+ Reply to Thread
Page 9 of 26 FirstFirst ... 7 8 9 10 11 19 ... LastLast
Results 161 to 180 of 516

Thread: A Petition for Improved Moddability

  1. #161
    Modding Paladin RedRooster81's Avatar
    Cities in MotionCrusader Kings IIDeus VultEU3 CompleteDivine Wind
    Heir to the ThroneRome GoldMount & Blade: Warband

    Join Date
    Feb 2010
    Location
    The Castle of Aaaggggggh
    Posts
    5,409
    Quote Originally Posted by Meneth View Post
    replace_path is being fixed next patch, they've said. Ofc, that's what they said for 1.06b too, which only fixed it for some people (I being one of the lucky few) :P
    I had the mysterious babies show up everywhere in the history files bug. So I went back to using Zarine's blank files solution for history files.
    Works in Progress for CK2:
    The Matter of Britain, an Arthurian overhaul for Crusader Kings II.
    Expansion #1: Lord of the Manor - Manage Your Demesne ("The Republic" DLC required)
    Expansion #2: Courts and Titles - Knighthood, Chivalry, and All That (A "Legacy of Rome" add-on)

  2. #162
    Second Lieutenant Zaldax's Avatar
    Crusader Kings IIEU3 CompleteDivine WindHearts of Iron IIIRome Gold
    Victoria 2Rome: Vae Victis

    Join Date
    Mar 2011
    Location
    All over the place.
    Posts
    136
    I'm 100% behind this!

    The ability to mod rebels, and export the merc rampage away to an event file (if possible) from the hardcode. The merc rampage style mechanics could be used for other stuff, I think! (and would give us some useful event options, too.)
    "I am a dummy-file.
    I'm here to ensure that the mod directory is created.

    I have done my task, yay me!"
    Contribute to Terra Normannorum, a mod developing CKII for the year 1000!
    "An Offer You Can't Refuse -- A Sicilian Culture Minimod for CKII"

  3. #163
    I'd like the ability to add new mercenaries...

  4. #164
    Field Marshal Thure's Avatar
    Arsenal of DemocracyCrusader Kings IIDarkest HourEast India Company CollectionEuropa Universalis: Chronicles
    Rome GoldSengokuVictoria 2

    Join Date
    May 2009
    Location
    Hamburg, Germany
    Posts
    2,671
    Quote Originally Posted by Zireael View Post
    I'd like the ability to add new mercenaries...
    You can do it. Like all other titles.

  5. #165
    I just want to be able to use specific dynasty IDs to trigger events and decisions!

  6. #166
    Crusader for True Inflation Emre Yigit's Avatar
    Crusader Kings IIEuropa Universalis 3Hearts of Iron IIIHeir to the ThroneEuropa Universalis III: In Nomine
    March of the EaglesEU3 Napoleon's AmbitionVictoria: RevolutionsVictoria 2Victoria II: Heart of Darkness

    Join Date
    Jun 2001
    Location
    The City of Men's Desire
    Posts
    2,415
    Quote Originally Posted by Jia Xu View Post
    I just want to be able to use specific dynasty IDs to trigger events and decisions!
    +1
    To every man upon this earth / Death cometh soon or late. / And how can man die better / Than facing fearful odds, / For the ashes of his fathers / And the temples of his gods...?

  7. #167

  8. #168
    Modding Paladin RedRooster81's Avatar
    Cities in MotionCrusader Kings IIDeus VultEU3 CompleteDivine Wind
    Heir to the ThroneRome GoldMount & Blade: Warband

    Join Date
    Feb 2010
    Location
    The Castle of Aaaggggggh
    Posts
    5,409
    Quote Originally Posted by Thure View Post
    You can do it. Like all other titles.
    Yeah I was confused about that one, too. And I thought that you could create barony flags. Though I never tried.
    Works in Progress for CK2:
    The Matter of Britain, an Arthurian overhaul for Crusader Kings II.
    Expansion #1: Lord of the Manor - Manage Your Demesne ("The Republic" DLC required)
    Expansion #2: Courts and Titles - Knighthood, Chivalry, and All That (A "Legacy of Rome" add-on)

  9. #169
    Field Marshal Thure's Avatar
    Arsenal of DemocracyCrusader Kings IIDarkest HourEast India Company CollectionEuropa Universalis: Chronicles
    Rome GoldSengokuVictoria 2

    Join Date
    May 2009
    Location
    Hamburg, Germany
    Posts
    2,671
    Quote Originally Posted by RedRooster81 View Post
    Yeah I was confused about that one, too. And I thought that you could create barony flags. Though I never tried.
    I have test it. I have creat a b_hamburg.tga. But the Bishopric of Hamburg (Capital of Hamburg) still use a random one, when I'm in the city windows.

  10. #170
    Second Lieutenant James009's Avatar
    Crusader Kings IIMount & Blade: WarbandMount & Blade: With Fire and Sword

    Join Date
    Jan 2012
    Posts
    153
    Blog Entries
    1
    My immediate response was, "Improve moddablilty? WTH?".
    Followed by, "Ok, you have some excellent points/ideas there".

    Sounds reasonable and helpful.

    +1
    /Signed

  11. #171
    Mad Medievalist Third Angel's Avatar
    Crusader Kings IIDeus VultFor The GloryMount & Blade: Warband

    Join Date
    Feb 2005
    Location
    in a Dwarf Fortress
    Posts
    2,076
    Quote Originally Posted by Meneth View Post
    Export the % of counties needed to form duchies/kingdoms/empires to defines, or to the specific titles in landed_titles
    As I have not read through the nine pages, anyone knows if there was any word from the devs about what could be done and what will not?

