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cybrxkhan

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Great, keep me posted about the changes you make, all these titles are still under review from my braaaaaaaain.
These Sinic titles are the most exotic I've made yet, I really wanted to stress how exotic these cultures are to Europe.

Yeah, it is pretty exotic. Whichi s why when I do finally get around to that Khitan/Chinese-themed update I've been promising to do since I first released VIET it's gonna be the awesomest thing ever. (I am planning to have that released around the first year anniversary of VIET, but everybody can just pretend I didn't say this to make it a secret)
 

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Yeah, it is pretty exotic. Whichi s why when I do finally get around to that Khitan/Chinese-themed update I've been promising to do since I first released VIET it's gonna be the awesomest thing ever. (I am planning to have that released around the first year anniversary of VIET, but everybody can just pretend I didn't say this to make it a secret)
I want an ambition for buddhists to mummify yourself if you're zealous and patient xD
 

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Is there a post where All the changes in VIET-Assets is described? Or a text-file in the folder?
Seems there is a lot, and it just seems a little strange for me to install things I have NO idea what they change... Hope that makes sense...
So is the changes only "cosmetic"? Or how major is this?

Thanks for your fast answers BTW...
 

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I've been using traits and events with CKII+ and I've enjoyed them a lot so far. Two comments:

  • What happened to the Creative trait? I miss the fun version from before.
  • Some of the events can be a little irritating just because they barely have any impact on the game. For example, as big a fan as I am of Elder Scrolls, the Dagoth Ur dream seems a little pointless since it doesn't add much flavor to the game (unless you're playing the Elder Kings mod, I suppose), and has virtually no effect on you regardless of what happens (one point of prestige/piety isn't going to matter). A lot of the events are similar in that their outcomes simply provide a very tiny amount of prestige or piety change, which doesn't affect the game much. I'd much rather that those events instead had a chance of more strongly changing your character, such as granting traits, changing attributes, and the like. For example, perhaps the Dagoth Ur dream has an 80% chance of giving 5 piety, a 15% chance of making you paranoid, and a 5% chance of making you possessed. References are fun, but seeing the same ones game after game gets tiresome unless they have more of an impact.
 

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Is there a post where All the changes in VIET-Assets is described? Or a text-file in the folder?
Seems there is a lot, and it just seems a little strange for me to install things I have NO idea what they change... Hope that makes sense...
So is the changes only "cosmetic"? Or how major is this?

Thanks for your fast answers BTW...
As far as I can tell, it doesn't actually make any changes to the game. It just provides assets (like art) that the other modules require to function.
 

cybrxkhan

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I want an ambition for buddhists to mummify yourself if you're zealous and patient xD

I think for the Buddhists I will have a "Go on Meditation Retreat for however long you want" decision, if you're spiritually awesome enough you get to do awesome special things like control body temperature or not have to eat for 109350318501385 days or fly or something (although the events will be worded ambiguously like the Gates from Hell thingy in vanilla so it could be magic, or it could jus be you have funky hallucinations). Of course, then you'll have to risk having a regent for that long.

Is there a post where All the changes in VIET-Assets is described? Or a text-file in the folder?
Seems there is a lot, and it just seems a little strange for me to install things I have NO idea what they change... Hope that makes sense...
So is the changes only "cosmetic"? Or how major is this?

Thanks for your fast answers BTW...

VIET Assets includes almost all art files, modifiers used throughout various parts of the mod (although they won't be used unless some part of the mod calls them up, of course), as well as all localisation (i.e. text) used in VIET. The localisation here also includes title localisation, which is why it's in there. Originally it was just in VIET Core until I switched to having a VIET Assets so it would save me a lot of space and work/hassle instead of having to re-copypasta/merge the art, modifiers, and localisation 10+ times over for the different modules and versions of VIET when I added anything or made changes.

As Emperor Tojo mentioned, there's a link to a summary of features as well as the full list of features on the first page if you want to see what sort of stuff you get with the various VIET modules. The full list of features is somewhat outdated and inaccurate at a few points, but is otherwise good, though I think for most looking at the summary of features should more or less suffice.


I've been using traits and events with CKII+ and I've enjoyed them a lot so far. Two comments:

  • What happened to the Creative trait? I miss the fun version from before.
  • Some of the events can be a little irritating just because they barely have any impact on the game. For example, as big a fan as I am of Elder Scrolls, the Dagoth Ur dream seems a little pointless since it doesn't add much flavor to the game (unless you're playing the Elder Kings mod, I suppose), and has virtually no effect on you regardless of what happens (one point of prestige/piety isn't going to matter). A lot of the events are similar in that their outcomes simply provide a very tiny amount of prestige or piety change, which doesn't affect the game much. I'd much rather that those events instead had a chance of more strongly changing your character, such as granting traits, changing attributes, and the like. For example, perhaps the Dagoth Ur dream has an 80% chance of giving 5 piety, a 15% chance of making you paranoid, and a 5% chance of making you possessed. References are fun, but seeing the same ones game after game gets tiresome unless they have more of an impact.

1. I replaced Creative with Calm Voice. I figured Creative was kind of too similar to Quick and Genius, not just conceptually but also in terms of the possible bonuses.
2. I decided to have the insignificant flavor events have insignificant bonuses precisely because they are insignificant. Rather than give players obvious choices where you'll basically go "Do I want 10 piety or 10 prestige or a 50% chance of getting that awesome Ambitious trait"? Or, in the case of an event with only one choice, a player would be thinking, "Oh good this event I don't care what it is but it gives me 20 wealth, cool." My idea was that having insignificant effects kinds of forces you to roleplay along, instead of thinking in gamey terms, and I've tried to keep that more or less consistent throughout all of VIET's flavor events. Granted, since there's only so many flavor events I can code at a time, you're bound to come up with the same ones over and over again, sort of ruining that immersive effect to some degree, but I like having these sort of insignificant effects anyways. And granted, some players will just skim over text anyways without caring too much what the event's about (like my brother), but eh, I can only do so much magic. Overall, my point is that to me it makes me feel more like I'm playing a character rather than playing a game. (Also, and this isn't really important nor was it my original intention, from a balance standpoint it helps a bit because it prevents the AI from accumulating tons of piety and prestige and random traits from flavor events)


Lol, this isn't true. There's a list of features on the main page, somewhere. Possibly a FAQ too.

Edit: Under *FEATURES OF VIET*


Somebody knows that thing exists. *cries tears of joy*
 

cybrxkhan

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Make there could be event where character reach enlightenment, add special decision for that event?

Probably not that far, though I plan to have some special "lifestyle" trait called "Meditation Master" or something like that (which is close enough more or less) to represent characters who have spent a lot of time in meditation and have achieved... whatever people achieve when they meditate a lot and can do funky things. I've also planned other lifestyle traits for the Khitan/Chinese-themed update (like being a master of Go or something), but I'll save all the juicy details when I have actually finalized them and when I start working on that in the future.
 

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Thanks for your answers, it made a lot of sense, that many of the files in Assets, is only activated if you have the right mods too... I just looked at all the files and thought, that all this were changes being made... But as I can see and understand from you, it seems that only the FlavorTitles is seen in my game, together with the right text for the events...

So now I just looked through the FlavorTitles and removed/or changed what I liked (and what I didn't like), hope this is fine and fully possible without ruining anything!?
I noticed, just a small thing, that the line "city_king_griko" is misspelled, so that you have two lines with "city_king_greek" instead... A small thing, but thought I could just as well tell you, as I guess you also improve this mod all the time, with the help of those who uses it...
 

cybrxkhan

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Thanks for your answers, it made a lot of sense, that many of the files in Assets, is only activated if you have the right mods too... I just looked at all the files and thought, that all this were changes being made... But as I can see and understand from you, it seems that only the FlavorTitles is seen in my game, together with the right text for the events...

