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erwi8891

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Just thought I'd drop by and report from my first game. First off, awesome work! I've had some graphical problems when dealing with dwarfs and hobbits (also hobbits don't have the hobbit trait, not sure if that's intended or not) but the only problem that's really been an issue is that playing as the half elven ruler of the merchant republic Endier (or something like that) I now have 200 ships in my capital that refuse to leave the docks. I don't know what the problem is but it might have something to do with someone else blocking the river with their fortresses or something. I've taken the Imperial City and launching ships form there are no problem but my capital might as well be landlocked for all the good the ships are doing me.

On another note the triggered event to heal yourself doesn't really seem to work. Any attempt to get a priest of my own religion always fails, nothing ever happens no matter how many priests I have in my own court or there are in the rest of the world. It's just the option of asking someone else to help that actually does something, though it took a few decades before I got someone willing to take the money and not force me to convert but that's fine, recovering from being maimed shouldn't be easy.

Currently I'm preparing to invade and massacre that bloody snake guy for sacrificing my adventuring son, only slightly hampered by 3/4 of my fleet being stranded in my capital :p
 

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Thanks for the support erwi!

There are unfortunately known graphical issues with halflings and dwarves when they are in republics or become patricians; it breaks the portraits. The only current solution is to keep them away from republics :)

In late-game there'll also be some weird portrait issues (not critical though) as some races intermarry and the game files can't handle the new combinations.

As for recovering from maiming, I'll take a look at it, but in the mean time, just keep asking whoever you can of a different religion - the chances are 50/50 each time that they'll ask you to convert to the religion, so just keep using the decision until you get one that just wants the money.
 

Pilatian

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The giants and the elves up in Rhuiddar quite frequently seem to interbreed. Perhaps you should add a half-giant trait to go with the half-elven trait? There certainly would probably be some size differences.
 

JonStryker

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The giants and the elves up in Rhuiddar quite frequently seem to interbreed. Perhaps you should add a half-giant trait to go with the half-elven trait? There certainly would probably be some size differences.

Probably because of their de jure claims on giant populated provinces. I'd rather have a ban on such marriages (by event).
 

Pilatian

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Probably because of their de jure claims on giant populated provinces. I'd rather have a ban on such marriages (by event).

I'd rather have it too, but it's also best not to have things culled, especially if one of the giant counts marries an elf. Is there an event ability to force a divorce? If so, I haven't seen it in use yet. Also, will the Hydra be getting a.. well.. Hydra-like portrait instead of being a goblin?
 

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After you start the recover from maiming decision, the pop-up choice window will give you choice to ask someone of your own religion or just anyone. If it doesn't have a picture of a character on the option bar I believe it means that there is no master priest of your religion available. Master Priests are fairly rare so you'll probably usually have to ask one of a different religion.
 

LDRevolution

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I'd rather have it too, but it's also best not to have things culled, especially if one of the giant counts marries an elf. Is there an event ability to force a divorce? If so, I haven't seen it in use yet. Also, will the Hydra be getting a.. well.. Hydra-like portrait instead of being a goblin?

We are looking for a suitable image for the hydra.
 

JonStryker

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We are looking for a suitable image for the hydra.

There is a pretty good picture of the Hydra in the Blood Spawn (?) source book that we can use. The real problem with the hydra is that I just added a placeholder-hydra as I didn't really like to have a random Goblin duke there. Instead the Harrowmarsh should be populated by Hydrakin. Technically the Hydra randomly spawns new monsters based upon what it eats (2% chance of spawning a new hydrakin if it eats *something*). Most hydrakin are unique but the Caracdir, the earliest ones, are able to normally breed and are a race of their own. Having lizardman (Caracdir!) as the population would make a lot of sense. Also there should be pockets of human outlaws.
But it is rather hard to represent the place correctly. In lore noone really wants to conquer the place. It is useless land full of monsters and a 21 feet / 6,5m tall crocodile with absorbed human heads growing out of it. Apparantly it absorbs blooded beings into heads that grow out of it and takes their powers (it is pretty quick due to having absorbed a halfling and a mage because it ate some Khinasi mage centuries ago.

Speaking of obscure minor races of Cerilia: There's supposedly a race of indigenous inhabitants of the Krakenstaur. I'd kinda love to see them in the mod even if there's not much information about them.

Blood Royal is the one that added all the Awnsheghlien portraits. It might be time for another round of additions: Hydra, Harpy, Basilisk (also VERY hard to properly portray), the Ghoul (although random Khinasi old guy would do but I failed to do that), Ghuralli (Orog Awsheghlien in the northern Giantdowns), Maalvar (Minoraur ruler of the Maze south of the Magian's domain) and probably more.

None of the information above is fan-fiction btw. The wikis do not list all that but the PDFs do.
 
Last edited:

Blood Royal

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If you provide me with a list of new fixed portraits (and forum members are welcome to contribute) in perfectly square dimensions, I can do another round of fixed-portrait adding :)

Then we can also get a proper portrait for the Khinasi sorcerer ruling the Gnolls that we had trouble with earlier perhaps.

I think in addition to the awnshies mentioned, a lizard-man race could be fun, even if it's just a for 2 of the harrowmarsh provinces. Same with the Krakenstaur race, whoever they are. We can at least slow down the conquest of those places by giving them a religion that is pagan attrition, then the AI normally won't attack, and we can raise the mil tech for removing pagan attrition to 6 or something.

