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Blood Royal

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Any ideas for Birthright trade routes? With the surrounding ocean, most seem to be by ship... I've made one from Baruk Azhik to either Ilien or Endier, but not sure where others might work...
 
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tiler kiwi

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I don't know if the lore in Birthright touches on that at all so I'd say to place them in a way that makes things most interesting. Having a route running from the north ends of the continent towards the south or something along those lines could give those regions a bit more relevance, but I don't know how big the knock-on effects of those routes would be combined with Birthright's pseudo-population mechanic.
 

Blood Royal

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Yeah, I just made some where it would seem more or less logical :p

cztcqLW.jpg


There's the trade route of the northern guilds, running from Dhoesone to Boeruine.

Then there's the Baruk-Azhik trade route, running down to Endier.

The Ariya-Ilien trade route, mostly by sea.

The Serpent's Reach trade route, going from the Isle of the Serpent towards Mairada in both a westerly and easterly direction.

And then of course the Brecht Trade Network.

I also decided to include Silfae's excellent portraits from the Warhammer mod for Wood Elves and Imperials (Used for Brecht only):

eJbsMfR.jpg

N8xvm7o.jpg


It s technically ready for a compatible release, but the problem is that some old events that previously were fully functional now seem to be either blankly localised, or not quite working as they should. It s nothing major, but... maybe I'll just release a version for testing, and see what comes up, and then release another final patch in a week or three.
 

Arakhor

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That's an issue that some times pops up when modifying vanilla event files, basically, there's a non-breaking space at after the "=" in the description entry of those events, which is preventing the game from loading the description. You can replace them rather quickly if you're using Notepad ++ by opening "Replace", enabling the "Extended Search" option and writing this in the "Search" box:

Code:
\d160

And this in the replace box:
Code:
\d032

Then just replace it in all event files whose events are displaying that bug.

DarkReborn posted the above in the Elder Kings forum. It might help you out.
 
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Blood Royal

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DarkReborn posted the above in the Elder Kings forum. It might help you out.

Thanks, that was indeed fast - opened all event files, replace with the thingies in all open files.. voila... 800-something errors fixed :)
 

Arakhor

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You didn't even need to open them all. "Find in Files" would have worked just as well. :)
 

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I think the mod is broken

The patch broke all mods ;) I already made it compatible, but I m adding some new features from horselords, such as sending kids out as mercenaries, fixing some missing localisations, adding the new tributary CBs, etc. It'll be released within a week, fully functional and updated.
 
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DeamonBlackfyre

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The patch broke all mods ;) I already made it compatible, but I m adding some new features from horselords, such as sending kids out as mercenaries, fixing some missing localisations, adding the new tributary CBs, etc. It'll be released within a week, fully functional and updated.
I downloaded the current version of the mod but when i click on it to play in the ck2 launcher it crashes immediatly
 

Blood Royal

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Yes, as noted on the front page right by the download link, it is compatible with the previous version of CK 2, not the latest horselords version.

Be patient, I could release something now, but I'd rather add a few more features and be sure that this version is as stable as the last one was. For example in my current 100 year game, I just had a CTD, which I'm narrowing down.

Also Boeruine... somehow... got 1.9 million gold. IIRC, someone reported this wayyy back when... but now I just saw it for myself, so I ll investigate.
 

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Nice mod! Other than the trade routes and new portraits, what are the changes for the next update?

Suggestions are welcome :) Right now I m just playing a 100+ year game as the Gorgon, and now Darnae, testing for bugs and missing localisations, and such.

I've come up with a few things that could need doing though:

-Incapable awnsheighleen should probably get it removed via event after a few years as they self-heal
-Duel engine is broken, some patch seems to have messed it up, I m tempted to ask if I can use the one Arsakes made for the Warhammer mod
-If I use the warhammer duel engine, I might make one fight actual enemies in a duel once in a while (spawned during the event, like a goblin orog og a giant or some such) so that magical items will really help your adventuring career

EDIT: And in other news, I m loving those new tributary mechanics. The Gorgons Crown is subjugating the elves, dwarves, and Brechts while the Anuireans unite... giving a huge income boost, and I can also call them into my wars as allies, which makes for a pretty tense stand off. I don't think I can defeat Avanil or Boeruine who own half of Anuire each without massive mercenary help, but so far the game has been a real challenge at least since Anuire has always been too powerful for me to take on directly.
 
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Blood Royal

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One of the last things that need doing before I can release is integrate Cyberspyders "XP" system, where you gain xp points like in d/&d, and then gain levels from that... or one of the last things at least.

Before getting to that however, I saw that Silfae had made an awesome pirate portrait set, so with permission, I am now integrating that too. Behold, the pirates of the Zweilunds (Republic)!

B1Vx1Th.jpg

mdbtmdE.jpg


You'll note the legendary pirates Jacques Spatz and the feared Schwarzbart as well... :D
 
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Arakhor

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Not Jakob Spatz?
 

Arakhor

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Well, when you know that Jack is a diminutive of James, it's rather easy. :)
 

Blood Royal

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This is not the final post-horselords version, but I do think it s ready for testing. Especially the new adventuring mechanics, around xp, are totally untested. So give feedback, find bugs - or even better - fix bugs! If you experience a CTD that is reproducable, please send me your last autosave / save, and I'll do my best to fix it.

File:
http://www.filedropper.com/showdownload.php/birthrightv075

Remember to delete the previous version of birthright entirely, and use these files only.

Changelog:
-Added several trade routes from HorseLords DLC
-New portraits for Brecht, courtesy of Silfae of the Warhammer mod. They look much more merchant-y now I think!
-Also new Silfae Wood Elf portraits for elves
-Fixed several broken localisations
-Awnsheighleen and those with BP_bloodform and BP_major regeneration now recover from being incapable after a year or so
*Added the duel Engine created by Arsakes, from the Warhammer mod - it allows for far greater flexibility, in that you can determine hit points, attack, and defense values
-Integrated all birthright traits, character classes and items into the Arsakes duel engine
-Certain cultures can now send their kids off to start mercenary companies, like nomads do (Anurieans, dwarves, Vos, Brecht, etc)
-Removed restrictions on absolute cognatic succession laws
*Gave The Vampire the Carstein portrait set, made by Silfae
-For 10 bloodscore, you can turn someone in your court into a vampire
-Healing potions work now :) If you have one, you can cure diseases and maimings etc via decision
-You can now transfer magic items via a targetted decision
-Fixed the issue where some chars would sometimes get millions of gold. Turns out that when a province income modifier goes below -100% by a certain margin, it turns into a crazy positive income modifier instead. Therefore I reduced most non-province level modifiers that decrease income.
-Added Cyberspyders tweaks for adventuring system based on XP, and also his succession mechanics for Kal Kalathor. Further modified the adventuring system so that now you fight actual duels with the adversaries, and gain experience points for doing so which allows you to level up. This has the added bonus of letting you use your magical items and class levels much more accurately while adventuring, instead of it just being a fixed percentage chance based on level like before. It probably also makes adventuring more deadly for lower level characters, though!
-Gave the Zweilunders of Brechtur their own culture, and gave them the excellent pirate (Sartosan) portraits from Silfae of the Warhammer mod

EDIT: Hmmpf, vampire portrait broken.. no idea how that could have happened, it worked before.. ahh well, i ll post a fix along with some other stuff in an update later in the week once i get more feedback on what else needs fixing
 
Last edited:
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tiler kiwi

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Ran into a few errors and one CTD.

First error is from the character interaction / plot menu you get when you click on character portraits. There's some minor cosmetic stuff with the names not displaying correctly, but there's also some odd "FROM_desc" plot that does nothing at all. Its probably only displaying due to some syntax error in the descriptions thats likely causing the other problems.
http://i.imgur.com/vP90cFw.png

The second error is just more strings not displaying correctly issue, and it was present in the last version as well; its the event that pops up when taking a province. I played the fork version where it was removed and I think it was a generally good decision for a variety of reasons; its really too powerful and not much of a basis for it existing anyways.
http://i.imgur.com/PUer2m6.png

I ran into a few issues with the new adventure mechanics. One being that when a character is generated to duel, they appear in your court, which lets you do silly things to them. It'd probably be more sane to have some random landless title or something for them to appear as vassals to, unless there's some issue preventing that. They still die as per normal. I also figure this minor character creation/death scheme could wind up being sort of memory intensive, unless maybe the characters get revived and reused instead of having them stick around forever bloating up stuff pointlessly.
http://i.imgur.com/JVX57F5.png

There was also an issue I noticed where the Troll / Gnoll lair quest had you refer to finding a troll lair at one point, even though it had been changed to finding a gnoll lair. It is also sort of a silly quest when you're a gnoll yourself but I suppose people are polite enough not to mention that to you.

The CTD came from a new adventure quest. The screenshot isn't the choice that caused the CTD, it was the one after where you picked where to lead from (the front / middle / rear). I don't know why the event crashed; the error and debugger pointed to some memory access issue but it is probably just some syntax nonsense again that is confusing it. I took the screenshot more to complain about a minor detail that comes up in the mod where you get "flavor" choices that do nothing; I find them kind of irksome for being rather meaningless, but its more a pet peeve than anything.
http://i.imgur.com/GFXyHe8.png

Another CTD comes from the ruler designer from trying to select a Vampire culture, but thats normal.

Orogs are not properly gaining the Orog trait at worldgen, and they also don't hate everyone, which basically just makes them very ugly people without much else going on for them. You also cannot convert to their religion via the menu. There's a few other religions that you can't switch to as well, I think, such as the gnoll's god. Also, the gnoll trait's -10 vassal opinion modifier is not working properly.

You can select starts far, far outside the range where there's actually more than a handful of guys around to pick, which leads to most of the world being one province random generated courts. Which is amusing, I suppose.

The Warrior Cult building gives a bunch of -0.00 Tech maluses which is kind of pointless. I think it gave minor penalties properly in the previous version, but honestly it is such a powerful building it was never really much of a difficult choice to build it.

And suggestions:
You could probably do well turning the mess of gnoll tribal provinces in the north into a few nomadic groups instead, for variety's sake. They'd probably be more interesting that way. I'd think Yeenghou worship should have an event like the germanic Blot event for the whole evil god sacrifice stuff, as well.

The fork that one guy made managed to link portraits to traits rather than culture. I don't really know how he did that, but you should rip that feature off.

I don't know how feasible it is at all, but itd be rather fun if more adventurer events related to other people in the world. There was an event in regular CK2 that reminded me of adventure stuff; an event chain from the Way of Life's merchant focus where you and a vassal go off and try to find new trading partners and there's oppertunity to go off and either befriend or offend various far off rulers and make new friends/rivals from it. I don't really know how feasible it is to do stuff like that, at all; my idea for an implementation would be allowing characters to do bad adventure stuff like raiding villages or casting hexes on people for cash, and that would put a flag on them that would allow there a chance for them to be met by rival adventurers. Likewise, it'd also be neat for your companions to be other adventurers rather than faceless entities, but yet again, I don't know much about CK2 modding in regards to how feasible stuff like that is with the way it is currently set up.
 

Blood Royal

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Is there an FAQ about the factions/races/religions as well as for the different features of the mod such as the bloodline stuff?

Birthright dot net has a lot of info on the campaign setting :) We tried to be as faithful as possible to the setting, so much of the info there will apply to the mod.

Otherwise, you'd have to get the actual boxed sets from TSR from the 1990s, or find a .pdf version of them online, but the info is defintely floating around in cyberspace!
 

kyeaxford

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Birthright dot net has a lot of info on the campaign setting :) We tried to be as faithful as possible to the setting, so much of the info there will apply to the mod.

Otherwise, you'd have to get the actual boxed sets from TSR from the 1990s, or find a .pdf version of them online, but the info is defintely floating around in cyberspace!
What about stuff regarding the mechanics in the mod such as how the bloodline/magic/trait and adventuring stuff work?