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Cèsar de Quart

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I've seen successful Merc takeovers and suddenty Dermank was "the Victual Brothers" and things like these. I've been hoping for the Latin Empire to go "The Catalan Company" since I began seeing these, but no luck so far... No Roger de Flor in CK.
 

DarkReborn

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I've seen successful Merc takeovers and suddenty Dermank was "the Victual Brothers" and things like these.

I'm guessing those were caused by mercs not getting paid, so their forces were already raised. Anyway, it's been a long time since I played a long game (modding takes all my CK2 time), so you might be right in that mercs raise themselves now. My experience is from a lot of versions ago.

I might as well hook this in here, one of my long time dreams in CK2 has been making some merc companies playable (by the way of giving them a barony somewhere as their "HQ" ) and having some special mechanics surrounding maintaining, upgrading it, getting paid and maybe eventually carve out a kingdom in some wartorn land. So I might go into that some day.

I've been hoping for the Latin Empire to go "The Catalan Company" since I began seeing these, but no luck so far... No Roger de Flor in CK.

That's because Paradox fears that adding a special almogáver unit would make them vastly overpowered.
 

richvh

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I've seen vassal mercenaries join revolts, but only when landed. That was back while doing my Cornovia/Brythonia AAR.
 

futuregary

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I might as well hook this in here, one of my long time dreams in CK2 has been making some merc companies playable (by the way of giving them a barony somewhere as their "HQ" ) and having some special mechanics surrounding maintaining, upgrading it, getting paid and maybe eventually carve out a kingdom in some wartorn land. So I might go into that some day.

That would be amazing. I feel most of the Norman islands around the Mediterranean would be good candidates for a couple of these.
 

riknap

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I've seen vassal mercenaries join revolts, but only when landed. That was back while doing my Cornovia/Brythonia AAR.
I believe they join faction revolts now. At least I recall them joining them when I still played games-that-laster-more-than-an-hour

But hired mercenaries have become the easy-win trump card for players who see they can afford to keep them on the payroll between wars. (AI doesn't have the insight to realize this.) This shouldn't be the case.

And vassalized mercenaries shouldn't be so expensive to maintain as to become useless in wartime. Shaytana added them to be useful to the states having them, not to be white elephants.
fair enough. I did some preliminary rebalancing for now, and I'll see how they feel with a short test game (classes got suspended somehow, heh).

here's what I've done so far
experimental reblance of merc costs:

hiring cost:
regular mercs 20% cheaper than before
vassal mercs now only 25% cheaper than regular mercs now

upkeep cost:
regular mercs 20% more expensive than before
vassal mercs now only 25% more expensive than regular mercs now

not sure how those theoretical values would hold up though. Hopefully, some of the SVN saves that were shared in the other thread are still compatible :laugh:

edit:

that felt ... subpar.

recalibration take 2:
experimental rebalance of mercenaries, take 2:

hiring cost:
regular mercs 25% cheaper than before (twice vanilla, now +50% of vanilla)
vassal mercs now only 25% cheaper than regular mercs now

upkeep cost:
regular mercs now 2x more expensive than before (1/6th of vanilla, now 1/3rd of vanilla)
vassal mercs now only 25% more expensive than regular mercs now

reinforcement:
mercenaries now reinforce more in the field and less while inactive
previously 0.1% when active and 10% when idle (vanilla is 1.5% when active and 3% when idle)
now 1% when active and 5% when idle


I've also been thinking - does anyone want the skirmish tactics I've made so far be implemented into LI proper, or should I keep them separate for now?
 
Last edited:

Teutonic_Thrash

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I might as well hook this in here, one of my long time dreams in CK2 has been making some merc companies playable (by the way of giving them a barony somewhere as their "HQ" ) and having some special mechanics surrounding maintaining, upgrading it, getting paid and maybe eventually carve out a kingdom in some wartorn land. So I might go into that some day.
It can definitely work. DK has the Mamertines in Messina.
 

richvh

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What mod is the Find Love ambition from? There's a couple associated decisions that... just set a character modifier that is never used.

Oh... must be VIET, the modifiers are defined in a VIET file.
 

riknap

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a random thought
- which helmet type should a "universal culture" hedge knight get? and for that matter, shields and swords? hahaha

right now, if I am to reference vanilla files: the frankish helm is a kettle hat, the german helm a full helm with eyes/nose/mouth visible, the english helm is the stereotypical templar/crusader full helm (eye slits only), the mediterranean helm is a bascinet, and the norman helm is a skullcap with a slotted front visor (the thing like teeth).
soo many choices (do we even employ them all in Lux Invicta?* ... then again, I only noticed them all because I was actively paying attention :rofl: )
*edit: nope. we have no avatars.gfx file, so we're essentially using vanilla graphical_culture gfx definitions for the most part, and hoping they fit. ... not that it matters much anyway :laugh:

so, what do you guys think? :laugh:



can anyone help me? I've managed to get the special troops to show up as their respective units so far... except their helmets/weapons/shields are invisible, despite the code being there:
Code:
objectTypes = {
#hedge knights = heavy infantry 
	
	EMFXActorType = {
		name = "hedgeknightsgfx_SPECIAL_TROOPS"
		actorfile = "gfx\models\Western_Heavy_Infantry.xac"
		
		idle   = "gfx\models\Infantry_Sword_and_Shield_Idle.xsm"
		move   = "gfx\models\Infantry_Sword_and_Shield_Moving.xsm"
		attack = "gfx\models\Infantry_Sword_and_Shield_Attack.xsm"
		
		scale = 1.0f
	}
	EMFXActorType = {
		name = "hedgeknightsgfx_SPECIAL_TROOPS_helmet"
		actorfile = "gfx\models\Attachments\Helmet_17.xac"
		scale = 1.0f
	}
	EMFXActorType = {
		name = "hedgeknightsgfx_SPECIAL_TROOPS_weapon"
		actorfile = "gfx\models\Attachments\Sword_01_Longsword.xac"

		scale = 1.0f
	}	
	EMFXActorType = {
		name = "hedgeknightsgfx_SPECIAL_TROOPS_shield"
		actorfile = "gfx\models\Attachments\Shield_Kite_01_Chevron.xac"
		scale = 1.0f
	}	
	
#rhodoki crossbowmen = archers

	EMFXActorType = {
		name = "rhodokigfx_SPECIAL_TROOPS"
		actorfile = "gfx\models\Western_Archer.xac"
		
		idle   = "gfx\models\Archer_Idle.xsm"
		move   = "gfx\models\Archer_Moving.xsm"
		attack = "gfx\models\Archer_Attack.xsm"
		
		scale = 1.0f
	}
	EMFXActorType = {
		name = "rhodokigfx_SPECIAL_TROOPS_rider"
		actorfile = "gfx\models\Western_Archer.xac"
		
		idle   = "gfx\models\Archer_Idle.xsm"
		move   = "gfx\models\Archer_Moving.xsm"
		attack = "gfx\models\Archer_Attack.xsm"
		
		scale = 1.0f
	}	
	EMFXActorType = {
		name = "rhodokigfx_SPECIAL_TROOPS_weapon"
		actorfile = "gfx\models\Attachments\Arrow.xac"
		
		idle   = "gfx\models\Attachments\Arrow_idle.xsm"
		move   = "gfx\models\Attachments\Arrow_idle.xsm"
		attack = "gfx\models\Attachments\Arrow_attack.xsm"
		
		scale = 1.0f
	}
	
	EMFXActorType = {
		name = "rhodokigfx_SPECIAL_TROOPS_shield"
		actorfile = "gfx\models\Attachments\Bow.xac"
		
		idle   = "gfx\models\Attachments\Bow_idle.xsm"
		move   = "gfx\models\Attachments\Bow_idle.xsm"
		attack = "gfx\models\Attachments\Bow_attack.xsm"
		
		scale = 1.0f
	}		


#elite spearwall = pikemen
	EMFXActorType = {
		name = "elitespearwallgfx_SPECIAL_TROOPS"
		actorfile = "gfx\models\Western_Pikeman.xac"
		
		idle   = "gfx\models\pikeman_idle.xsm"
		move   = "gfx\models\Pikeman_Moving.xsm"
		attack = "gfx\models\Pikeman_Attack.xsm"
		
		scale = 1.0f
	}

	EMFXActorType = {
		name = "elitespearwallgfx_SPECIAL_TROOPS_rider"
		actorfile = "gfx\models\Western_Pikeman.xac"
		
		idle   = "gfx\models\pikeman_idle.xsm"
		move   = "gfx\models\Pikeman_Moving.xsm"
		attack = "gfx\models\Pikeman_Attack.xsm"
		
		scale = 1.0f
	}
		
	EMFXActorType = {
		name = "elitespearwallgfx_SPECIAL_TROOPS_weapon"
		actorfile = "gfx\models\Attachments\Spear_01.xac"
		scale = 1.0f
	}
		
	EMFXActorType = {
		name = "elitespearwallgfx_SPECIAL_TROOPS_helmet"
		actorfile = "gfx\models\Attachments\Helmet_13.xac"
		scale = 1.0f
	}

}
I have no idea what I'm missing. I've been trying to look at the other mods, and only AGOT has custom special troop types (unsullied/mammoths), but they don't have any entries in the gfx files - then again, I'm not even sure if those are implemented in-game because the retinue file has been commented out and I can't see a building/event that gives them.

anyone has a guess what's up? At the very least they're showing up as the intended troop type anyway, sans skullcap/sword/spear/shield, so that kinda works at least (though painfully out of place)
 
Last edited:

sirandre

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Hi, just want to report several things from my last session with the latest SVN version

1. Province culture conversion event that fire from ruler ambition to "convert province's culture" appear to be broken. I got the event several time but i saw none of my province's culture flipped.
2. I was playing as a Empire of Britannia, i saw some of my unlanded family mamber were launching expedition to conquer irish kingdoms. But there are no armies, only fleets.
3. Catholic is a little bit OP with her Holy Orders.
4. Is it possible for "Pen Ddraig" title appear as Pendragon for non-welsh ruler? Its a little bit wierd to see my ruler name, Augustus Contantinus III "Pen Ddraig":D
5. It is so hard to change my province religion!

Thanks for all the hard work guys! I havent have so much fun playing CK2 for a long time. But yours mod make me lost track of time lol. Im having a blast!!

PS : excuse my english. :ninja:
 

Summercat

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Hey guys -

I'm wanting to do a tiny mini-mod for bloodline tracking. Mind if I yoink the bloodline graphics from Lux Invicta?

Basically, I want to make a trait that's got a 100% passdown for both genders that I'd give to my starting character, so I can better track my descendants. Otherwise, I'm just limited to my dynasty.
 

Connor Mulhern

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Could you implement any sort of modifier to make it easier to get elected as a merchant republic if you have one of the bloodline traits? Also, if you can build up a prestige for your house, if for example in my case, you restore the Macedonian Empire you can essentially make yourself a pseudo-king (I dont know if it is at all possible to transition from a merchant Republic to a feudal lord using event or whatever, but that also might be a good idea). So say you start out as athens, you get the blood of alexander, and restore the empire of the macedonians, you can create a kingship for yourself, and either reduce the other noble houses so that you really have to fuck up to lose the kingship, and eventually just switch over all together. Also, can you grant merchant republics to use expanded CBs if they reach empire status at all?
 

richvh

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Electoral mechanics for merchant republics are hard-coded.

Want to transition from a merchant republic to a feudal state? Move your capital to a county where the capital holding is a castle. No events needed.

I think we're looking at restricting merchant republic CBs, not expand them.
 

richvh

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--- Error 1 of 1 ---
At <mod>\common\cb_types\cb_Invasions.txt [glorious_conquest\on_add\ROOT\IF\limit\NOT\OR\trait] (Line 457, column 8):
"chosen_pagan" is not a valid Trait.

Code:
	can_use_gui = {
			ROOT = {
				OR = {
					trait = chosen_messianic
					trait = chosen_pagan
chosen_messianic is defined in traits, chosen_pagan is not. What religions are supposed to be able to get the chosen_pagan trait, the tribal authority ones?
 

richvh

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I'm getting a consistent CTD on this save. DR, you're better than I am in isolating the cause of CTDs, could you look at it?
 

riknap

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Might the release version be out midway through September? The number of errors being reported seems to have slowed down at least a little.
the SVN is approaching stability, so that's quite a likely guesstimate. I guess. (I mean, I try to keep track of what's happening, but sometimes I lose sight of it if 20+ revisions happen overnight :p )
 

DarkReborn

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I'm getting a consistent CTD on this save. DR, you're better than I am in isolating the cause of CTDs, could you look at it?

I'll take a look.

It's nether an event nor a decision (deleted both folders, still crashing 10 days in). My money is on the new special unit gfx. I'll take a look there.

EDIT: It's not the special unit gfxs either... and neither a lot of other things that usually cause crashes. I'm beginning to think that this is something on vanilla's side, but I'll keep looking for something on our side.

It really seems like it's nothing on our side, I've already deleted everything I know causes a crash and it's still crashing on August 28th... random.log indicates that it's a daily tick... but there's nothing triggering there. Just misc. commands like move_orders and such.

Galle, from the Crisis of the Confederation mod is also having a crash unrelated to most things that cause them. And apparently the CK2+ team as well.

I've also reverted the SVN revision as far as I could (revision number 453 from 16th August), and it's still crashing at the same date, so it's not because of a recent change.

At this point I don't really know. It seems to be a vanilla related crash, and that's all I've got out of the debugging. Unless it's something related to the high number of retinues or something that snowballed from earlier in the game. I'd recommend starting from an older autosave and seeing if it still crashes there.
 
Last edited:

riknap

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random thought, but does disabling the special units (with their invisible swords/shields/pikes/helms), or retinues in general for simplicity, help? (or would that induce a worse crash by causing objects to be missing?)