I'd rather have it too, but it's also best not to have things culled, especially if one of the giant counts marries an elf. Is there an event ability to force a divorce? If so, I haven't seen it in use yet.

We had the same problem in the MEP mod, and there I ended up forcefully killing the orc wives that some human rulers insisted on taking. Other mods use auto-divorce, but the problem remains that the AI will persistently keep trying to marry no matter how many times they get divorced or their wife gets event-killed. A better solution is probably to apply an infertile trait to the female of the marriages that we don't want to see happening; sure, an elf can marry a gnoll for political reasons, but it's unlikely to produce children. It might also fix some of the late-game portrait issues that happen from weird pairings like that.
 

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Then we can also get a proper portrait for the Khinasi sorcerer ruling the Gnolls that we had trouble with earlier perhaps.

He's the one I meant with "the Ghoul (although random Khinasi old guy would do but I failed to do that)" ;)


We had the same problem in the MEP mod, and there I ended up forcefully killing the orc wives that some human rulers insisted on taking. Other mods use auto-divorce, but the problem remains that the AI will persistently keep trying to marry no matter how many times they get divorced or their wife gets event-killed. A better solution is probably to apply an infertile trait to the female of the marriages that we don't want to see happening; sure, an elf can marry a gnoll for political reasons, but it's unlikely to produce children. It might also fix some of the late-game portrait issues that happen from weird pairings like that.

Maybe we could spawn a girl with the right race whenever a marriage is removed and the wife banished away. If there's someone with the right race at the court the AI might as well choose to marry this person, who knows. Or apply a restriction so that marriages are only dissolved after a month or so that there's not an endless loop of divorces happening on the same day. Or - if that is possible with the graphical culture command - transform a wrong culture person into one with the right culture. With some event magic a Giant might be transformable into an Elf :D
 
Last edited:

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It is technically possible to change the culture into something else when a "wrong" marriage occurs, but in favor of the infertility solution, i would say that it does allow for purely political marriages which can be useful tool for getting alliances (since no other way to make alliances exist in CK 2 apparently). My philosophy for this mod is "player choice rules", and I prefer making consequences for wrong actions rather than disallowing them entirely, just like a pen and paper dungeon master would do if one of his players decided to marry a giant :p

As for the endless loop, it usually happens in baronies IIRC correctly from the middle-earth mod; a baron is too low tier to get a good match, so he marries his own courtiers, which are of the province culture, not his own culture. I remember seeing some guys in MEP with dozens of dead wives, so it seems to be a recurring issue when it does occur for certain characters.
 

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well the duke npc of the imperial province just reform anuire by himself last night with just his sole county

Did foreigners (Gorgon? You?) holy war 30+ provinces in Anuire?



It is technically possible to change the culture into something else when a "wrong" marriage occurs, but in favor of the infertility solution, i would say that it does allow for purely political marriages which can be useful tool for getting alliances (since no other way to make alliances exist in CK 2 apparently). My philosophy for this mod is "player choice rules", and I prefer making consequences for wrong actions rather than disallowing them entirely, just like a pen and paper dungeon master would do if one of his players decided to marry a giant :p

As for the endless loop, it usually happens in baronies IIRC correctly from the middle-earth mod; a baron is too low tier to get a good match, so he marries his own courtiers, which are of the province culture, not his own culture. I remember seeing some guys in MEP with dozens of dead wives, so it seems to be a recurring issue when it does occur for certain characters.

What I proposed is supposed to be (mostly) for AI only. Human players should of course be permitted to do whatever they want even if it messes their portraits up.
 

Achab

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The CBs related to civil wars need to be updated. Depose Liege CB was removed completely and the other CBs still refer to lowering centralization where they should lower crown authority.
 

Ufnal

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Sorry if anybody brought that up, but some vanilla traits need to be changed up if Piety is to be the magical power. Why are humble characters supposed to be more magically powerful, and cynical ones - less powerful?

Otherwise, wonderful mod and I love it!
 

Blood Royal

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The CBs related to civil wars need to be updated. Depose Liege CB was removed completely and the other CBs still refer to lowering centralization where they should lower crown authority.

I'll get it fixed before the next MP session - I imagine the depose liege CB will come in handy for the usurper currently ruling the Principality of Avanil :p Not sure how the depose liege CB was removed in the first place however, I used the vanilla CB file from 9 months ago or so when I first started on the mod.

Sorry if anybody brought that up, but some vanilla traits need to be changed up if Piety is to be the magical power. Why are humble characters supposed to be more magically powerful, and cynical ones - less powerful?

Otherwise, wonderful mod and I love it!

Thanks! And yes, I thought we had run through the mod removing the piety gaining from wrong traits a while back, but it's possible that some patch compatibility merging brought them back in...
 

LDRevolution

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Sorry if anybody brought that up, but some vanilla traits need to be changed up if Piety is to be the magical power. Why are humble characters supposed to be more magically powerful, and cynical ones - less powerful?

Otherwise, wonderful mod and I love it!

Fixed! thanks for pointing it out, those traits 'leaked' when we were updating to CM patch.