Firstly this is actually started elsewhere but will continue from here, since it's working I thought I could start a new topic. To read the full discussion please proceed to this link (And thanks to everyone who helped me in that thread).
I adapted an (orb) ancillary made by Sensei Kiisu to SS though It's not exactly same like his work the result is similar.
To sum up: This mod ensures your Royal Bloodline Succession continues as it should. Your Crown will always go to Father to Son (Or anyone else you see fit for your throne). When you start a new campaing it gives your Faction Heir an Ancillary (Orb) which you can transfer to other family members, anyone you want to be your Next Heir, when your current Faction Leader dies. You can't change the current Heir, but you can select who is going be the Next one. So no longer you'll have see your crown goes to a distant relative or an adopted son instead of your Royal family members.Basicly you can select who will be your Next Heir, and then the next one and the next one!
Started a family like this, the Faction Heir starts with an Ancillary called "Heir Crown". You can transfer this anyone you like. Now I expanded the family tree by getting some adopted sons and waiting for King's 2nd Biological son come to age. Rest of the comments are on the pictures below (I have no idea why I did guess I thought would be easier but couldn't think that the texts will be smaller, but I think they're fair enough, Sorry about that :whistling).
These are my results, I have tested it many times and it works.
Adding NHA manually:
Spoiler Alert, click show to read:
There are two files that need to be edited. "export_descr_ancillaries.txt and export_ancillaries.txt". Open these files on your game folder and apply the following changes.
First you need locate and open "export_descr_ancillaries.txt"file (default path should be Medieval II Total War\mods\SS6.3\data). Once you open it just C/P the following lines in the ancillaries list in that file:
;------------------------------------------
Ancillary heir_crown
Type inherit
Transferable 1
Image tokus_kingmaker.tga
Description heir_crown_desc
EffectsDescription heir_crown_effects_desc
Effect Loyalty 2
Effect Authority 8
Effect LocalPopularity 2
Effect TroopMorale 1
;------------------------------------------
OK, now Hit Ctrl+F inside the same text file and enter "Triggers" you'll reach the triggers area, just C/P the following part to the triggers section:
;------------------------------------------
Trigger heir_crown
WhenToTest CharacterTurnStart
Condition IsFactionHeir
and FactionIsLocal
and not FactionwideAncillaryExists heir_crown
These all all that you need to copy from this file. Now one last fileleft to edit.Locateand open"export_ancillaries.txt" file (Medieval II Total War\mods\SS6.3\data\text) and add the following lines there:
{heir_crown} Heir Crown
{heir_crown_desc} This crown is passed to the next faction heir, who will inherit the throne of your Kingdom following the death of the Faction Leader.
{heir_crown_effects_desc} +2 Loyalty, +8 Authority, +2 Local Popularity, +1 Troop Morale
And that's it from this one.If all of the files edited correctly, NHA should work just fine. Happy testing! :)
Instructions for 6.4 Setup Compatible:
First download Next_Heir_Mod_For_SS6.4_SS_Setup_Compatible.rar and copy it's contents to your Stainless Steel mod directory (Medieval II Total War\mods\SS6.3) then run SS_setup.exe: (in same directory)
There will be an option to install NHA. Select it and then click OK when you're done and start the game.
Credits:
I especially like to thank Alpha Zeke for beta-testing the mod.
Also thanks to bane_tw for answering my questions and directing me to the Third Age forum.
Thanks to konny for making the tutorial about heir selection system. And thanks forMeneth for his suggestions. Finally thanks to everyone else who helped me through releasing this mod.
Notes:
IMPORTANT:
This will only work if the FL dies before the current FH. If the current FH dies before becoming FL, this system somehow fails, and game engine selects an heir in it's own way, no matter who gets the Ancillary. I'm not sure why, but in my tests I came to that conclusion. If Current FH dies before "pre-selected" character becomes the New Heir, FH jumps to another character. See more details about this here. Also due to the limitations in game mechanics, NHA does not %100 guarantee to work everytime. It should work just fine in most cases but there's always a rare possibility that the game might ignore the effects of NHA and automaticly selects another family member as next faction heir. See this post for an example of one such cases.
Also you must start a new campaign after you install NHA. It won't work with your old saved games.
There are three versions: Please install the version that is compatible with your SS version. (Example: If you're using Stainless Steel patch 6.3 then istall "Heir Crown 6.3" and vice versa. This is very important as installing files into wrong versions won't work and will cause issues. Please take back up of your files before replacing them. There's a README.txt included which instructs you how to install. Just copy the files to their correct paths and it's all done. Please don't hesitate to ask if you'll have any questions. 6.4 version will be added to your SS_Setup.exe when installed. After installation, run SS_Setup again and click NHA mod to install it.
If you have any questions or encounter any problems with your installation or NHA in general, feel free to post it in this thread. NOTE: When you're posting a question related to your Family Tree in your campaign, please provide a screenshot of it if you can. This will make it easier to understand the source of your problem. Thank you.
How to Transfer Ancillaries [Tutorial]:
There are a lot people asking about how to transfer ancillaries so I'm posting a tiny tutorial here:
First thing you need to do is merging the family members (or generals) you want to transfer ancillaries between, in the same army on the Campaign Map and make sure that whomever is going to receive the ancillary does not already have max number of ancillaries (limited to 8) otherwise transfer will not succeed. Once characters are in the same army right click on the portrait of the character you wish to transfer ancillary from and locate it on it's character information scroll. Then click and hold the ancillary, drag it and drop on the portrait of the other character, just like moving a document inside a folder. If it's successful, a notice message will appear, informing you that the character's Retinue has expanded.
For using this mod: If other modders wants to use this for their own mods, they can do that as long as they give credit to the original work (a link to this thread), so people who just want to be able to choose their Faction Heir themselves can use this without being have to change their game experience with any other alteration. Just send me a PM to contact me about it.
UPDATE LOG:
Trigger fixed: "Heir Crown" Ancillary no longer disappears after the character holding it dies. It spawns from Current FH in the next turn. Regardless of the Faction or Era.
26.08.10: Triggers are fixed and shortened, mod is no longer depend on descr_strat.txt file. (Thanks Meneth for his help about that). Just replace the older descr_strat file with your back-up file, or re-run ss_setup.exe again, it should replace it to original.
22.03.11: NHA is now fully compatible with SS 6.4 setup, install it in your directory and run SS setup (Thanks to bane_tw for his his help). Not compatible with MSC. 24.04.15: Re-uploaded the download files. Sorry for the inconvenience.
August 17, 2010, 06:32 PM
AnthoniusII
Re: Next Heir Ancillary
TGC mod would like to see this feature in order to justify civil wars or make sure that the right historical persons will become the next emperors.:)
August 17, 2010, 07:05 PM
strife1013
Re: Next Heir Ancillary
Lets hope this gets added in the 6.1a patch :-) plus Rep! What happens to the ancillary once that person gets the crown?
August 17, 2010, 07:10 PM
Amaranth
Re: Next Heir Ancillary
Quote:
Originally Posted by strife1013
Lets hope this gets added in the 6.1a patch :-) plus Rep! What happens to the ancillary once that person gets the crown?
When selected person becomes the New Heir, he keeps it. So you can transfer to it to the Next Heir. Because the next heir, must always have the highest Authority than others in Family Tree (except FL and FH) so he can be selected as the New Heir when FL dies.
August 17, 2010, 07:11 PM
Dschar
Re: Next Heir Ancillary
Nice one mate!
would rep if i allready could.
a question though. Where do i have to put these lines?
August 17, 2010, 07:28 PM
Marcvs Antonivs
Re: Next Heir Ancillary
Very nice one! I hope someone can create a file so it's usable to anyone. Where should we put those lines? so I can test it in early campaigns 6.1?
August 17, 2010, 07:31 PM
Amaranth
Re: Next Heir Ancillary
Quote:
Originally Posted by Dschar
Nice one mate!
would rep if i allready could.
a question though. Where do i have to put these lines?
Agreed, nice work, though I suggest you try this crown with different character ages too, as it's also known to have an effect on determining the next heir.
+rep
August 17, 2010, 07:47 PM
Amaranth
Re: Next Heir Ancillary
Quote:
Originally Posted by Fair Prince
Agreed, nice work, though I suggest you try this crown with different character ages too, as it's also known to have an effect on determining the next heir.
+rep
Thanks, like I said I'll continue to testing. Meanwhile I'm working adjusting this for usable by all factions and both late and early era. This one here is for England / Late Era only.
August 17, 2010, 08:01 PM
chris7ian
Re: Next Heir Ancillary
This would be awesome for the HRE when historical the crown jumped between families since they had to be elected by the nobles before being crowned King of Germany.
August 17, 2010, 08:34 PM
Meneth
Re: Next Heir Ancillary
Quote:
Originally Posted by Amaranth
Thanks, like I said I'll continue to testing. Meanwhile I'm working adjusting this for usable by all factions and both late and early era. This one here is for England / Late Era only.
Replacing "and FactionType england" with "and FactionIsLocal" should make it work for all factions in both eras.
Personally, I'd script it like this:
Code:
Trigger heir_crown
WhenToTest CharacterTurnEnd
Condition IsFactionLeader
and FactionIsLocal
and not FactionwideAncillaryExists heir_crown
AcquireAncillary heir_crown chance 100
August 17, 2010, 08:51 PM
Amaranth
Re: Next Heir Ancillary
Quote:
Originally Posted by Meneth
Replacing "and FactionType england" with "and FactionIsLocal" should make it work for all factions in both eras.[/code]
That's seems better. When I change the Trigger I won't have to manually add ancillaries for each faction heir as the trigger will give it to the Player's faction right ?
August 17, 2010, 08:53 PM
Meneth
Re: Next Heir Ancillary
Quote:
Originally Posted by Amaranth
That's seems better. When I change the Trigger I won't have to manually add ancillaries for each faction heir as the trigger will give it to the Player's faction right ?
Correct.
You'd only need to do changes (the ancillary, the trigger, and the description) to the ancillary files, which also means much better compatibility with other sub-mods (permanent watchtowers, for example)
August 17, 2010, 09:10 PM
Alpha Zeke
Re: Next Heir Ancillary
I suggest though that it should not be given to the leader though, because if you are using BGR then the boosted authority gives you a advantage, removing fun aspects from the mod :P
But good work so far! :D
August 17, 2010, 09:11 PM
Meneth
Re: Next Heir Ancillary
Quote:
Originally Posted by Historydude
I suggest though that it should not be given to the leader though, because if you are using BGR then the boosted authority gives you a advantage, removing fun aspects from the mod :P
But good work so far! :D
It's incompatible with BGR, anyway :P
Both change the ancillary files.
August 17, 2010, 09:13 PM
Amaranth
Re: Next Heir Ancillary
Quote:
Originally Posted by Meneth
Correct.
You'd only need to do changes (the ancillary, the trigger, and the description) to the ancillary files, which also means much better compatibility with other sub-mods (permanent watchtowers, for example)
I tried that but it doesn't work that way. Don't really know why cause I'm no expert on modding. When I change the trigger it FH doesn't start with the Ancillary. I have changed descr_strat.txt of both eras, and fixed them so each FH starts with one. But I don't know if it will effect AI factions as well, but then again even if did, I don't think it will be of any use to them, since I don't think AI will transfer it through the family and it will be gone when their FH dies.
One more thing, I can now use this system effectively with both eras and with other factions as well, so not sure how this "and FactionType england" effects anything ? Any help is welcome making this better. It provides me what I needed, I can play the game choosing my own heirs, and it's a lot fun, I just want everyone else can use it too cause many people bothered by this faction heir issue.
August 17, 2010, 09:13 PM
Alpha Zeke
Re: Next Heir Ancillary
He could always implement it into BGR later, just giving him a heads up on it.
August 17, 2010, 09:14 PM
Meneth
Re: Next Heir Ancillary
Quote:
Originally Posted by Amaranth
I tried that but it doesn't work that way. Don't really know why cause I'm no expert on modding. When I change the trigger it FH doesn't start with the Ancillary. I have changed descr_strat.txt of both eras, and fixed them so each FH starts with one. But I don't know if it will effect AI factions as well, but then again even if did, I don't think it will be of any use to them, since I don't think AI will transfer it through the family and it will be gone when their FH dies.
One more thing, I can now use this system effectively with both eras and with other factions as well, so not sure how this "and FactionType england" effects anything ?
Change "WhenToTest CharacterTurnEnd" to "WhenToTest CharacterTurnStart"
Then he should start with it, or at least get it at turn 2.
August 17, 2010, 09:14 PM
Alpha Zeke
Re: Next Heir Ancillary
The trigger factionisengland means only england gets it, so it wont work for other nations :P
although that is a tad obvious now that i think of it xD my bad.
August 17, 2010, 09:19 PM
Amaranth
Re: Next Heir Ancillary
Quote:
Originally Posted by Meneth
Change "WhenToTest CharacterTurnEnd" to "WhenToTest CharacterTurnStart"
Then he should start with it, or at least get it at turn 2.
Ok I can try that. Like this right:
Trigger heir_crown
WhenToTest WhenToTest CharacterTurnStart
Condition IsFactionLeader
and FactionIsLocal
and not FactionwideAncillaryExists heir_crown
AcquireAncillary heir_crown chance 100
Quote:
Originally Posted by Historydude
The trigger factionisengland means only england gets it, so it wont work for other nations :P
although that is a tad obvious now that i think of it xD my bad.
No, I started campaings with different factions without changing that part, it still works.
August 17, 2010, 09:20 PM
Meneth
Re: Next Heir Ancillary
Quote:
Originally Posted by Amaranth
No, I started campaings with different factions without changing that part, it still works.
Then something is messed up :P
August 17, 2010, 09:23 PM
Alpha Zeke
Re: Next Heir Ancillary
Quote:
Originally Posted by Amaranth
Ok I can try that.
No, I started campaings with different factions without changing that part, it still works.
I do agree with Meneth on that.... something is... strange :P try changing to to france or something and then see if it applies to everyone including them.
also note to next mod to see this: maybe move this to submod forum? since this is some sort of mod for ss6.3, released, in progess, or personal :P
August 17, 2010, 09:24 PM
Meneth
Re: Next Heir Ancillary
Agreed, this should be in the sub-mod forum.
Bane_tw, fix?
August 17, 2010, 09:43 PM
Amaranth
Re: Next Heir Ancillary
@ Meneth
It's still the same. No ancillary at start or next turn. Or next one. Something is messed up but I don't know, like I said I didn't created this myself I used some other existing mod and used it to adapt at 6.2 . It does work fine for me, but maybe other modders can find the messed up point and fix it. This seems to be the best I can do.
@ Historydude
I might try changing that tomorrow.
And it can be moved to submod, if anyone wants to help me fix this or make it better, please feel free do it, or PM me if you want to ask anything. I didn't want to upload my files here as like you said, something might be messed up, I don't want people to experience any problems related to this. If it can be fixed I'll upload files so, but if not, I'll try what I have and upload it like this so people can use it as it is if they like. Cause my tests so far tells me it working, I didn't experience any CTD, Error whatsoever. Like I said maybe only thing here is that AI characters might too get this Ancillary at the start, but I can't confirm this yet. Then again it wouldn't be much use to them.
August 18, 2010, 02:45 AM
neha123
Re: Next Heir Ancillary
Wow + rep for you.... thanks so much for givin was this idea.. this way we can beat the stupid hard coded way the game chooses the faction heir... its so annoying... but does this work within brothers only????
August 18, 2010, 06:28 AM
szelbisz
Re: Next Heir Ancillary
Cool idea. One question though. If the new heir that i choose dies, what happens to the ancillary ? Does it vanish forever along with the character ?
August 18, 2010, 06:43 AM
Meneth
Re: Next Heir Ancillary
Quote:
Originally Posted by szelbisz
Cool idea. One question though. If the new heir that i choose dies, what happens to the ancillary ? Does it vanish forever along with the character ?
With the trigger I wrote at least, it should appear on the faction leader the next turn if it were ever to disappear.
August 18, 2010, 06:51 AM
Amaranth
Re: Next Heir Ancillary
Quote:
Originally Posted by szelbisz
Cool idea. One question though. If the new heir that i choose dies, what happens to the ancillary ? Does it vanish forever along with the character ?
It's good point, I haven't tried that yet. But it's possible. In this case I guess you can always add it back to another character using console commands. But it's best to guard your Next Heir on the battlefield, just to be safe ;)
Quote:
Originally Posted by neha123
Wow + rep for you.... thanks so much for givin was this idea.. this way we can beat the stupid hard coded way the game chooses the faction heir... its so annoying... but does this work within brothers only????
It works only with family members, not with generals. Cause an heir can olnly be selected within the family tree (Though it's possible to pass the Ancillary to a general, it would achieve nothing). You can give it to any son, be it adopted or biological.
Quote:
Originally Posted by Meneth
With the trigger I wrote at least, it should appear on the faction leader the next turn if it were ever to disappear.
It doesn't work like that. FH doesn't start with the ancillary. By editing descr_strat.txt I make sure all Faction Heirs to start with "Heir Crown" ancillary. And it's playable by all factions, the only part I need to fix is "and FactionType england" how can I change factor "england" to another to make it something like "all factions" ?
PS: Though this factor seems useless, as I can play it with ALL factions despite that part.
August 18, 2010, 08:01 AM
Alpha Zeke
Re: Next Heir Ancillary
Amaranth,
If all the faction heirs start with it, does it pass onto the FL after the faction heir with it dies?
August 18, 2010, 08:03 AM
Meneth
Re: Next Heir Ancillary
Editing descr_strat shouldn't be necessary at all, though.
The trigger I wrote should work fine without any descr_strat editing.
August 18, 2010, 08:11 AM
Alpha Zeke
Re: Next Heir Ancillary
Quote:
Originally Posted by Meneth
Editing descr_strat shouldn't be necessary at all, though.
The trigger I wrote should work fine without any descr_strat editing.
You should focus more on him writing the trigger to his likings, or atleast show him how or why to write it like yours. It doesn't do much to take someones mod and do all the work for em without them learning anything eh ;)
August 18, 2010, 08:26 AM
Amaranth
Re: Next Heir Ancillary
Quote:
Originally Posted by Historydude
Amaranth,
If all the faction heirs start with it, does it pass onto the FL after the faction heir with it dies?
No, it disappears if the character carriying it dies. It can be re added through console command "give_ancillary". Basicly you need to guard your Royal family well. If you want your the succession of your throne goes as you planned. Think it like this, If the Heir Crown is lost, there might be members in the royal family who might take advantage of it to claim right to wear the crown (my way of solving problems, adding a bit of role play to the situation :tongue:)
Quote:
Originally Posted by Meneth
Editing descr_strat shouldn't be necessary at all, though.
The trigger I wrote should work fine without any descr_strat editing.
Nope. But I came to realize that it's also made it like I did in the original work of Sensei Kiisu, descr_strat file is edited in order to make sure all Faction Heirs start with the Ancillary. I'm just wondering if it is possible to add another factor to FactionType xxx (something includes ALL factions).
August 18, 2010, 08:26 AM
Meneth
Re: Next Heir Ancillary
Quote:
Originally Posted by Historydude
You should focus more on him writing the trigger to his likings, or atleast show him how or why to write it like yours. It doesn't do much to take someones mod and do all the work for em without them learning anything eh ;)
Heh.
Okay, here's a commented version of my trigger:
Code:
Trigger heir_crown ;Name of the trigger, pretty much irrelevant
WhenToTest CharacterTurnStart ;Tells the parser to check the trigger at the start of a characters turn
Condition IsFactionLeader ;Tells the parser to only continue reading the trigger if the character is a faction leader
and FactionIsLocal ;Tells the parser to only continue reading if the faction is player-controlled
and not FactionwideAncillaryExists heir_crown ;Tells the parser to only continue reading if the ancillary doesn't already exist
AcquireAncillary heir_crown chance 100 ;Tells the parser to give the character the ancillary
Happy? :P
August 18, 2010, 11:33 AM
worldsdead
Re: Next Heir Ancillary
YES!! Awesome. great job amaranth! I'll have to go rep sensei kiisu. eagerly await your release!
August 18, 2010, 12:14 PM
Amaranth
Re: Next Heir Ancillary
Quote:
Originally Posted by worldsdead
YES!! Awesome. great job amaranth! I'll have to go rep sensei kiisu. eagerly await your release!
Thank you. I'm working on making it compatible with 6.3 as well. So far it seems to be working just fine. However testing continues and I want to be sure that it works without problems before I release it. Won't take long though ;)
August 18, 2010, 12:30 PM
Alpha Zeke
Re: Next Heir Ancillary
Unlike my mistakes of releasing "bugged" items :D
August 18, 2010, 01:01 PM
Amaranth
Re: Next Heir Ancillary
Latest Update: "Heir Crown" Ancillary no longer disappears after the character holding it dies. It spawns from FH in the next turn. Regardless of the Faction or Era.
August 18, 2010, 01:07 PM
bɑne
Re: Next Heir Ancillary
Quote:
Originally Posted by Meneth
Agreed, this should be in the sub-mod forum.
Bane_tw, fix?
Just for the record: pm or visitor message is the best way to notify me of things like that ;)
August 18, 2010, 01:14 PM
Alpha Zeke
Re: Next Heir Ancillary
Quote:
Originally Posted by bane_tw
Just for the record: pm or visitor message is the best way to notify me of things like that ;)
Didn't you hear Bane? Theres a whole infection of lazy going around, me included ;)
August 18, 2010, 02:06 PM
bɑne
Re: Next Heir Ancillary
Quote:
Originally Posted by Historydude
Didn't you hear Bane? Theres a whole infection of lazy going around, me included ;)
No I didn't hear that. I think I was to busy dictating my secretary to post on this very forum.
August 18, 2010, 02:21 PM
Amaranth
Re: Next Heir Ancillary (Released)
Latest Update: Next Heir Ancillary is released. Have fun!
August 18, 2010, 02:25 PM
bɑne
Re: Next Heir Ancillary (Released)
Congratulations!
August 18, 2010, 02:28 PM
Amaranth
Re: Next Heir Ancillary (Released)
Quote:
Originally Posted by bane_tw
Congratulations!
Thanks a lot :D
August 18, 2010, 02:31 PM
dominion
Re: Next Heir Ancillary (Released)
My congratulations, it works for all factions?
August 18, 2010, 02:37 PM
Amaranth
Re: Next Heir Ancillary (Released)
Quote:
Originally Posted by dominion
My congratulations, it works for all factions?
Yes. Though I haven't try it with every each of them, I ran several tests with many factions, with several types of scenarios and with both late and early eras. If you encounter any problem let me know ;)
August 18, 2010, 02:43 PM
bɑne
Re: Next Heir Ancillary (Released)
A suggestion: Add the versions to the topic title. As in "Mod for 6.2 and 6.3".
August 18, 2010, 02:43 PM
dominion
Re: Next Heir Ancillary (Released)
Alright, thanks a lot....awsome expansion of ss6.3:):thumbsup2
Little problem, your mod and The Caesar Ring minimod for SS 6.3 have to replace the same files. So it is not possible to use both mods at the same time, or perhaps you two should work the two submods into one submod???:hmm:
August 18, 2010, 03:29 PM
Amaranth
Re: Next Heir Ancillary (Released)
Quote:
Originally Posted by bane_tw
A suggestion: Add the versions to the topic title. As in "Mod for 6.2 and 6.3".
Good idea, I changed the topic :thumbsup2
Quote:
Originally Posted by dominion
Alright, thanks a lot....awsome expansion of ss6.3:):thumbsup2
Little problem, your mod and The Caesar Ring minimod for SS 6.3 have to replace the same files. So it is not possible to use both mods at the same time, or perhaps you two should work the two submods into one submod???:hmm:
Hmm. In that case "Heir Crown" Ancillary can be added manually to other mods, you can see the parts I edited in my first post. If this gets popular maybe it can be added to other mods later, but just for now I hope it works fine for those who wish to play it like this ;)
August 18, 2010, 03:33 PM
dominion
Re: Next Heir Ancillary [Released] Mod for 6.2 and 6.3
They are both submods for SS6.3.....just wanted to let you know they can't be used at the same time/game(it's not really a problem if you choose only this submod;)). They will overwrite eachother.
August 18, 2010, 04:39 PM
Alpha Zeke
Re: Next Heir Ancillary (Setting Next Heir) - [Released] Mod for 6.2 and 6.3
This mod could be easily integrated with the ceaser's ring mini mod. Just some copying and pasting is all thats needed :P
August 18, 2010, 04:43 PM
dominion
Re: Next Heir Ancillary (Setting Next Heir) - [Released] Mod for 6.2 and 6.3
Quote:
Little problem, your mod and The Caesar Ring minimod for SS 6.3 have to replace the same files. So it is not possible to use both mods at the same time, or perhaps you two should work the two submods into one submod???:hmm:
Quote:
They are both submods for SS6.3.....just wanted to let you know they can't be used at the same time/game(it's not really a problem if you choose only this submod;)). They will overwrite eachother.
Quote:
Originally Posted by Historydude
This mod could be easily integrated with the ceaser's ring mini mod. Just some copying and pasting is all thats needed :P
That was my point, integrate them:tongue::thumbsup2. That is as the two autors agree....
August 18, 2010, 04:47 PM
Alpha Zeke
Re: Next Heir Ancillary (Setting Next Heir) - [Released] Mod for 6.2 and 6.3
Well have them contact each other and see what they say ! :D
August 18, 2010, 06:39 PM
Amaranth
Re: Next Heir Ancillary (Setting Next Heir) - [Released] Mod for 6.2 and 6.3
Quote:
Originally Posted by Historydude
This mod could be easily integrated with the ceaser's ring mini mod. Just some copying and pasting is all thats needed :P
I agree with that. Copying this ancillary should work with many other mods. And if other modders wants to use this for their mods, they can do that as long as they give credit to the original work, so people who just want to be able to choose their Faction Heir themselves can use this without being have to change their game experience (SS) with other alterations. Just send me a PM to contact me about anything.
I'm just glad if no one else will have to complain about this Heir selection issue anymore ;)
August 18, 2010, 06:54 PM
dominion
Re: Next Heir Ancillary (Setting Next Heir) - [Released] Mod for 6.2 and 6.3
Quote:
I'm just glad if no one else will have to complain about this Heir selection issue anymore ;)
It is not complaining....just wanted to mention the submods use the same files and therefore can't be installed in the same mod....no hard feelings or criticism, you did a very good job:thumbsup2. just a minor problem that's all, interact the 2 and it's fine.
August 19, 2010, 03:24 AM
Meneth
Re: Next Heir Ancillary (Setting Next Heir) - [Released] Mod for 6.2 and 6.3
Since your trigger is working now apparently, is it really necessary to modify descr_strat?
Oh and, you should make it compatible with the sub-mod manager in 6.3, so that it's easily toggle-able and people don't have to overwrite files every time they change from late era to early era and vice verse.
I could fix that, though.
Edit: with a few small changes to the trigger, the ancillary showed up for me without using your edited descr_strat.
August 19, 2010, 06:16 AM
neha123
Re: Next Heir Ancillary (Setting Next Heir) - [Released] Mod for 6.2 and 6.3
Ok i tried with SS 6.3 and it didnt work...is it because its not compatible with LLP3.2....i did as it was told in the Readme life.... i mean when does the ancillary show up?? is it something that we have to do manually????
August 19, 2010, 06:18 AM
Meneth
Re: Next Heir Ancillary (Setting Next Heir) - [Released] Mod for 6.2 and 6.3
It's not compatible with LLP, as they both edit the descr_strat.
August 19, 2010, 06:21 AM
neha123
Re: Next Heir Ancillary (Setting Next Heir) - [Released] Mod for 6.2 and 6.3
So now what should i do??? when i go to setup then i untick LLP... sigh what a waste ... ill try without LLP and tell...
August 19, 2010, 06:28 AM
neha123
Re: Next Heir Ancillary (Setting Next Heir) - [Released] Mod for 6.2 and 6.3
Quote:
Originally Posted by neha123
So now what should i do??? when i go to setup then i untick LLP... sigh what a waste ... ill try without LLP and tell...
tried without LLP and didnt work...it does not work with all the other sub mods????
Well please explain in brief how the sub mod works
August 19, 2010, 12:12 PM
Alpha Zeke
Re: Next Heir Ancillary (Setting Next Heir) - [Released] Mod for 6.2 and 6.3
Quote:
Originally Posted by neha123
tried without LLP and didnt work...it does not work with all the other sub mods????
Well please explain in brief how the sub mod works
This mod is not compatible with anything that modifies descr_strat or any ancillary file.
Quote:
Originally Posted by Meneth
Since your trigger is working now apparently, is it really necessary to modify descr_strat?
Oh and, you should make it compatible with the sub-mod manager in 6.3, so that it's easily toggle-able and people don't have to overwrite files every time they change from late era to early era and vice verse.
I could fix that, though.
Edit: with a few small changes to the trigger, the ancillary showed up for me without using your edited descr_strat.
Thats because we worked on it before releasing it, apparently. :disgust:
August 19, 2010, 12:13 PM
Meneth
Re: Next Heir Ancillary (Setting Next Heir) - [Released] Mod for 6.2 and 6.3
Quote:
Originally Posted by Historydude
Thats because we worked on it before releasing it, apparently. :disgust:
What do you mean?
August 19, 2010, 12:19 PM
Alpha Zeke
Re: Next Heir Ancillary (Setting Next Heir) - [Released] Mod for 6.2 and 6.3
I mean what I said. :doh:
We worked on it before releasing it. The first time you tried it had been edited to the one released now, with a different trigger script among other things. :thumbsup2
August 20, 2010, 02:30 AM
neha123
Re: Next Heir Ancillary (Setting Next Heir) - [Released] Mod for 6.2 and 6.3
So Basically I cant use this mod with any other mods because it edits that file and so now i cant use it if i have to use other mods... so basically are you all going to make it toggle able.. i mean present modders who have made the sub mods can include this ancillary in their mods so this way it will be in all the mods... i think someone should approach them ...
August 20, 2010, 06:45 AM
dominion
Re: Next Heir Ancillary (Setting Next Heir) - [Released] Mod for 6.2 and 6.3
Quote:
Originally Posted by neha123
So Basically I cant use this mod with any other mods because it edits that file and so now i cant use it if i have to use other mods... so basically are you all going to make it toggle able.. i mean present modders who have made the sub mods can include this ancillary in their mods so this way it will be in all the mods... i think someone should approach them ...
Re: Next Heir Ancillary (Setting Next Heir) - [Released] Mod for 6.2 and 6.3
Ok, I want to clear things up a bit, firstly I'm a bit busy lately so I can't respond your questions\suggestions quickly.
This mod changes some files and if some other mod you install changes them also, obviously it will replace them and this mod will not work. But I believe that this mod can be manually added to most mods by adding the same changes I made into the text files. If you open them (check spoiler marked part on my 1st post on this thread) you can see the changed parts near the top of the content. I put them top of the other things intentionally so that people can eaisly notice them (lnside the text file content I mean). Now by correctly making the same changes should work and add the ancillary in to your game. However for those who can't make these changes for themselves I will try my best to improve this mod to make it easier to install and compatible with other mods, though I'm away from my computer and my personal files for a while, I'm sending this post via mobile web, I'll look into this as soon as I can. Meanwhile feel free to make suggestions, and if you want to use this for your own mod or something please pm me and I'll do my best to help.
August 21, 2010, 01:46 PM
gfortune
Re: Next Heir Ancillary (Setting Next Heir) - [Released] Mod for 6.2 and 6.3
I have a historical update to SS 6.3 for the Kingsdom of Jerusalem early campaign.
I would appreciate your permission of using your Heir_Crown for 6.3.mod in my modified descr_strat.txt.
Thanks!
August 22, 2010, 06:05 AM
Amaranth
Re: Next Heir Ancillary (Setting Next Heir) - [Released] Mod for 6.2 and 6.3
Quote:
Originally Posted by gfortune
I have a historical update to SS 6.3 for the Kingsdom of Jerusalem early campaign.
I would appreciate your permission of using your Heir_Crown for 6.3.mod in my modified descr_strat.txt.
Thanks!
Ofcourse, you have my permission to use this mod. However I'd be glad if you include a link to here in your thread as a credit (see the bottom of my first page).
Quote:
Originally Posted by dominion
It is not complaining....just wanted to mention the submods use the same files and therefore can't be installed in the same mod....no hard feelings or criticism, you did a very good job:thumbsup2. just a minor problem that's all, interact the 2 and it's fine.
I apologize if I'm misunderstood, I didn't mean to say you are (or anyone) complaining or anything, I meant to say that I'm glad if people can finally find a solution for their "automatic heir selection problem" by using this modification and no longer ask around for they can do to fix it. Perhaps "complain" was a poor choice of word to use there.
August 22, 2010, 10:20 AM
TheBard
Re: Next Heir Ancillary (Setting Next Heir) - [Released] Mod for 6.2 and 6.3
First off, I'd like to thank Amaranth for all his work on this. I'd like to use it in my games, but I don't think it will work with any of the togglable mods for 6.3 (permanent watchtower, RR/RC, longer assimilation, etc.).
As far as editing the text files myself, I assume I would first have to run setup.exe with the desired minimods toggled, and then add in the required text for this mod after.
It obviously isn't going to be much work to just use your text to create the ancillary in the export_descr_ancillaries file or in the export_ancillaries file, but I assume I'd also have to go in and manually add the ancillary heir crown to each faction heir in the descr_strat file? To me, that's the trickier part, but the "find" button wouldn't make that too bad.
My question is, if I do the above three additions AFTER running setup.exe with options toggled, do we think that will do it?
Long term, if Amaranth (or someone else) can find a way to make this a togglable option in 6.3, that would be fantastic. Anyway, just curious. I may do a backup and try this out myself, but if anyone else already knows the answer, that would save me some time.
August 22, 2010, 10:24 AM
Meneth
Re: Next Heir Ancillary (Setting Next Heir) - [Released] Mod for 6.2 and 6.3
Quote:
Originally Posted by TheBard
I assume I'd also have to go in and manually add the ancillary heir crown to each faction heir in the descr_strat file?
That shouldn't really be necessary, as they should get it from the trigger.
August 22, 2010, 11:17 AM
TheBard
Re: Next Heir Ancillary (Setting Next Heir) - [Released] Mod for 6.2 and 6.3
So the trigger is already in the export_descr_ancillaries file? I assume it's either the "type: inherit" or the "transferrable: 1"? If it's inherited and I don't manually add it to every existing faction heir, I'm wondering what triggers its creation.
Edit: Never mind, I'm an idiot. Didn't realize the triggers are down lower int he export file. I'll look through it, make some backups, and try manually adding it after running setup.exe. Thanks for the help
August 22, 2010, 01:29 PM
Amaranth
Re: Next Heir Ancillary (Setting Next Heir) - [Released] Mod for 6.2 and 6.3
Quote:
Originally Posted by TheBard
First off, I'd like to thank Amaranth for all his work on this. I'd like to use it in my games, but I don't think it will work with any of the togglable mods for 6.3 (permanent watchtower, RR/RC, longer assimilation, etc.).
As far as editing the text files myself, I assume I would first have to run setup.exe with the desired minimods toggled, and then add in the required text for this mod after.
It obviously isn't going to be much work to just use your text to create the ancillary in the export_descr_ancillaries file or in the export_ancillaries file, but I assume I'd also have to go in and manually add the ancillary heir crown to each faction heir in the descr_strat file? To me, that's the trickier part, but the "find" button wouldn't make that too bad.
My question is, if I do the above three additions AFTER running setup.exe with options toggled, do we think that will do it?
Long term, if Amaranth (or someone else) can find a way to make this a togglable option in 6.3, that would be fantastic. Anyway, just curious. I may do a backup and try this out myself, but if anyone else already knows the answer, that would save me some time.
Firstly thanks for you good comments. And yes in the long term I will work on make this mod compatible with other mods so more people can enjoy the freedom of choosing their own faction heirs.
About tricky descr_strat file, although it should work with the triggers as Meneth said, it somehow didn't work for me, and that's why I included my own edited descr_strat file in the mod folder, so if by any chance it won't work anyone else , they can just copy my file and fix it. So if the mod works for you without my edited descr_strat file, you can skip that file. Anyway, in case you still need to do it yourself manually without copying my file, here's how you can easily do:
Open the descr_strat.txt file you want to edit and Ctrl+F to bring up the seach bar, now enter your desired faction heir's name (one that your faction starts the campaign with, example for england: Edward) and you will see some part like this:
Like this:
character Edward Plantagenet, named character, male, heir, age 21, x 52, y 211
traits Factionheir 1 , MilitaryInclination 1 , Loyal 2 , GoodCommander 2 , StrategyChivalry 1 , Brave 1 , LoyaltyStarter 1 , ReligionStarter 1
ancillaries heir_crown
The red colored part is where you need to add. If character has are no ancillary to start with that line will be blank. So just copy paste ancillaries heir_crown at the bottom of the traits parts, just like above. If he has an ancillary to start with just add comma and space next to it then enter heir_crown line.
Now as you start a new campaign your FH should start with "Heir Crown" Ancillary. Feel free to ask if you need further instructions. Enjoy ;)
August 22, 2010, 02:13 PM
gfortune
Re: Next Heir Ancillary (Setting Next Heir) - [Released] Mod for 6.2 and 6.3
Thanks!
gfortune
Originally Posted by gfortune View Post
I have a historical update to SS 6.3 for the Kingsdom of Jerusalem early campaign.
I would appreciate your permission of using your Heir_Crown for 6.3.mod in my modified descr_strat.txt.
Thanks!
Ofcourse, you have my permission to use this mod. However I'd be glad if you include a link to here in your thread as a credit (see the bottom of my first page).
August 22, 2010, 02:19 PM
Meneth
Re: Next Heir Ancillary (Setting Next Heir) - [Released] Mod for 6.2 and 6.3
Can I put your sub-mod in my Compilation?
You will be credited, ofc.
I'll modify your sub-mod to increase compatibility, though.
August 22, 2010, 02:27 PM
Callawyn
Re: Next Heir Ancillary (Setting Next Heir) - [Released] Mod for 6.2 and 6.3
You should add another trigger, to remove the ancillary if a player or AI ends turn with the ancillary on their faction leader. It will reappear in game for that faction based on your existing triggers.
Everything looks great but the one problem I can see is that you could use this to artificially boost your faction leaders authority. Should be able to give it / keep it with any family member except the faction leader himself. Also, the AI will never transfer it, so whichever general has it will keep it until he becomes faction leader, which would make all their faction leaders max on authority. So it should either be player only or include a trigger to remove it from faction leader as soon as possible.
August 22, 2010, 02:28 PM
Meneth
Re: Next Heir Ancillary (Setting Next Heir) - [Released] Mod for 6.2 and 6.3
Quote:
Originally Posted by Callawyn
You should add another trigger, to remove the ancillary if a player or AI ends turn with the ancillary on their faction leader. It will reappear in game for that faction based on your existing triggers.
Everything looks great but the one problem I can see is that you could use this to artificially boost your faction leaders authority. Should be able to give it / keep it with any family member except the faction leader himself. Also, the AI will never transfer it, so whichever general has it will keep it until he becomes faction leader, which would make all their faction leaders max on authority. So it should either be player only or include a trigger to remove it from faction leader as soon as possible.
I don't really see the point of preventing exploiting in a single-player game :P
August 22, 2010, 03:53 PM
Amaranth
Re: Next Heir Ancillary (Setting Next Heir) - [Released] Mod for 6.2 and 6.3
Quote:
Originally Posted by Meneth
Can I put your sub-mod in my Compilation?
You will be credited, ofc.
I'll modify your sub-mod to increase compatibility, though.
It's actually compatible with almost everything, since it's just an ancillary and a trigger. Adding this should be just as easy as adding any other custom ancillary to the game. So I wonder what is it that you will modify exactly ?
Quote:
Originally Posted by Callawyn
You should add another trigger, to remove the ancillary if a player or AI ends turn with the ancillary on their faction leader. It will reappear in game for that faction based on your existing triggers.
Everything looks great but the one problem I can see is that you could use this to artificially boost your faction leaders authority. Should be able to give it / keep it with any family member except the faction leader himself. Also, the AI will never transfer it, so whichever general has it will keep it until he becomes faction leader, which would make all their faction leaders max on authority. So it should either be player only or include a trigger to remove it from faction leader as soon as possible.
Thanks for you suggestions, I'll work on this mod further and try to improve it soon. Check back sometimes for updates.
August 22, 2010, 03:55 PM
Meneth
Re: Next Heir Ancillary (Setting Next Heir) - [Released] Mod for 6.2 and 6.3
Quote:
Originally Posted by Amaranth
It's actually compatible with almost everything, since it's just an ancillary and a trigger. Adding this should be just as easy as adding any other custom ancillary to the game. So I wonder what is it that you will modify exactly ?
I'll modify the trigger slightly to make it a bit shorter.
And I'll make it not depend on descr_strat at all.
August 22, 2010, 04:27 PM
TheBard
Re: Next Heir Ancillary (Setting Next Heir) - [Released] Mod for 6.2 and 6.3
Quote:
Originally Posted by Amaranth
Firstly thanks for you good comments. And yes in the long term I will work on make this mod compatible with other mods so more people can enjoy the freedom of choosing their own faction heirs.
About tricky descr_strat file, although it should work with the triggers as Meneth said, it somehow didn't work for me, and that's why I included my own edited descr_strat file in the mod folder, so if by any chance it won't work anyone else , they can just copy my file and fix it. So if the mod works for you without my edited descr_strat file, you can skip that file. Anyway, in case you still need to do it yourself manually without copying my file, here's how you can easily do:
Open the descr_strat.txt file you want to edit and Ctrl+F to bring up the seach bar, now enter your desired faction heir's name (one that your faction starts the campaign with, example for england: Edward) and you will see some part like this:
Like this:
character Edward Plantagenet, named character, male, heir, age 21, x 52, y 211
traits Factionheir 1 , MilitaryInclination 1 , Loyal 2 , GoodCommander 2 , StrategyChivalry 1 , Brave 1 , LoyaltyStarter 1 , ReligionStarter 1
ancillaries heir_crown
The red colored part is where you need to add. If character has are no ancillary to start with that line will be blank. So just copy paste ancillaries heir_crown at the bottom of the traits parts, just like above. If he has an ancillary to start with just add comma and space next to it then enter heir_crown line.
Now as you start a new campaign your FH should start with "Heir Crown" Ancillary. Feel free to ask if you need further instructions. Enjoy ;)
Excellent! That's perfect. I hadn't thought about the fact that I only need to add it to my own faction. It also fixes Callawyn's question about the AI having an artificially high-authority faction leader. If I only add the trait to my own faction, the AI doesn't even have it. I was wondering if they would do anything with it (I assumed not), but in light of Callawyn's point, I think it's better if they don't even have it. I don't suppose there is a way for that to be put in the trigger in Meneth's compilation? So that only the human player's faction gets this?
Edit: +1 rep, Amaranth
August 22, 2010, 04:29 PM
Meneth
Re: Next Heir Ancillary (Setting Next Heir) - [Released] Mod for 6.2 and 6.3
In the files I have ready for the Compilation, which will be uploaded once I get permission (and am awake :P), the trigger only gives it to the player.
August 22, 2010, 04:30 PM
Alpha Zeke
Re: Next Heir Ancillary (Setting Next Heir) - [Released] Mod for 6.2 and 6.3
Quote:
Originally Posted by Meneth
I'll modify the trigger slightly to make it a bit shorter.
And I'll make it not depend on descr_strat at all.
Make sure before you edit something and release it, you run it by the creator and that he fully understands and consents on it.
Quote:
Originally Posted by TheBard
Excellent! That's perfect. I hadn't thought about the fact that I only need to add it to my own faction. It also fixes Callawyn's question about the AI having an artificially high-authority faction leader. If I only add the trait to my own faction, the AI doesn't even have it. I was wondering if they would do anything with it (I assumed not), but in light of Callawyn's point, I think it's better if they don't even have it. I don't suppose there is a way for that to be put in the trigger in Meneth's compilation? So that only the human player's faction gets this?
Edit: +1 rep, Amaranth
FactionIsLocal. That means, its player not Ai. Works great for triggers etc.
August 22, 2010, 04:36 PM
Meneth
Re: Next Heir Ancillary (Setting Next Heir) - [Released] Mod for 6.2 and 6.3
Quote:
Originally Posted by Historydude
Make sure before you edit something and release it, you run it by the creator and that he fully understands and consents on it.
That's what I'm doing right now :P
Here's the full code for anyone who's interested, though, and so he knows 100% what edits I've done:
Code:
[setup]
name = Next Heir Crown
campaign = early,late
group = ancillary
[description]
Lets you choose who'll be the next heir (second in line) by giving him the Heir Crown.
[files]
data\export_descr_ancillaries.txt
data\text\export_ancillaries.txt
Condition IsFactionHeir
and FactionIsLocal
and not FactionwideAncillaryExists heir_crown
AcquireAncillary heir_crown chance 100
;------------------------------------------ ;EDITED
{heir_crown} Heir Crown
{heir_crown_desc} This crown is passed to the next faction heir, who will inherit the throne after the current heir's death.
{heir_crown_effects_desc} +2 Loyalty, +8 Authority, +2 Local Popularity, +1 Troop Morale
August 22, 2010, 04:36 PM
TheBard
Re: Next Heir Ancillary (Setting Next Heir) - [Released] Mod for 6.2 and 6.3
Makes sense. Thanks, Historydude.
August 22, 2010, 05:05 PM
Amaranth
Re: Next Heir Ancillary (Setting Next Heir) - [Released] Mod for 6.2 and 6.3
Quote:
Originally Posted by Meneth
Spoiler Alert, click show to read:
That's what I'm doing right now :P
Here's the full code for anyone who's interested, though, and so he knows 100% what edits I've done:
Code:
[setup]
name = Next Heir Crown
campaign = early,late
group = ancillary
[description]
Lets you choose who'll be the next heir (second in line) by giving him the Heir Crown.
[files]
data\export_descr_ancillaries.txt
data\text\export_ancillaries.txt
Condition IsFactionHeir
and FactionIsLocal
and not FactionwideAncillaryExists heir_crown
AcquireAncillary heir_crown chance 100
;------------------------------------------ ;EDITED
{heir_crown} Heir Crown
{heir_crown_desc} This crown is passed to the next faction heir, who will inherit the throne after the current heir's death.
{heir_crown_effects_desc} +2 Loyalty, +8 Authority, +2 Local Popularity, +1 Troop Morale
If you test this and it works, you have my permission to add it to the compilation. Please let me know the result so that I can apply them on my files as well (I can't test it right now as I'm in a hotel room and I don't have my computer--one that has the game installed--with me).
August 22, 2010, 05:41 PM
Meneth
Re: Next Heir Ancillary (Setting Next Heir) - [Released] Mod for 6.2 and 6.3
Quote:
Originally Posted by Amaranth
If you test this and it works, you have my permission to add it to the compilation. Please let me know the result so that I can apply them on my files as well (I can't test it right now as I'm in a hotel room and I don't have my computer--one that has the game installed--with me).
It works, I've tested it.
Adding it to the Compilation, then.
August 22, 2010, 05:52 PM
Amaranth
Re: Next Heir Ancillary (Setting Next Heir) - [Released] Mod for 6.2 and 6.3
Quote:
Originally Posted by Meneth
It works, I've tested it.
Adding it to the Compilation, then.
Sure, but one thing though in the description you edited it says the Crown is passed to next heir after the Current Heir's death. It doesn't work that way, it selects the next heir correctly only if Faction Leader dies before the current heir. I especially warn people about that, see my first post in this thread. So that's misleading, you should edit that part.
August 22, 2010, 06:06 PM
TheBard
Re: Next Heir Ancillary (Setting Next Heir) - [Released] Mod for 6.2 and 6.3
Good point Amaranth. There might be a way to fix that. What if there were a second heir ancillary that added fewer points of authority (say...5?)? If you gave the "Heir" ancillary to one family member and the "Next in line after the heir" ancillary to...err...the next in line, wouldn't that work if the first heir died? Or does it just choose randomly if the first heir dies?
Also, will this work with the Live Long and Prosper mod? If so, that would mean you could give the heir ancillary to the character as young as 4 or 5, which would help in the case of a faction leader dying when his kid is 13.
Even if the answer to both of the above is no, I'm still psyched. Thanks to both Amaranth (for this) and Meneth (for the compilation).
August 22, 2010, 08:02 PM
Alpha Zeke
Re: Next Heir Ancillary (Setting Next Heir) - [Released] Mod for 6.2 and 6.3
Bard, you've been confused. Say the anc is given to some random dude. When the current heir dies, it goes to him. Say the anc goes to the proper family member next in line. When the heir dies or becomes FL, the one with the anc is chosen.
August 22, 2010, 08:54 PM
TheBard
Re: Next Heir Ancillary (Setting Next Heir) - [Released] Mod for 6.2 and 6.3
This is what Amaranth posted:
"If the current FH dies before becoming FL, this system somehow fails, and game engine selects an heir in it's own way, no matter who gets the Ancillary. I'm not sure why, but in my tests I came to that conclusion. If Current FH dies before "pre-selected" character becomes the New Heir, FH jumps to another character."
I read this as meaning that if the heir dies first (ancillary or no) before he becomes faction leader, then the game uses some other non-authority-based system to choose a new heir. Correct me if I'm wrong, Amaranth.
August 22, 2010, 09:11 PM
Alpha Zeke
Re: Next Heir Ancillary (Setting Next Heir) - [Released] Mod for 6.2 and 6.3
Quote:
Originally Posted by TheBard
This is what Amaranth posted:
"If the current FH dies before becoming FL, this system somehow fails, and game engine selects an heir in it's own way, no matter who gets the Ancillary. I'm not sure why, but in my tests I came to that conclusion. If Current FH dies before "pre-selected" character becomes the New Heir, FH jumps to another character."
I read this as meaning that if the heir dies first (ancillary or no) before he becomes faction leader, then the game uses some other non-authority-based system to choose a new heir. Correct me if I'm wrong, Amaranth.
Oh. I missed that. Hmm. I would like Amaranth's word on this, also if that is only if the FH is carrying the anc himself.
August 22, 2010, 09:22 PM
TheBard
Re: Next Heir Ancillary (Setting Next Heir) - [Released] Mod for 6.2 and 6.3
I thought (optimistically) that perhaps he meant literally "the CURRENT heir," as in the heir you start with when the game starts. I have a feeling that may just be wishful thinking, though.
August 23, 2010, 12:38 AM
Meneth
Re: Next Heir Ancillary (Setting Next Heir) - [Released] Mod for 6.2 and 6.3
Quote:
Originally Posted by Amaranth
Sure, but one thing though in the description you edited it says the Crown is passed to next heir after the Current Heir's death. It doesn't work that way, it selects the next heir correctly only if Faction Leader dies before the current heir. I especially warn people about that, see my first post in this thread. So that's misleading, you should edit that part.
I'll add it to the description in the Compilation thread, and to the sub-mod description next release.
August 23, 2010, 03:50 AM
Amaranth
Re: Next Heir Ancillary (Setting Next Heir) - [Released] Mod for 6.2 and 6.3
@Meneth
Ok, lt's very important cause otherwise it won't work correctly. You can include a link to my first post for instructions.
August 23, 2010, 05:54 AM
Meneth
Re: Next Heir Ancillary (Setting Next Heir) - [Released] Mod for 6.2 and 6.3
Quote:
Originally Posted by Amaranth
@Meneth
Ok, lt's very important cause otherwise it won't work correctly. You can include a link to my first post for instructions.
There's already a link to it and your profile down on the bottom of the Compilation thread.
August 23, 2010, 06:20 AM
Amaranth
Re: Next Heir Ancillary (Setting Next Heir) - [Released] Mod for 6.2 and 6.3
Quote:
Originally Posted by Meneth
There's already a link to it and your profile down on the bottom of the Compilation thread.
Alright, thank you.
August 23, 2010, 06:49 AM
TheBard
Re: Next Heir Ancillary (Setting Next Heir) - [Released] Mod for 6.2 and 6.3
Amaranth, if that happens (the FH dying first), does that break the ancillary for good? Or will it work again for the next heir, assuming the FH doesn't die first again?
August 23, 2010, 07:32 AM
Amaranth
Re: Next Heir Ancillary (Setting Next Heir) - [Released] Mod for 6.2 and 6.3
Quote:
Originally Posted by TheBard
Amaranth, if that happens (the FH dying first), does that break the ancillary for good? Or will it work again for the next heir, assuming the FH doesn't die first again?
I don't think it will break it for good, but someone will be selected as your FH for some time. It should work just as the same once you gave the ancillary to another, and FL dies. Even it's not completely understood yet, when Current FH dies before FL, game seems to choose the new Heir by another basis than Authority rating, or just does it randomly. That's the only limitation of this trick, you can see some more detailed post about this here.
August 23, 2010, 07:48 AM
TheBard
Re: Next Heir Ancillary (Setting Next Heir) - [Released] Mod for 6.2 and 6.3
Thanks again, Amaranth. It seems like that discussion pointed toward very high chivalry overriding authority (sometimes) when the FH dies, thusly ignoring the heir ancillary. Gracul seems to think it's more complicated than that, though, based on amount of authority AND level (generation) in the family tree.
Interesting. I'm not convinced there isn't a workaround, but it does seem like it's pretty crucial to make sure your FL dies first whenever possible if you want to always control the heir. Otherwise, if the FH has a son, it sounds like that son (if of age) will be the new "random" heir chosen.
August 23, 2010, 09:18 AM
Amaranth
Re: Next Heir Ancillary (Setting Next Heir) - [Released] Mod for 6.2 and 6.3
Quote:
Originally Posted by TheBard
Thanks again, Amaranth. It seems like that discussion pointed toward very high chivalry overriding authority (sometimes) when the FH dies, thusly ignoring the heir ancillary. Gracul seems to think it's more complicated than that, though, based on amount of authority AND level (generation) in the family tree.
Interesting. I'm not convinced there isn't a workaround, but it does seem like it's pretty crucial to make sure your FL dies first whenever possible if you want to always control the heir. Otherwise, if the FH has a son, it sounds like that son (if of age) will be the new "random" heir chosen.
You're welcome. And yes there can be workarounds for this, before I release this mod I seached the forums about too many topics related to heir selection, and in many old dated post people were convinced it's not possible influence heir selection in any way, but here we are. So as the mod improves along with our modding knowledge, we can possibly find a solution for that as well. But I think the mod is fair, protecting your FH is very important as it should be if you think about it. So it's best not to put your Heir in danger unless necessary, to ensure your throne stays true to the Royal bloodline. Unless some other family member might want to take advantage from the loss of the heir and claim the crown for himself ;)
August 24, 2010, 03:44 AM
OneArmedScissor
Re: Next Heir Ancillary (Setting Next Heir) - [Released] Mod for 6.2 and 6.3
this should be neat
August 24, 2010, 02:56 PM
gfortune
Re: Next Heir Ancillary (Setting Next Heir) - [Released] Mod for 6.2 and 6.3
Appreciate letting me know when to download the update. I do not need to incorporate the heir mod into the KoJ mod after the update?