So now I just looked through the FlavorTitles and removed/or changed what I liked (and what I didn't like), hope this is fine and fully possible without ruining anything!?
I noticed, just a small thing, that the line "city_king_griko" is misspelled, so that you have two lines with "city_king_greek" instead... A small thing, but thought I could just as well tell you, as I guess you also improve this mod all the time, with the help of those who uses it...

If you remove or change any of the localisation stuff (i.e. anything in the .csv ) just make sure you're using a program like notepad++ or notepad, and make sure there are no blank lines in the middle of nowhere (or else the localisation will all get screwed up when the game loads), otherwise it should work fine. My suggestion is to just put a "#" before any lines you don't want (you'll notice I have a few lines in the code that have it) - it's the standard comment-marking symbol used throughout the vanilla code and most mods, and it's a simple way to get rid of things without deleting them and worrying about whether you messed up the code.

As for the city_king_greek, thanks for that, I've fixed that on my local copy.
 

unmerged(513347)

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Hey, does anyone know how to change the cause of death for when people die from childbirth to something along the lines of "Died from problems during childbirth" (Similar to CK2+) rather than having them die from natural causes?
 

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Hey, does anyone know how to change the cause of death for when people die from childbirth to something along the lines of "Died from problems during childbirth" (Similar to CK2+) rather than having them die from natural causes?

The problem is that it's currently impossible to mod in a new cause of death (if that was possible I'd have done it already). CK2+ has a roundabout way of doing it, by renaming one of the existing causes of death (I believe it was death from imprisoment), problem with that is then you'd have to change every instance in the game where death by imprisoment (or whatever you're replacing) is used in the code to something else.
 
I

ImperatorLJ

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This is written with the intention as a brainstorming post for everyone. What do you guys think could be added that would give non-pagan nations something active they can always do?

What I mean is that the player, as a pagan nation, has raiding he/she can do during slow times. For example, if you're waiting for your heir to mature, a building to complete, etc., you can take some forces and raid. That is one of the big draws of the pagans, as the player can constantly do something, as opposed to, say, Catholics, who are either warring, or sitting and waiting for war (Catholics aren't that simple, but you get the the point). I'm not saying it has to involve military forces, but rather something you can influence, and be involved in, without having to use council members, or waiting for random events to pop. So what could be added, within the realm of possibility, that would give you more to do? Here are my ideas:

Catholics: Take part in foreign tournaments. If the prestigious HRE is holding a tournament, it would make sense your Spanish count would want to participate if he was skilled enough. You could even add more layers to it (I.E. Your count is bribed to "accidentally" kill someone during the tournament, and has a risk of being caught), but I'm not sure if that is to much.

General: Hire your forces, and yourself, out as a mercenary. You could offer, or be offered, to join a war if you are paid a lump sum of gold. You could maybe even have an opinion modifier depending how much you contributed.

Frivolous wars. Medieval lords fought for all kind of reasons, sometimes just to fight. So maybe the player could earn a random CB via event that lets them fight another, same level, lord for some small reward, or maybe for nothing but the thrill of fighting. For example, I hear buckets caused all kinds of fighting. http://en.wikipedia.org/wiki/War_of_the_Bucket

If I come up with anymore, I'll post them here. What do you think about all this, Cybrxkhan?
 

superskierpat

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This is written with the intention as a brainstorming post for everyone. What do you guys think could be added that would give non-pagan nations something active they can always do?

What I mean is that the player, as a pagan nation, has raiding he/she can do during slow times. For example, if you're waiting for your heir to mature, a building to complete, etc., you can take some forces and raid. That is one of the big draws of the pagans, as the player can constantly do something, as opposed to, say, Catholics, who are either warring, or sitting and waiting for war (Catholics aren't that simple, but you get the the point). I'm not saying it has to involve military forces, but rather something you can influence, and be involved in, without having to use council members, or waiting for random events to pop. So what could be added, within the realm of possibility, that would give you more to do? Here are my ideas:

Catholics: Take part in foreign tournaments. If the prestigious HRE is holding a tournament, it would make sense your Spanish count would want to participate if he was skilled enough. You could even add more layers to it (I.E. Your count is bribed to "accidentally" kill someone during the tournament, and has a risk of being caught), but I'm not sure if that is to much.

General: Hire your forces, and yourself, out as a mercenary. You could offer, or be offered, to join a war if you are paid a lump sum of gold. You could maybe even have an opinion modifier depending how much you contributed.

Frivolous wars. Medieval lords fought for all kind of reasons, sometimes just to fight. So maybe the player could earn a random CB via event that lets them fight another, same level, lord for some small reward, or maybe for nothing but the thrill of fighting. For example, I hear buckets caused all kinds of fighting. http://en.wikipedia.org/wiki/War_of_the_Bucket

If I come up with anymore, I'll post them here. What do you think about all this, Cybrxkhan?
Or just let everyone raid? It makes sense historically.
 

cybrxkhan

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This is written with the intention as a brainstorming post for everyone. What do you guys think could be added that would give non-pagan nations something active they can always do?

What I mean is that the player, as a pagan nation, has raiding he/she can do during slow times. For example, if you're waiting for your heir to mature, a building to complete, etc., you can take some forces and raid. That is one of the big draws of the pagans, as the player can constantly do something, as opposed to, say, Catholics, who are either warring, or sitting and waiting for war (Catholics aren't that simple, but you get the the point). I'm not saying it has to involve military forces, but rather something you can influence, and be involved in, without having to use council members, or waiting for random events to pop. So what could be added, within the realm of possibility, that would give you more to do? Here are my ideas:

Catholics: Take part in foreign tournaments. If the prestigious HRE is holding a tournament, it would make sense your Spanish count would want to participate if he was skilled enough. You could even add more layers to it (I.E. Your count is bribed to "accidentally" kill someone during the tournament, and has a risk of being caught), but I'm not sure if that is to much.

General: Hire your forces, and yourself, out as a mercenary. You could offer, or be offered, to join a war if you are paid a lump sum of gold. You could maybe even have an opinion modifier depending how much you contributed.

Frivolous wars. Medieval lords fought for all kind of reasons, sometimes just to fight. So maybe the player could earn a random CB via event that lets them fight another, same level, lord for some small reward, or maybe for nothing but the thrill of fighting. For example, I hear buckets caused all kinds of fighting. http://en.wikipedia.org/wiki/War_of_the_Bucket

If I come up with anymore, I'll post them here. What do you think about all this, Cybrxkhan?

Having random things to do would be nice; flavor events only pop up every now and then, after all.

Catholic Foreign Tournaments: Might be too much for VIET, although it might be something interesting to suggest for the New Duel Engine. I do plan to properly integrate NDE once jordarkelf's back at it.

Hiring Out as Mercenary: Not sure how I could code this satisfactorily, or whether I could really code this without some sort of really really roundabout way. If the devs had allowed for the possibility as playing as an adventurer I could see a possible way of doing it, but unfortunately not I guess.

Frivolous wars: I was planning to do something like this, until I was hoping that Additional Objectives 2.0 could do some itself. One instance I was thinking of was when William the Conqueror's eldest son was pranked by his younger siblings, and when William didn't do much to punish the younger sons, the eldest sons decided to revolt against his father. So I was thinking of having two plots, one where you plot to humiliate someone and one where you plot to spread vicious rumors, and success gives the target a CB to redeem their name or protect their honor or something. Hmm, well, since AO 2.0 seems quiet for now, maybe I can work on something like that.

Actually, that reminds me I might as well integrate AO 2.0. I'm sure nobody will mind.


Or just let everyone raid? It makes sense historically.

What I'm afraid is that it'd lead to really insane gameplay balance. I'm wonder whether anyone attempted that?
 
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