FOR NEW VERSIONS CHECK LAST PAGE
This mod has been taken over for the time being by other contributors. Teotl and Jordarkelf in particular are working to keep this compatible and fix my oversights/incomplete code. Thanks be to them!
Hello and welcome to a mod I hammered out just because it irked me that taking a holding with your enemy and his family in it was meaningless. The purpose here is to make the game more challenging and add significance to character-based strategic decisions.
For instance, since only a Leader of a siege can send HIS family into hiding, it is useful to leave that 3rd pretender son behind to defend your castle. Also, now when your allies set their stack on your capital and don't move, they are doing something (lol)!
The escape from a siege option is set to fire very often, but it won't fire every time. Weigh that decision to hide like a coward justly.
The Hidden In Countryside and Stalwart Defender modifiers each last 2 years. If they run out while a siege is still going, you get to re-choose them. This is a work-around, and this mod was designed with CK2Plus in mind, where sieges RARELY last that long. Think of it like fooling the enemy. ˜_˜
Purdy pictures make people DL your stuff, it is known.
FEATURES
As siege attacking leader:
-Event to imprison leader and his family, if present.
-Event to release prisoners (all prisoners/all-at-war-with-host/your dynasty only/let em rot!)
-Event to capture the banner of the holding you've taken for a -10op for 1 year. This stacks, use it to insult your enemies! ... or Piss off future vassals.
As siege defending leader:
-Event at start of siege to choose to hide family "in the countryside" or do so yourself in order to escape capture
-During a siege where you have not hidden, you may get 1 or more opportunities to escape to the countryside at great peril (out a postern/out the sewers/down a wall)
-If not at war, and any dynasty at your location is "hidden", decision to unhide them.
Any ruler:
-Can demand his vassals (or their vassals) give him their important prisoners (count and above) via decision.
-NOTE: Mercenaries don't care about your demands. Don't let them lead the centre if you want to get all the important prisoners.
At peace:
-Ruler has decision to remove hiding/stalwart/left_at modifier from dynasty members.
Possible future additions:
1CB to release prisoners
2Plot to hatch escape attempts from the outside
3Prisoner swap decision/eventchain
4Opinion modifiers for family being held prisoner. This would necessitate a prisoner Swap as otherwise both leaders would hate each other too much to ransom vanilla style. More complex than it needs to be, I think. Sometimes you brother languishes in an Arab prison for 10 years. It happens.
CURRENT PLAYTESTING suggests that I only really want #2 in the game. Otherwise, having your relatives languish in a Dubai prison for a decade just happens, yo. If you want to free them, get a casus belli and take their capital.
Installation for vanilla:
-Unzip into mod folder, check box and it plays with Vanilla
-It is directly compatible with ANY MODS that DO NOT use 00_on_actions.txt
Installation for ANY mods using 00_on_actions.txt:
-Simple. Add DnS mod files to the folder of your mod of choice. Go into dns_on_actions.txt and add any lines with #waylit in them to the appropriate spots in the 00_on_actions.txt file for the mod, then delete the dns_on_actions file. Done!
KNOWN ISSUES (gameplay quirks):
-Sometimes the game gets confused when leaders switch during a siege. In general, it seems that the original leader of the siege gets the events at the end of it. So if you besiege a holding with a Mayor at command, and then move your King's army to the location and combine forces, even though it says your King is in command in the siege window, he won't get the events. Seems hardcoded. You have to break siege and re-start it with new commander. Or maybe I was just seeing things...
-In an Allied coalition of attached armies, I believe precedence for command is Rank then Martial. So if you are a King, fighting alongside another King, he may be the one receiving all the prisoners. If it's your war, you will still get 100% warscore for having the enemy imprisoned by an ally, though.
-Defenders of sieges who have chosen to hide are still "leading" the siege. This looks like an unavoidable annoyance unless anybody could tell me how to scope/command somebody to relinquish command of a siege.
-I gave the AI slim chances for certain things, like trying to escape sieges, but nonetheless you will find yourself chuckling at their ineptitude.
-If you own more than one county, and a county other than your capital is besieged, you will warp there to defend it, and get the choice to Defend/Hide. Unfortunately, this doesn't help your family at your capital if you make it out of that siege, but then your capital is besieged...
-The AI takes about a month.5 to clear itself of Stalwart Defender/Hidden. It is possible to catch them unawares after the conclusion of a war and declare war before they get a chance to clear it, preventing them from getting a siege hide option (they are stuck with what they chose for the last war, essentially). This kind of behavior is dishonorable. :shifty:
Thanks to JGCrusader for letting me use his Ransom All decision.
NEW VERSION v 1.5c
DOWNLOAD:
View attachment dnsv1.5c.zip
All versions should be savegame compatible.
Mod is still rough as I am not a real modder, just learning the ropes. Please give me any feedback and report any strange circumstances! I couldn't test every case...
PERMISSIONS: Anybody and everybody except for Paradox. Seriously, this should have been in vanilla, so any modders feel free to use this in your mod with credit. If you have balance changes you'd like to make, go ahead, but I would like to discuss them with you just for enlightenment.
This mod has been taken over for the time being by other contributors. Teotl and Jordarkelf in particular are working to keep this compatible and fix my oversights/incomplete code. Thanks be to them!
Hello and welcome to a mod I hammered out just because it irked me that taking a holding with your enemy and his family in it was meaningless. The purpose here is to make the game more challenging and add significance to character-based strategic decisions.
For instance, since only a Leader of a siege can send HIS family into hiding, it is useful to leave that 3rd pretender son behind to defend your castle. Also, now when your allies set their stack on your capital and don't move, they are doing something (lol)!
The escape from a siege option is set to fire very often, but it won't fire every time. Weigh that decision to hide like a coward justly.
The Hidden In Countryside and Stalwart Defender modifiers each last 2 years. If they run out while a siege is still going, you get to re-choose them. This is a work-around, and this mod was designed with CK2Plus in mind, where sieges RARELY last that long. Think of it like fooling the enemy. ˜_˜
Purdy pictures make people DL your stuff, it is known.
FEATURES
As siege attacking leader:
-Event to imprison leader and his family, if present.
-Event to release prisoners (all prisoners/all-at-war-with-host/your dynasty only/let em rot!)
-Event to capture the banner of the holding you've taken for a -10op for 1 year. This stacks, use it to insult your enemies! ... or Piss off future vassals.
As siege defending leader:
-Event at start of siege to choose to hide family "in the countryside" or do so yourself in order to escape capture
-During a siege where you have not hidden, you may get 1 or more opportunities to escape to the countryside at great peril (out a postern/out the sewers/down a wall)
-If not at war, and any dynasty at your location is "hidden", decision to unhide them.
Any ruler:
-Can demand his vassals (or their vassals) give him their important prisoners (count and above) via decision.
-NOTE: Mercenaries don't care about your demands. Don't let them lead the centre if you want to get all the important prisoners.
At peace:
-Ruler has decision to remove hiding/stalwart/left_at modifier from dynasty members.
Possible future additions:
1CB to release prisoners
2Plot to hatch escape attempts from the outside
3Prisoner swap decision/eventchain
4Opinion modifiers for family being held prisoner. This would necessitate a prisoner Swap as otherwise both leaders would hate each other too much to ransom vanilla style. More complex than it needs to be, I think. Sometimes you brother languishes in an Arab prison for 10 years. It happens.
CURRENT PLAYTESTING suggests that I only really want #2 in the game. Otherwise, having your relatives languish in a Dubai prison for a decade just happens, yo. If you want to free them, get a casus belli and take their capital.
Installation for vanilla:
-Unzip into mod folder, check box and it plays with Vanilla
-It is directly compatible with ANY MODS that DO NOT use 00_on_actions.txt
Installation for ANY mods using 00_on_actions.txt:
-Simple. Add DnS mod files to the folder of your mod of choice. Go into dns_on_actions.txt and add any lines with #waylit in them to the appropriate spots in the 00_on_actions.txt file for the mod, then delete the dns_on_actions file. Done!
KNOWN ISSUES (gameplay quirks):
-Sometimes the game gets confused when leaders switch during a siege. In general, it seems that the original leader of the siege gets the events at the end of it. So if you besiege a holding with a Mayor at command, and then move your King's army to the location and combine forces, even though it says your King is in command in the siege window, he won't get the events. Seems hardcoded. You have to break siege and re-start it with new commander. Or maybe I was just seeing things...
-In an Allied coalition of attached armies, I believe precedence for command is Rank then Martial. So if you are a King, fighting alongside another King, he may be the one receiving all the prisoners. If it's your war, you will still get 100% warscore for having the enemy imprisoned by an ally, though.
-Defenders of sieges who have chosen to hide are still "leading" the siege. This looks like an unavoidable annoyance unless anybody could tell me how to scope/command somebody to relinquish command of a siege.
-I gave the AI slim chances for certain things, like trying to escape sieges, but nonetheless you will find yourself chuckling at their ineptitude.
-If you own more than one county, and a county other than your capital is besieged, you will warp there to defend it, and get the choice to Defend/Hide. Unfortunately, this doesn't help your family at your capital if you make it out of that siege, but then your capital is besieged...
-The AI takes about a month.5 to clear itself of Stalwart Defender/Hidden. It is possible to catch them unawares after the conclusion of a war and declare war before they get a chance to clear it, preventing them from getting a siege hide option (they are stuck with what they chose for the last war, essentially). This kind of behavior is dishonorable. :shifty:
Thanks to JGCrusader for letting me use his Ransom All decision.
NEW VERSION v 1.5c
DOWNLOAD:
View attachment dnsv1.5c.zip
All versions should be savegame compatible.
V1.5 a/b/c
-fix to ai not using hide/unhide family members
v1.5
-added Escaped Siege modifier +2 int (mainly to let you know why that AI slipped through your grasp!)
-added Kept in Castle mod for dynasty members+1 martial (mainly to let me know the AI indeed chose that option)
-Tightened up Recall from Hiding scopes. There was a nearly unnoticeable bug where lesser vassals would bring their family out of hiding immediately after putting them there!
a
- fixed having the hide your family option if there is no family to hide...
-changed Hidden and Stalwart to 2 years. Some mods have long sieges. Essentially you choose what you will do for that war, and if the war drags on for 2 years, you get to choose again.
v1.4
-Added JGCrusader's decision for player to send ransom requests to all prisoners not of their realm. The requests are sent directly to the prisoner, and if they can't pay then nothing happens. If the prisoner is NOT a ruler, their liege gets an event to pay 10 gold to set them free. NOTE: This is often a GOOD DEAL for the AI, since the unlanded son of a Duke is worth much more than 10 gp. This decision is mostly here to streamline player experience, but you will pay a price for it unless you manually ransom important unlanded prisoners first.
v1.3
-Tightened up scope so that "imprison family" doesn't show up if not family as present to imprison. Whacks out the trait gain probabilities for AI.
v1.2
-Fixed bug where you would imprison dynasty members in your army if you took a dynasty member castle. Big problem for Jimena and Rukovich.
v1.1
-Added decision to remove family from hiding in peacetime.
-fix to ai not using hide/unhide family members
v1.5
-added Escaped Siege modifier +2 int (mainly to let you know why that AI slipped through your grasp!)
-added Kept in Castle mod for dynasty members+1 martial (mainly to let me know the AI indeed chose that option)
-Tightened up Recall from Hiding scopes. There was a nearly unnoticeable bug where lesser vassals would bring their family out of hiding immediately after putting them there!
a
- fixed having the hide your family option if there is no family to hide...
-changed Hidden and Stalwart to 2 years. Some mods have long sieges. Essentially you choose what you will do for that war, and if the war drags on for 2 years, you get to choose again.
v1.4
-Added JGCrusader's decision for player to send ransom requests to all prisoners not of their realm. The requests are sent directly to the prisoner, and if they can't pay then nothing happens. If the prisoner is NOT a ruler, their liege gets an event to pay 10 gold to set them free. NOTE: This is often a GOOD DEAL for the AI, since the unlanded son of a Duke is worth much more than 10 gp. This decision is mostly here to streamline player experience, but you will pay a price for it unless you manually ransom important unlanded prisoners first.
v1.3
-Tightened up scope so that "imprison family" doesn't show up if not family as present to imprison. Whacks out the trait gain probabilities for AI.
v1.2
-Fixed bug where you would imprison dynasty members in your army if you took a dynasty member castle. Big problem for Jimena and Rukovich.
v1.1
-Added decision to remove family from hiding in peacetime.
Mod is still rough as I am not a real modder, just learning the ropes. Please give me any feedback and report any strange circumstances! I couldn't test every case...
PERMISSIONS: Anybody and everybody except for Paradox. Seriously, this should have been in vanilla, so any modders feel free to use this in your mod with credit. If you have balance changes you'd like to make, go ahead, but I would like to discuss them with you just for enlightenment.
Last edited: