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  1. #1
    caralampio's Avatar Magnificus
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    Default Caralampio's Odds and Ends for SS 6.2 (RR1.3/1.8)

    CARALAMPIO’S ODDS & ENDS FOR STAINLESS STEEL v 6.2 (& RR1.3/RC1.8)

    This add-on is a collection of all my minimods and modifies a number of traits and ancillaries for SS 6.2, fixes a couple of bugs and makes a few other tweaks. Little things, really, but things that make the game more enjoyable. As you may notice, my interests are along the roleplaying line; popes, titles, families, traits, ancillaries…
    A version for the RR1.3/RC 1.8 bundle is also provided.

    What’s in this add-on:

    Real Death: Reactivates (and tweaks) the Beyond Battle and Senile traits which existed (buried in the files) since vanilla 1.0 but did not have triggers. Originally RD also tweaked old age and age of death, but SS 6.2 already uses an age of death mod that is virtually identical to that I proposed in RD 1.0. In SS 6.2 old age (and therefore susceptibility to death) begins at 55, with maximum age at 90 (my values in RD 1.0 were 56 and 89 respectively). Characters can die anytime between 55 and 90, with an average (“life expectancy”) of about 65. This update therefore only fixes the triggers for the ‘senility’ and ‘beyond battle’ traits.

    Beyond Battle: Beginning at 62, generals may acquire the "Beyond Battle" trait which makes them weaker in battle. Robust generals are likely to get it later in their life, while sickly ones tend to get it earlier.

    Senile: Beyond 64, generals may gain senility traits (the increasing levels are: Somewhat Senile, Senile, and Totally Senile), which tend to make them bad in battle and as governors. The chances are not very high, no need to worry (too much)…

    Royal Women: This mod causes "of xxx blood" traits (“of French blood” for instance), to be transmitted to the sons and (princess) daughters of royal princesses that remain in your family tree. This way the original royal bloodline is more likely to remain in your family members.

    Princesses that you marry away to other factions, or foreign princesses that come into your tree, will give "xxx relations" traits (“Polish relations” for example). However, in this mod these relations traits give some useful effects, instead of just "that sense of entitlement". The new princesses for the crusader factions have been integrated. “Relations” traits can still be passed on to progeny but only from male to male.

    Merchant’s Mod: In SS merchants do not gain finance over time like they used to in vanilla. The only practical way to gain finance is to hunt other merchants, but that is quite difficult given the low % of success. Here, merchants have a small chance per turn of gaining monopolist and good merchant traits. This is just for being alive; it is assumed that wherever he is, he is doing something mercantile. There is an additional small chance of gaining finance if he is actually on top of a resource.

    Typically, in a lifetime a merchant will gain 5-6 finance, but a lucky one can reach higher especially if he gains other useful traits, while an unlucky one might gain just one or two, or even none. This works nicely with the age mod because a merchant reaching advanced age might become a financial monster.

    This also allows you to train inexperienced merchants. You can send them to some backwater, a low profile resource in a faraway corner where it is unlikely that he will attract the attentions of enemy merchants. On that resource he can gain experience and move on when he is powerful enough.

    Courtesans: The chances of getting an adultress because a building of the brothel line exists in the city are reduced. The chance per turn of getting an adultress with this mod are:

    Brothel- 0%
    Inn- 1%
    Tavern- 2%
    Coaching House- 3%
    Pleasure Palace- 5%

    The chances used to be 8% per turn with any building from brothel up, which practically guaranteed getting it in a few turns.

    In addition to high chivalry or a charming wife, now a high piety can also make a general immune to adultery (makes sense, no?). Having a high piety also makes a general immune to getting a foreign adultress (and the overall chance of gaining this ancillary has been slightly reduced). For generals with different (ahem) inclinations, a level 2 ‘arse’ trait is now required to have any chance of gaining a lover that can grow a beard. That is, he has to be beyond just ‘uninhibited’.

    Traits And Ancillaries Text Revision: CO&E includes a thorough revision of the text associated with traits and ancillaries; fixing grammatical errors, rephrasing some statements and also making it more consistent from a gaming and historical point of view. The third person style has been almost entirely dropped (like in: “This man is very loyal to you, sire…”) in favor of straight descriptions. Titles have been revised to be more accurate to the region and the language spoken there. Examples…

    Dublin- Prince of Leinster
    Stockholm- Hertig av Sodermanland
    Islamic Toledo- Amir of Tulaytulah

    Characteristics description has been modified to accommodate vanilla convention, with numbers always to the left (“-4 from personal security (increases the chances of falling victim to assassination)” instead of “Security -4”, for instance).

    A few bugs (missing text) found in these files have been fixed.

    Note: This revision has nothing to do, and does not interfere, with the Text Overhaul mod included in the RR 1.3/RC 1.8+ bundle.

    One Man, One Title: A multiplicity of titles does not a great governor make, in real life, but that’s the case in the game. With this submod nobiliary titles will trigger for a character ending his turn in a settlement, but only if he does not already hold a title. It is still possible for a character to accumulate multiple titles, but only by transfer.

    This helps players to manage their nobility as it is easier to see which titles are unclaimed and send untitled characters to get them. It also prevents too many titles accumulating on a single man, which frequently happens to campaigning generals. For instance, a given general will normally be just the Duke of York, period. (I know I know, nobles could and did hold multiple titles. I recommend you check emperor Charles V’s curriculum in Wikipedia! It’s mostly for gaming reasons).

    You will usually find that the number of titles in use by your faction equals the number of generals you have, so choose them wisely.

    One way of getting more titles for a single man is by transfer. A good idea is having your king bestow any title he holds to another general, then go pick an unclaimed title, bestow it, claim another one, etc. Why does it have to be the king? Because he won’t suffer any bad traits from being stripped of a title. Other generals will become disloyal if they have to give it away. This gives a new role to the king, and makes you work for extra titles if you want them. However, I suggest letting the one man, one title system work as it is.

    This mod also fixes most of the titles that give loyalty -2 or -3, which are a headache, reducing the loyalty loss to a manageable -1 (-2 is kept only for a couple of locations). A player should not have to make his generals avoid a city because the title of that place is horrible.

    Numberless Popes: Removes the numeral from Pope (and other Papal States character) names. While the Roman numeral might arguably give a “papal” taste to the name, it gives rise to situations like Gregorius X being succeeded by Gregorius X (or even worse, by Gregorius IX!). Also, having diplomats and spies named Clemens V or Julius II is ridiculous. Finally, if we follow the same logic kings should also have numerals (Henry IV, Alfonso VI, etc.) but they don’t. The names and ages of the Popes for the different campaigns have been modified to approximate historical data. Incidentally, the Pope who appears initially in 1080 (Gregorius IX) is wrong; he should be Gregorius VII.

    Using this mod, when I’m in the roleplaying mood I actually write down the names of Popes that appear in my games and check them against a historical list of Popes, then I assign them the number that corresponds (in my list only, of course, no way to do it in the game!) For instance, if a second Gregorius appears, he is Gregorius VIII. If an Innocentius gets elected, he would be Innocentius II, etc. This would be much better with a 2tpy mod, though, because having Popes living more than a century sort of takes the fun out of it.

    Cairo Bug Fix: Fixes the bug causing almost every crusade to be called against Cairo; Jerusalem becomes the target of choice. The first crusade is usually Jerusalem, but crusades are still regularly called to other targets. Also removes Palermo as a jihad target, preventing Muslim armies from getting stuck forever in Tunis.

    Catholic Councils Fix: Orthodox priests no longer get invited to those “heretical” Roman Catholic Church councils.

    The Family Album: Changes the family tree portraits for wives and children of all cultures with new, nicer portraits.

    Installation:
    Save your original files first!

    Extract to the Stainless_Steel_6 folder (not the data folder), and say “yes to all” when prompted to overwrite. After that, delete names.txt.strings, export_ancillaries.txt.strings, and export_vnvs.txt.strings from the data/text folder. Also delete map.rwm from the data/world/map/base folder. The next game will take some time to load as these files are being recreated.

    Not savegame compatible.
    Last edited by caralampio; April 09, 2009 at 08:55 AM.

  2. #2
    Swagger's Avatar Imperial Coffee-Runner
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    Default Re: Caralampio's Odds and Ends for SS 6.2 (RR1.3/1.8)

    Characters can die anytime between 55 and 90, with an average (“life expectancy”) of about 65. This update therefore only fixes the triggers for the ‘senility’ and ‘beyond battle’ traits.
    are you aware that during middle ages most people died between 30-40 years old?

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  3. #3
    Caesar Clivus's Avatar SS Forum Moderator
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    Default Re: Caralampio's Odds and Ends for SS 6.2 (RR1.3/1.8)

    Quote Originally Posted by Swagger View Post
    are you aware that during middle ages most people died between 30-40 years old?

    Not quite:

    From the table it is clear that even in the middle ages, if the person could get through childhood and early adulthood, he could expect to live to 64 or so. That means that there were older people living in the society. Though the data comes from the aristocracy, it is argued that it applies more generally in the society. While the aristocracy are less affected by famines due to their wealth, they are more susceptible to death from serving in the military.
    http://www.business.ualberta.ca/rfie...Expectancy.htm

    BftB2 UPDATED 22nd DECEMBER. Member of the Complete Byzantine Unit Roster team

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    caralampio's Avatar Magnificus
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    Default Re: Caralampio's Odds and Ends for SS 6.2 (RR1.3/1.8)

    Yes, life expectancy can be deceiving either for an era or for a country. When they say, "life expectancy in the Middle Ages was around 40" or "life expectancy today in some African countries is 45" it doesn't mean that most people were dead by that age. Rather, it reflects a great mortality in childhood and youth which brings down the average. But those adults that survived the dangers of early life could expect to reach old age, more or less as we do (a little less due to lack of medical advances to treat the diseases of old age, balanced by a healthier diet and probably less sedentarism).

    We can assume that those characters that appear in M2TW are those lucky to have survived childhood and early youth.

  5. #5
    Gorrrrrn's Avatar Citizen
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    Default Re: Caralampio's Odds and Ends for SS 6.2 (RR1.3/1.8)

    Also removes Palermo as a jihad target, preventing Muslim armies from getting stuck forever in Tunis.
    Shame this - it's fun seeing jihad armies march through Italy to attack Sicily -I've seen the Mongols manage it. (Helps with the churn in the game.)

    Did see a few armies in Tunis on that jihad BUT they all marched off once the jihad finished. Maybe it would be better to increase the number of mercenary ships available in Tunis?

    (I've also seen the Moors reach Sicily by ship too and Egyptians can send armies by ship as well.)

    We need a revision of the Text Overhaul mod as it contains some nonsensical phrasing - candidates for adoption have a "Second Vouch" whatever that is, "Proposer" is so much much better.

  6. #6

    Default Re: Caralampio's Odds and Ends for SS 6.2 (RR1.3/1.8)

    Quote Originally Posted by Rozanov View Post
    Shame this - it's fun seeing jihad armies march through Italy to attack Sicily -I've seen the Mongols manage it. (Helps with the churn in the game.)

    Did see a few armies in Tunis on that jihad BUT they all marched off once the jihad finished. Maybe it would be better to increase the number of mercenary ships available in Tunis?

    (I've also seen the Moors reach Sicily by ship too and Egyptians can send armies by ship as well.)

    We need a revision of the Text Overhaul mod as it contains some nonsensical phrasing - candidates for adoption have a "Second Vouch" whatever that is, "Proposer" is so much much better.

    in my campaign , kwarezhim have palermo and another city near by, controlling that little island , in end of itally , i wonder if they advance to Sicily , would be fun :O

  7. #7

    Default Re: Caralampio's Odds and Ends for SS 6.2 (RR1.3/1.8)

    will this fix the loss of command stars?
    Think,and thou art faithful


  8. #8
    Swagger's Avatar Imperial Coffee-Runner
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    Default Re: Caralampio's Odds and Ends for SS 6.2 (RR1.3/1.8)

    Under the Patronage of the Dreadful cedric37!
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  9. #9

    Default Re: Caralampio's Odds and Ends for SS 6.2 (RR1.3/1.8)

    Again as posted above, child mortailty rates were quite high in the middle ages thus effecting the lifespan average. Average some ones and two's in with 40's 50's and 60's thats what you get.
    Last edited by stevehoos; April 02, 2009 at 06:14 PM.

  10. #10
    Caesar Clivus's Avatar SS Forum Moderator
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    Default Re: Caralampio's Odds and Ends for SS 6.2 (RR1.3/1.8)

    Swagger:

    1. Wikipedia doesn't equal a valid source of information. There's a reason why universities don't accept wikipedia as a reference

    2. The two references for the figure for Britain you highlighted are the BBC and a program on British Channel 4. Not reliable sources

    BftB2 UPDATED 22nd DECEMBER. Member of the Complete Byzantine Unit Roster team

  11. #11
    SamZi's Avatar Civis
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    Default Re: Caralampio's Odds and Ends for SS 6.2 (RR1.3/1.8)

    Good mod, I was gonna make some of these changes myself. You should suggest it be added to 6.2. There was one problem though. Everything was extracted to a "COE for SS 62" folder and therefore didn't overwrite anything. I had to right click the data folder and extract through there for it to work as you intended.

    BTW, does "not savegame compatible" here mean that current campaigns will crash or just that the changes will only take effect in a new campaign? I was able to load an ongoing campaign but didn't test further.

    Also, I couldn't find the files in the ui folder that your mod replaced to backup but when extracting it did ask whether to overwrite them. They can't be hidden so are they packed or something?

  12. #12
    caralampio's Avatar Magnificus
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    Default Re: Caralampio's Odds and Ends for SS 6.2 (RR1.3/1.8)

    Quote Originally Posted by SamZi View Post
    Good mod, I was gonna make some of these changes myself. You should suggest it be added to 6.2. There was one problem though. Everything was extracted to a "COE for SS 62" folder and therefore didn't overwrite anything. I had to right click the data folder and extract through there for it to work as you intended.

    BTW, does "not savegame compatible" here mean that current campaigns will crash or just that the changes will only take effect in a new campaign? I was able to load an ongoing campaign but didn't test further.

    Also, I couldn't find the files in the ui folder that your mod replaced to backup but when extracting it did ask whether to overwrite them. They can't be hidden so are they packed or something?
    About savegames, many of the changes will not show. I think the game would not crash , but I can't guarantee it.

    The portrait files do exist, they are the standard ones. Strange that you didn't find them.

  13. #13

    Default Re: Caralampio's Odds and Ends for SS 6.2 (RR1.3/1.8)

    I like these changes alot. And I'm positively overjoyed it's compatible with the excellent 6.2 RR/RC bundle as well!

  14. #14

    Default Re: Caralampio's Odds and Ends for SS 6.2 (RR1.3/1.8)

    Quote Originally Posted by infernocanuck View Post
    I like these changes alot. And I'm positively overjoyed it's compatible with the excellent 6.2 RR/RC bundle as well!

    Yeah, I agree wholeheartedly, some great changes.
    If I were to add the Emergent KoJ as well, should I expect any problems do you think?

  15. #15
    Swagger's Avatar Imperial Coffee-Runner
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    Default Re: Caralampio's Odds and Ends for SS 6.2 (RR1.3/1.8)

    lol ok
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  16. #16
    strife1013's Avatar Campidoctor
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    Default Re: Caralampio's Odds and Ends for SS 6.2 (RR1.3/1.8)

    This is awesome, thank you!


  17. #17

    Default Re: Caralampio's Odds and Ends for SS 6.2 (RR1.3/1.8)

    gotta love getting a venetian+genoese related, admin minded governor xD

  18. #18

    Default Re: Caralampio's Odds and Ends for SS 6.2 (RR1.3/1.8)

    So I take it,it does fix the command star issue then...
    Think,and thou art faithful


  19. #19

    Default Re: Caralampio's Odds and Ends for SS 6.2 (RR1.3/1.8)

    It will not let me put it in just the Stainless Steel Folder. Are you sure it doesn't go into DATA??

  20. #20
    caralampio's Avatar Magnificus
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    Default Re: Caralampio's Odds and Ends for SS 6.2 (RR1.3/1.8)

    Quote Originally Posted by Hauler View Post
    It will not let me put it in just the Stainless Steel Folder. Are you sure it doesn't go into DATA??
    You should point to the SS folder when extrating, however if it doesn't work, extract to desktop, copy the data folder and paste it inside the SS folder.

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