    I would be particularly interested in the one item quoted above because while I agreed that the CK1 66% requirement was too high, the CK2 50% makes two-provinces duchies far too easy to create for a count at gamestart. I personnally would like to make it 51%.

    Also the percentage to usurp titles should be made moddable too, I think (sorry if it is already on the list).
    For the Glory : Dawn of Kingdoms - A medieval tetralogy

  12. #172
    General apg's Avatar
    Crusader Kings IIDarkest HourEuropa Universalis: ChroniclesFor the MotherlandHearts of Iron III
    HOI3: Their Finest HourSemper FiVictoria 2Victoria II: A House DividedVictoria II: Heart of Darkness

    Join Date
    May 2011
    Location
    Great Britain
    Posts
    2,014
    holding_type = xxx

    does not work in the siege = { scope

    i.e.

    Code:
    siege = {
        is_attacker = yes
        holding_type = castle
    }
    will not focus events only when you are sieging a castle

    So obviously would be good if this worked.
    Adding breadth and depth to the medieval aspects of economy, technology & the military - Magnate Lords A mod for CK2

  13. #173
    Updated the list with ideas posted since I last updated it, as well as some ideas of my own.
    CKII Projects:
    [Mod] Project Balance - Improves historical plausability, slows down blobbing, makes the game more interesting.
    Project Balance GitHub Repo
    Crusader Kings II Wiki
    Crusader Kings II IRC Channel
    A Petition for Improved Moddability
    Crusader Kings II Maps Resource

  14. #174
    Quote Originally Posted by apg View Post
    holding_type = xxx

    does not work in the siege = { scope

    i.e.

    Code:
    siege = {
        is_attacker = yes
        holding_type = castle
    }
    will not focus events only when you are sieging a castle

    So obviously would be good if this worked.
    Seems more like a bug than a missing feature.
    CKII Projects:
    [Mod] Project Balance - Improves historical plausability, slows down blobbing, makes the game more interesting.
    Project Balance GitHub Repo
    Crusader Kings II Wiki
    Crusader Kings II IRC Channel
    A Petition for Improved Moddability
    Crusader Kings II Maps Resource

  15. #175
    Field Marshal Thure's Avatar
    Arsenal of DemocracyCrusader Kings IIDarkest HourEast India Company CollectionEuropa Universalis: Chronicles
    Rome GoldSengokuVictoria 2

    Join Date
    May 2009
    Location
    Hamburg, Germany
    Posts
    2,671
    So... Now we have in the landed titles a duchy_revokation=yes for the ERE. I wish me a barony_revokation=yes, county_revokation=yes and a kingdom_revokation=yes for the modders! (KIngdoms would be for a Roman Empire mod as aexamble... I mean... The Provinces of Rome are not really duchies... But the have a Gouverneur)

  16. #176
    Modding Paladin RedRooster81's Avatar
    Cities in MotionCrusader Kings IIDeus VultEU3 CompleteDivine Wind
    Heir to the ThroneRome GoldMount & Blade: Warband

    Join Date
    Feb 2010
    Location
    The Castle of Aaaggggggh
    Posts
    5,409
    Some late additions:

    Allow triggered_modifiers to appear for characters other than rulers. Very useful feature that could benefit from triggered modifiers for councillors, minor title holders, etc.

    I would repeat, province decisions. I had to say it again.

    Let's see, a space in the character page for friends, lovers, and rivals as in DV.
    Works in Progress for CK2:
    The Matter of Britain, an Arthurian overhaul for Crusader Kings II.
    Expansion #1: Lord of the Manor - Manage Your Demesne ("The Republic" DLC required)
    Expansion #2: Courts and Titles - Knighthood, Chivalry, and All That (A "Legacy of Rome" add-on)

  17. #177
    +1
    "When all of your wishes, are granted, many of your dreams, will be destroyed . . ."

  18. #178
    Bleeding for Harder Styles Arko's Avatar
    Cities in MotionCrusader Kings IIEU3 CompleteHeir to the ThroneMagicka

    Join Date
    Jul 2009
    Location
    mesquin royaume de...
    Posts
    3,492
    Quote Originally Posted by Thure View Post
    I have test it. I have creat a b_hamburg.tga. But the Bishopric of Hamburg (Capital of Hamburg) still use a random one, when I'm in the city windows.
    I also tried in landed_title to add an entry similar to the dynastic CoA one ( coat_of_arms = {
    template = 0
    layer = {
    texture = 5
    texture_internal = 24etc...) without success.
    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 !

  19. #179
    Bleeding for Harder Styles Arko's Avatar
    Cities in MotionCrusader Kings IIEU3 CompleteHeir to the ThroneMagicka

    Join Date
    Jul 2009
    Location
    mesquin royaume de...
    Posts
    3,492
    now we have "dynasty_title_names = yes" for naming countries, the same with culture can be usefull ("culture_title_names") to create some generic cultural based kingdoms or empire : the English Empire, the Occitan Empire etc...
    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 !

  20. #180
    i would love to create more succession types. if i had my way i would add a female preferred and gender neutral to go with all the agnatic ones.

+ Reply to Thread
Page 9 of 26 FirstFirst ... 7 8 9 10 11 19 ... 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