membre de Forum Réseau Gamers et Stratégie, tout sur CK2 en français

    Coats of Arms pack by ARKO new Coa for provinces, dynasties and new pattern and colors for randomly generated Coa.
    Mini-MOD Mercator+. A more accurate terrain, provinces and rivers map to use as mapmod base or just for the pleasure of your eyes.

    Mini MODs is the answer !

  9. #9
    Quote Originally Posted by Arko View Post
    +1

    I would add :
    The ability to add sttuff to dynasties file in seprate files like characters history files f.e.
    Will add it to the list.
    CKII Projects:
    [Mod] Project Balance - Improves historical plausability, slows down blobbing, makes the game more interesting.
    Crusader Kings II Wiki
    Crusader Kings II IRC Channel
    A Petition for Improved Moddability
    Crusader Kings II Maps Resource

  10. #10
    The Tora Bora Modder™ Sleight of Hand's Avatar
    Hearts of Iron IIIFor The GloryVictoria 2Darkest HourCrusader Kings II
    Crusader Kings II Holy KnightMarch of the Eagles

    Join Date
    Feb 2012
    Location
    A Cave (via Wi-Fi)
    Posts
    5,799
    What about being able to edit infant mortality rates? Sorry if this is already possible but I haven't found it or heard about it.
    Lemon yellow sun,
    Arms raised in a 'V'

  11. #11
    Quote Originally Posted by Sleight of Hand View Post
    What about being able to edit infant mortality rates? Sorry if this is already possible but I haven't found it or heard about it.
    Wiz essentially has that in CK2+ I believe? Or a workaround for it essentially. Feels like they die more often in it anyways.

    +1 for the Muslim CoA especially, that annoys me to no end!

  12. #12
    The Tora Bora Modder™ Sleight of Hand's Avatar
    Hearts of Iron IIIFor The GloryVictoria 2Darkest HourCrusader Kings II
    Crusader Kings II Holy KnightMarch of the Eagles

    Join Date
    Feb 2012
    Location
    A Cave (via Wi-Fi)
    Posts
    5,799
    Quote Originally Posted by zeress View Post
    Wiz essentially has that in CK2+ I believe? Or a workaround for it essentially. Feels like they die more often in it anyways.
    I'd like to know how.
    Lemon yellow sun,
    Arms raised in a 'V'

  13. #13
    He made them more likely to get sick was the workaround I BELIEVE. ask him in his thread though. Don't want to divert this one too much

  14. #14
    What about being able to define familial relationships? I want my brothers to hate each other by my grandmother to love me!

  15. #15
    General apg's Avatar
    Hearts of Iron IIISemper FiVictoria 2EU3: ChroniclesDarkest Hour
    Crusader Kings IIPride of NationsFor the MotherlandVictoria II: A House DividedCrusader Kings II Holy Knight
    HOI3: Their Finest HourVictoria 2: Heart of Darkness

    Join Date
    May 2011
    Location
    Great Britain
    Posts
    1,956
    as i have been/am currently doing alot of modding based around buildings and provinces i would love to see:

    -modifiers purely related to baronial holdings
    -the ability to create new holding types
    -the ability to be able to have event triggers related to baronial things, such as amount of income a barony makes etc.

    thats just from the top of my head.
    Adding breadth and depth to the medieval aspects of economy, technology & the military - Magnate Lords A mod for CK2

  16. #16
    Quote Originally Posted by zeress View Post
    Wiz essentially has that in CK2+ I believe? Or a workaround for it essentially. Feels like they die more often in it anyways.

    +1 for the Muslim CoA especially, that annoys me to no end!
    Quote Originally Posted by dauncosony View Post
    What about being able to define familial relationships? I want my brothers to hate each other by my grandmother to love me!
    Quote Originally Posted by apg View Post
    as i have been/am currently doing alot of modding based around buildings and provinces i would love to see:

    -modifiers purely related to baronial holdings
    -the ability to create new holding types
    -the ability to be able to have event triggers related to baronial things, such as amount of income a barony makes etc.

    thats just from the top of my head.
    I'll add it all.
    CKII Projects:
    [Mod] Project Balance - Improves historical plausability, slows down blobbing, makes the game more interesting.
    Crusader Kings II Wiki
    Crusader Kings II IRC Channel
    A Petition for Improved Moddability
    Crusader Kings II Maps Resource

  17. #17
    +1 to all

    - random_traits=no in character history files
    - the ability to set a character's dynasty shield as their primary gfx to appear on screen

  18. #18
    Quote Originally Posted by knuckey View Post
    +1 to all

    - random_traits=no in character history files
    - the ability to set a character's dynasty shield as their primary gfx to appear on screen
    Added.
    Also, you and any other modders in here should come to the CKII Modding IRC channel linked in my signature
    CKII Projects:
    [Mod] Project Balance - Improves historical plausability, slows down blobbing, makes the game more interesting.
    Crusader Kings II Wiki
    Crusader Kings II IRC Channel
    A Petition for Improved Moddability
    Crusader Kings II Maps Resource

  19. #19
    First Lieutenant XxIzualxX's Avatar
    Hearts of Iron 2: ArmageddonEU3 CompleteRome: Vae VictisRome GoldHearts of Iron III
    Majesty 2Heir to the ThroneEast India Company CollectionMount & Blade: WarbandSemper Fi
    Victoria 2Commander: Conquest of the AmericasLionheartDivine WindCrusader Kings II
    Mount & Blade: With Fire and SwordFor the MotherlandVictoria II: A House DividedCrusader Kings II Holy KnightWar of the Roses
    March of the EaglesVictoria 2: Heart of Darkness

    Join Date
    Sep 2011
    Location
    Texas
    Posts
    298
    Breaking up those localisation files makes me cringe...

  20. #20
    General Zarine's Avatar
    EU3 Collectors Edition OwnerVictoria: RevolutionsEU3 CompleteRome GoldArsenal of Democracy
    East India Company CollectionRise of PrussiaVictoria 2Commander: Conquest of the AmericasDivine Wind
    Ship Simulator ExtremesCities in MotionDarkest HourCrusader Kings IISupreme Ruler: Cold War
    SengokuVictoria II: A House DividedCrusader Kings II Holy KnightA Game of DwarvesThe Showdown Effect
    March of the EaglesCities in Motion 2

    Join Date
    Feb 2007
    Location
    Antibes,France
    Posts
    2,476
    - A way to check your/enemy tactics during combat

+ Reply to Thread
Page 1 of 24 1 2 3 11 ... LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts