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Arentak

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I played a few years as Diemed. The spiderfell was too easy to take. I'd suggest event troops to aid the Spider anytime someone invades, and if possible add a huge attrition modifier to the spidefell.

I was in a holy war on Spiderfell, and when I conquered it, I ended up defending a Holy War from Medoere for Spiderfell. It seemed odd to have it turn out that way.

Other random thoughts...the churches might be represented by heretic factions, Orthodox, Fitzalen, Reformed Orthodox(IHH). I wonder if the heads of each "temple" might be represented as a count with overlordship of all the realms temples. Guilders are a complex mechanic with republics and city holdings, but I think the same concept applies.

Edit: Further suggestions...
1. Decrease the starting number of children and cousins for families. Dynasties are assured too easily.
2. Goblins and Orogs under human rule should revolt more. This isn't the same as occitan under berber rule, these are different species.
 
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Arentak

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I tried playing Thurazor, but everyone kept dying within the first month. Lost regent, heir, his heir, wife, etc I think the starting ages are too high for goblin rulers in Thurazor.

Literally, every day I'd get a new duke and then he'd die the next.
 

Gamarasa

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Tried Thurazor for myself after reading this, and can sadly confirm that just about everyone of the starting family dies in one big chain-reaction of natural causes.
For me, it ended with only the youngest son (below age 100) alive, and crashed when I played on for about a month.
(Don't know if the last part is related to the goblins or the new patch, though.)
My Dwarven Game of Baruk Azhik has continued to ~200 years now, and just about every awnshegh has either died or lost his or her power, with the exception of the succubus, who stubbornly refuses to submit to my dozens of assassination attempts. That started when her father died through an "accident" about 120 years ago. :angry:
Of those that are alive, there is only one single male member (the magian), the remaining ones are uniformly the females, who resist every attempt to imprison or murder them, it seems. Makes sense, however, as most of the male ones died in battle. Is it intended to make the girls about-unreachable?

on another side note..whoever made the dwarven faces, (someone from the MEP, I guess?) I could kiss them for the bearded females. Really love little touches like that, and my dwarves in general can be played perfectly as they should be. (with the age-thing as the only drawback, but I can live with that.)
 

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Tried Thurazor for myself after reading this, and can sadly confirm that just about everyone of the starting family dies in one big chain-reaction of natural causes.
For me, it ended with only the youngest son (below age 100) alive, and crashed when I played on for about a month.
(Don't know if the last part is related to the goblins or the new patch, though.)
My Dwarven Game of Baruk Azhik has continued to ~200 years now, and just about every awnshegh has either died or lost his or her power, with the exception of the succubus, who stubbornly refuses to submit to my dozens of assassination attempts. That started when her father died through an "accident" about 120 years ago. :angry:
Of those that are alive, there is only one single male member (the magian), the remaining ones are uniformly the females, who resist every attempt to imprison or murder them, it seems. Makes sense, however, as most of the male ones died in battle. Is it intended to make the girls about-unreachable?

on another side note..whoever made the dwarven faces, (someone from the MEP, I guess?) I could kiss them for the bearded females. Really love little touches like that, and my dwarves in general can be played perfectly as they should be. (with the age-thing as the only drawback, but I can live with that.)

The Dwarf/Halfling/Elves wered made my Lonhaldar, so you might wanna kiss him:rofl:

As for Thurazor and most goblin realms, are mainly my fault, I didn't know goblins were average lived like humans, I mostly haven't updated some stuff since I am way to busy with studies, which i deeply apologize for, but I can assure you guys that when my studies are done i will update most if not all Anuirean realms.
 

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Yes, apologies for lack of updates, I've taken a little break from CK II modding as well, but this mod is far from dead, I'll have my modding energies recharged soon :)

Interesting with the 200-year save! The Succubus is probably immune to plots due to her incredibly high intrigue, as is the Lahmia, and yes, the others tend to die in battle eventually. Not sure what the best solution is for this, as they should be able to lead armies - probably it would involve integrating a version of the duel engine, and giving the awnsheighleen extra bonuses in combat.

And yes, Lonhaldar has done an excellent work on the portraits! Would never have begun this mod if he hadn't had those made and was gracious enough to share.

What's wrong with the dwarven ages, however? And can you post a screenshot or three of the political map 200 years into the game? I think my maximum playthrough was 100 :)

And Aventak:

I played a few years as Diemed. The spiderfell was too easy to take. I'd suggest event troops to aid the Spider anytime someone invades, and if possible add a huge attrition modifier to the spidefell.

Spiderfell will get a lvl 10 fort, then I'll see how it goes.

I was in a holy war on Spiderfell, and when I conquered it, I ended up defending a Holy War from Medoere for Spiderfell. It seemed odd to have it turn out that way.

Odd, I'll have to look at the religious CB - I don't think I tampered with it besides making it target counties instead of duchies, but I could be wrong.

Other random thoughts...the churches might be represented by heretic factions, Orthodox, Fitzalen, Reformed Orthodox(IHH). I wonder if the heads of each "temple" might be represented as a count with overlordship of all the realms temples. Guilders are a complex mechanic with republics and city holdings, but I think the same concept applies.

Yes, heresies will definitely need to be included.

Edit: Further suggestions...
1. Decrease the starting number of children and cousins for families. Dynasties are assured too easily.


I don't see a problem with large dynasties, really, I think it's only realistic the way they are done.

2. Goblins and Orogs under human rule should revolt more. This isn't the same as occitan under berber rule, these are different species.

Revolts in general are too high, I think, so the solution might be to keep the orog/goblin revolt levels , and instead decrease the other ones. More playtesting is needed on this however.
 

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Never uploaded any screenshots so far, but I'll try to add one per editing. :D Quite a lot has changed, if you think about the non-invading AI.
The dwarven age-part is about the new-born dwarves and elves dying to soon, as i mentioned on my first post here. The whole immortal-trait and health-thing.
And yes, I barely even try plots anymore and proceeded to sending assassins for 250 gold a piece, for 4 generations of dwarven kings (and recently, princes of Gorgon's crown)so far. even then, there is only a 17 percent-chance with a genius-level spymaster waiting to help them. Like the idea with the duel system to get to them.
And yes, there are definitely too many revolts. The number of elves I killed in tries to reclaim Sielwode should be enough to exterminate their whole bloodline, honestly.
Edit:
Game refuses to start up for me, most likely because of the patch somehow.
6n1ykfc.jpg
My realm is the big blob named Baruk Azhik, if that's not obvious enough :D
The succubus reigns over sindoure as a duchess currently, as I completely dominated her for ~80 years of war and took her imperial title away.
and sorry, its not a total of 200 years, only 184 or so. still, longest playthrough I survived.
Edit-Edit: Oh, before I forget it entirely... are half-elf-dwarves supposed to be possible? Had some very kinky courtiers and one very tasteless brother-of-the-king and freaky children without faces.
 
Last edited:

Blood Royal

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Looks interesting, that screenshot!

How did the halflings of Maalvar conquer Khinasi lands though.. most odd :D

And yeah, I had the same problem with intermarriage in an elven game - I took over the orog realm, and some people married orogs... ended up with "Manslayer" dynasty grandchildren with orc portraits but elven culture, and elven armor! I guess if they kept the helmets on at all times it could be a well kept family secret...

Since D&D does allow for weird inter-racial marriages, however, I'm not strongly inclined to stop it (more than I've already done with the religious limitations, which the AI ignores for some reason far too often) - the blank portraits are a problem though, but I'm not a graphical modder, so not sure how to fix that. I could write an event to stop it, by divorcing two people who should not marry, but as I saw in the Middle-Earth mod when I tried to suicide an orc wife via event when she married a human, if a human is determined to marry an orc, he will keep doing so endlessly and it'll just lead to spam massages in the game log :ninja:
 

Gamarasa

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I already guessed that there wouldn't be much against interracial love (as weird as that sounds and looks with dwelves) , but it's always better to make note of it, IMO. If anyone can do portrait work for that, that would be perfect, but I accepted them being an elven/dwarven background for now. Thankfully no goblin-breeds so far.
Sadly, I didn't care any little bit about the east while I steadily wrecked anything north and south of me, and I especially don't care about halflings (creepy little guys they are), but Maalvar in this savegame is the remains of a separation between the duchy of Khourane and somehow getting that title for the effective LANDS of Khourane. The halflings have been completely devastated and hold nothing at that point in time. (having the Succubus barge in for some good beaches in the desert for her tan didn't help anyone there, either.) The whole desert has been a confusing free-for-all the entire time, though.
*found everything out through looking through the last ~60 years of savegames*

Edit: Oh, and I have no single clue how Khourane got those lands in the first place, as it happened in the 120-year-skip between the starting-save and my first real save as the dwarves. sorry. :eek:o
 
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Tamman

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Thank you for working on this mod. I love the Birthright setting having played the tabletop and the old computer game. When I first started playing CKII I immediately wished there was a birthright conversion. I'm not an experienced modder, but I'm willing to learn if you would like help with grunt work like the character making if its as simple as you made it sound in the beginning of the thread. I have access to all the Birthright books so I can read up on them as necessary.

I've played a couple multiplayer games of the mod so far with my brother and friend and even with it being alpha its already fun and interesting.
 

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Sounds great, Tamman :)

We have the Rjurik, Vos, and Khinasi lands open at the moment. Send me a PM wth your steam log-in, and we can discuss it over steam-chat!

And I just started to work on the mod again, but it crashes a day or two into the game with the new patch. A real shame, as I finally had a stable bug free version to work on :angry:

I'll try to figure out what's wrong, hopefully with some help from the community, and then we can hope it's something easy and simple that needs tweaking.
 

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As crashes go, mod compatiblity ones are relatively easy to fix, I think :D

The worst one was the random crash 20-30 years into the game that the old version of this mod had... that took me aaaages to fix.

As for the holy sites, hmmm... didn't know that was an issue either, but the crash happens even if I don't click on the religious tab.
 

Blood Royal

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Well, that went relatively fast (I think!).

Updated defines.lua, added graphical culture to special troops, and added 5 holy sites for each religion and just played 15 years without a crash.

Releasing new compatible version here:

https://www.sendspace.com/file/i4175o

Delete your old files first, then put these in the proper mod folder location.

There's a VERY basic adventuring system, but otherwise nothing is new from the last version. I think there are just 2 random adventurers, and one undead/necromancer issue which other lords can call on you to deal with. Also a random brigand-infestion adventure for player rulers.

If anyone wants to help me test the intermarriage issue, try finding out which couplings produce portrait bugs (like dwelves, etc). I know that goblin/elf portrait couplings at least work, so I'll keep those in.

When we've identified which ones cause portrait bugs, I'll just add a "stillborn" event to children of such unions. That should fix the issue.

And now, before I go on with adding new content, I'll go through the last page or two of this thread and fix the bugs/issues that were identified :happy:
 

greyborea

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Thanks Blood Royal. Not much time to play this month and next (not because of holidays though :angry:) but this is nice to know that there will be something to treat me with in September :)
 

Blood Royal

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Thanks for the support! It means a lot to us working on the mod.

I'm thinking about adding Dark Elves (dark grey skin, white hair, red eyes) to the small elven realm in the North-East in the Vos Lands.

Lonhaldar of MEP-fame may be willing to help out with the portrait tweaks for it ;)

How should they be, though? Lolth-worshippers don't quite fit into Birthright, because the Gods are quite clearly defined as being unique to the lands. I think there was talk on some Birthright *cough*dot net*cough* fan-site which I can't link to that the elves of the Vosgard forests used some kind of shadow magic to protect their realm, but it backfired somehow, corrupting their essence? And these would be the elves that had also not abandoned Azrai, so they would have a very large percentage of Azrai bloodlines amongst them.

I think it could add a nice touch to the setting; An Azrai-tainted shadow-corrupted elven realm in the far corner of Cerilia that look and act kind of like drow, with perhaps the Shadow World "religion".

Any other thoughts on how else to implement dark elves to Cerilia?
 
Last edited:

Blood Royal

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I'm releasing a small update "early", since I haven't updated content in ages. Had a few good modding days, however, and got some events and gameplay tweaks done.

As always, delete the old folder entirely and use this one in the proper mod directory:
*
EDIT / found a few bugs, will upload fixed version tomorrow
*
Change list for version... 0.4, shall we say? I forgot where we were at...

-Gave health bonus to immortal/long lived races, this should solve the problem of some of them dying too soon in later generations
-Gave Spiderfell lots of fortifications to avoid easy conquest
-Added heresies to some religions
-AI often Bloodthefted imprisoned chars before a ransom could be made; now it can only occur in December (winter solstice)
-Made more adventuring events, including mercenary missions for rulers at war (assassinations, incite rebellion, and lead battle special forces unit)
-Added more special units: Adventurers, zombies, skeletons, skeleton cavalry, and lesser demons (summoned - adventures hired as mercenaries via event)
-Worked on "Emperor of Anuire" Events. If you now get to realm size 35, you will be considered a serious contender, and can use gold and prestige to get dukes to follow you. Once you reach realm size 125, you can proclaim yourself emperor, and use Imperial Reconquest CB on the remaining duchies.
-Likewise, when anyone becomes Emperor of either Anuire, Brechtur, Rjurik, Khinasi, or Vos Lands, they can pay 2500 for a "prepared mass invasion" of another empire; they then get Imperial Reconquest CB on all Duchies in the realm they target for the rest of their lifetime (their heirs will have to pay for a new one). This is a "religious_war = yes" CB, however, so if you attack one duchy abroad or even at home, many of their same-religion neighbors will come to their aid
-Gave more starting troops to Lahmia, Magian, and Serpent making these Awnsheighleen more of a threat. Changed The Raven's religion to Azrai, hopefully leading him to expand more against the Vos neighbors.
-Adventuring trait now gives -15 instead of -6 to all traits; when you're adventuring, you really can't run your realm very efficiently. This is to discourage adventure "loot farming" for rulers.

As always, bug reports are incredibly useful if you want to help out but don't have time to learn coding, as is gameplay feedback, especially on the new Imperial mechanics and CBs :happy:
 
Last edited:

ngppgn

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I think that I found an exploit with the "go on adventure" decision-events.

How to reproduce it:
starts the game as, e.g. the Succubus.
upon starting, before doing anything else (specially before picking up an ambition) use the decision for goin on an adventure.
after the adventuring trait is applied, various stats will have possibly lowered under 8, then you can pick the ambition to raise that stat, while still "getting back" the points detracted when the ambition ends.

Although I think that is not WAD, it also could be justified as the hero making progress and fullfilling side-quests event while on the adventure. But that, perhaps, is the reasoning of the cheater within me, and so maybe should be discarded.

On another note, I have an issue where several of the traits are not given any gfx in-game. I assume it is something wrong on my end. I'll try reinstalling and letting you know.
 

Blood Royal

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Ahh yes, good point about "cheating" with the ambition thing... but... my point of view is kind of that we have a console-cheat option, and if people want to cheat, I can't stop them and it's not my job to do it either :)

As for the traits, no, it's not on your end... we have a few that don't show up (3-4, IIRC) I just can't remember which ones!

And hmm.. it seems the last part of the emperor of Anuire quest is broken, so that the AI doesn't declare itself emperor when it has 125 realm size and it now claims the event does not exist. Weird, it worked before, not sure what has happened since.