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schwarherz

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No no no, leave them ambitions alone, I very much like them! Might be that one or two should be tweaked, but overall they feel very immersive imho.

We don't plan on removing them, don't worry. We might flesh them out a bit, add images to the ones that are missing them, etc but otherwise they're staying.
 

Nivve

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We shuffled them around to Vanilla order. We were having troubles finding things.
I don't see it. 2161 is the start of a new function for me.

Makes sense, I will change my own landed titles file around to make it easier in the future.
Hmm, maybe that second bracket was also a mistake on my part. I thought that would be unlikely since notepad++ said there was no change and it definitely wasn't there..
 

Roguedemon

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I haven't played the mod for a while so was pleasantly surprised when I noticed a Norse Gael culture (Gallawa) in the files. However they don't seem to be in any of the historical start dates. I don't know if they appear by event or aren't in game at all, but if you do intend to ever add them to the history files I have some suggestions to where they would best fit.

Depending on how you want to interpret the culture it may well be best to keep many if not all the early rulers of the isles as Norse/Norwegian so as they will align more with other Nordic rulers rather than Celtic ones, although if Somerled and his contemporaries are represented to any degree they would probably be better represented as a Norse-Gael, due to a greater connection to Scotland (this being more for gameplay reasons than necessarily implying a different culture).

Also whether represented as Gallawa, Norse or Norwegian, Gudrod Crovans vassals (at least the ones in Galloway and Mann) should probably be of the same culture. Currently the setup is such that a bunch of Norse-Gaels all hate each other because they think they are different cultures, which doesn't make much sense.

I also have some suggestions for the provinces near the isles/soreyar, whether you are adding the Norse gaels or not. Obviously these are just my opinions, but I feel that some of these changes could improve gameplay and historical immersion in the region.

If the Norse-Gaels were to be added to provinces I would suggest that at least Mann should be Gallawa from the old gods start, as while the Vikings did dominate the region they didn't completely oust the culture - the Manx people were a separate Goidelic peoples from the Scots and Gaels before the Norse arrived and remained so after they left and Norse Gael isn't a bad approximation of their culture. Currently ingame they change from Norse, to Norwegian to Scottish, which is a little jarring. Even if you aren't adding the Norse Gael culture may I suggest that you either leave the Manx in the north Germanic group for the whole timeline (ie Norse-Norwegian) or pick a Gaelic group to stick them in (Scots if you want them to integrate nicely into the kingdom of Scotland, Irish if you want them to be a bit rebellious). All of these groups could be argued to be a somewhat acceptable representation of the manx, but the current culture shift doesn't make all that much sense.

For Dublin and the Hebrides it could be argued that they should be Norse-Gaels from the tog start date but It would also be perfectly reasonable to have them as Norse at that point in time. However some point between 1000-1100 is the latest you could convert them to Gallawa as relatively shortly after that era the rulership of these areas passes out of Norse (or even Norse-Gaelic) rulership, and it wouldn't make much sense to have such a cultural conversion with rulers of a completely different culture.

As a final note, while most of the area of land represented by the province of Argyll was under Scottish rule rather than part of the kingdom of the isles for most of the game period, the game seems to use it mostly to represent the Island/coastal parts rather than the entire area. Because of this I think it would be better to represent it as either Norse or Gallawa in the earlier part of the game, and then either Gallawa or Scots later on, rather than the current setup up which has it as Scottish for the entire period.

Anyway, I hope at least some of that was of some help. Even if not thanks for keeping this great mod alive.
 

Hardeknut

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Any way to change the hardcore version so it uses Vanilla changes to boarding ships?

Its very unrealistic that an entire army can board ships in a few days and i dont understand why you werent satiesfied with the changes in the patch.
 

unmerged(529037)

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No no no, leave them ambitions alone, I very much like them! Might be that one or two should be tweaked, but overall they feel very immersive imho.

Agreed! Keep them ambitions! If anything flesh some of the out a bit.

I do have a question though after seeing the plots that aim to "seduce me" into bed. How is this is a bad thing and how can I get more supporters to back such a plot?
 

JT Jag

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Agreed! Keep them ambitions! If anything flesh some of the out a bit.

I do have a question though after seeing the plots that aim to "seduce me" into bed. How is this is a bad thing and how can I get more supporters to back such a plot?
You could end up with a bastard, which could be problematic.
 

CaesarVincens

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Trait changes messed up the age traits and most traits. Old saves from before 2.03.0 will have offset traits for most characters.
 

Tarroque

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I'm having trouble comprehending this line:

"- Added code to ensure when holy orders are created they go to a good soldier battle bunny modifiers to religious events for them"

Though it sounds awesome. Can anyone explain to me what it means?
 

CaesarVincens

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Unfortunately, it's just two changes smashed into one line. It only means that holy orders work now and Battle Bunny made some changes in religious_events.txt.
 

Gagik

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Any way to change the hardcore version so it uses Vanilla changes to boarding ships?

Its very unrealistic that an entire army can board ships in a few days and i dont understand why you werent satiesfied with the changes in the patch.

I agree with you, it supposed to be longer than just a few days, please make vanilla shipping time at least as optional module (like no dejure drift etc.)
 

Dwarden

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ok so translation

VIET (which is the creator of VIET is working on making compatible)
Mod I've never heard of and appears to have a CK2+ equivalent
Nohasslesvassles which was (admittedly partially) implimented
More VIET
More VIET
Not sure, probably conflicts with something


Sorry, but I'm going to have to repeat what the front page says, we offer no support for other mods.

my question was more oriented onto these 2 mods i linked and if theirs functionality can be merged into CK2+
+ visual art additions in case of HNCO_Equality + titles from Yet More Titles / Yet More Kingdoms & Empires ...

i know VIET is compatible (sometimes lol), i was more worried about SWHM and NBRT+ ...
(tho hoped someone might shine some light if there are any CK2+ related troubles)

sorry if i wasn't more clear
 

schwarherz

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my question was more oriented onto these 2 mods i linked and if theirs functionality can be merged into CK2+
+ visual art additions in case of HNCO_Equality + titles from Yet More Titles / Yet More Kingdoms & Empires ...

i know VIET is compatible (sometimes lol), i was more worried about SWHM and NBRT+ ...
(tho hoped someone might shine some light if there are any CK2+ related troubles)

sorry if i wasn't more clear

No problem, I didn't mean to be so snippy either. Effects of tiredness on a brain and all. Anyways we've been considering VIET and how much of it we want to incorporate into CKII+ and in what way. So far as the other two you'd have to give us links and we can see what they do and if they'd be worth merging in.
 

JT Jag

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Is it VIET that has the traits sub-mod where almost all the traits modify effectiveness when leading armies, not just a few? That's one thing in particular I'd really like to see in CK2+.
 

cybrxkhan

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@schwarherz: Since I'm updating the CKII+ compatible modules of VIET now, just to make sure, the current version of CKII+ available for download is compatible with the 1.111 patch?

Is it VIET that has the traits sub-mod where almost all the traits modify effectiveness when leading armies, not just a few? That's one thing in particular I'd really like to see in CK2+.

Yes, that would be VIET Traits. I think it's a nice change so not only the military leader traits have an impact on battle.
 

schwarherz

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@schwarherz: Since I'm updating the CKII+ compatible modules of VIET now, just to make sure, the current version of CKII+ available for download is compatible with the 1.111 patch?

Affirmative
 

cybrxkhan

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Affirmative

Good, I just tested the draft version and it seems to work.

Anyhow, a couple of suggestions based on what I noticed while running the test; I'm not a CKII+ player, so I'm not sure whether these work for you or not, but whatever.

- Tengri pagans have realms named after dynasties, but it's more appropriate to name it after the titles or tribes in my opinion
- I actually forgot the couple of other things, but I'll mention them later if I remember
 

Teutonizer

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I've just looked through mod, and, especially, Shattered World scenario, there are some points:
1) missed cultural buildings for many cultures, such as romans, nubians, cornish...and that's not full list :)
As for crusaders culture group, they've missed 2,3,4 levels, while frenchs or germans still have
2) as for retinues, romans still missed it too (not sure if someone else missed smth in this part)
3) in SW scenario, some counts have two counties at the start, there was at least one duke, and...one portugese count in the middle of France
That's all for now.
 
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