- Jan 22, 2018
- 1.326
- 4.785
So Holy Order is still in the feudal group? Phew.
Yeah noDoes that mean that one can now set the playability of individual governments? And if not, then please consider adding an override (government_theocracy = { is_playable = yes ... }). It could allow for a more interesting government modding (because as of now, even modded governments that are not feudal but are meant to be playable are put in the feudal group) and it has no downsides, except for a little effort to do it.
Mercs do but just normal unlanded titles do not, what specific case do you have where they have to be a mercenary title?Can you add the ability for mods to allow playable Mercenaries/Holy Orders? Mercenaries cause an instant game over if you console-switch to them.
Just make them a normal landless title and mimic the rest with variables and event targets? Can't think of any functionality you couldn't do with those two things together.I had, a long time ago, designed a playable mercenary band in Elder Kings back when mercenaries were playable using a trick, they could be selected and playable if they had a barony and were a vassal, with added mechanics for customizing and building up the mercenary band attached to the title (some scripting commands added in Horse Lords made that even better), but that part of the mod has not been playable since governments were added.
Mercs and Holy Orders (which are by extension a form of merc) have a *lot* of hardcoded sutff about them, going through the entire game and fixing that up would be a lot harder and time consuming than making spawn unit take variables which I will take a look at tomorrow.I am fairly certain that event troop functionality does not have quite the flexibility of what is currently built into the mercenary band system. Last I checked, spawn_unit does not accept variables for troop numbers, and the upgrade system I had borrowed from Horse Lord's system of directly adding certain types of troops (change_mercenary_composition) to a mercenary band.
It would be easier (and less scripting overhead, I imagine, so better optimized) to just use a mercenary title and add events/scripts to that than to try to replicate the existing mercenary band system using landless titles, variables and spawn_unit commands.
PS: Or, at the very least, give us the ability to add mercenary/holy order mechanics to custom governments, if there is concern about vanilla exploits.
Not quite sure how that changes what I mentioned with them having lots of hardoded behaviour about how they function? Moving all of the hardcoded stuff into a government form would be nice yes but also rather time consuming for a system that can mostly be mimicked with variables, event targets and loops.Currently mercenaries as a feature is enabled by title, and is not government tied at all. An alternative solution might be to export mercenary/holy order governments for scripting. At least, then I can disable the default mercenary government form for player mercenaries by editing the potential for it and instead have an alternative mercenary government for playable mercenaries, effectively doing what I was suggesting anyway.
More that there is stuff making sure you cannot destroy county titles as it is always assumed they tie to a province. So whilst you can make a landless county title once you grant it to someone you can never destroy that title or deactiviate it. So should only stick to using duke and above titles as they make no assumptions about being tied to a province or not being possible to destroy.May I ask why ? Are there any internal mechanics that depend upon the landless character being a Duke or above ?