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Thread: Next Heir Ancillary (NHA) - Sub-Mod for SS6.4

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  1. #1
    Amaranth's Avatar Ordinarius
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    Default Re: Next Heir Ancillary (Setting Next Heir) - [Released] Mod for 6.2 and 6.3

    Quote Originally Posted by Meneth View Post
    There's already a link to it and your profile down on the bottom of the Compilation thread.
    Alright, thank you.
    Next Heir Ancillary (NHA) Sub-Mod for Stainless Steel & Third Age Total War




  2. #2

    Default 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?

  3. #3
    Amaranth's Avatar Ordinarius
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    Default Re: Next Heir Ancillary (Setting Next Heir) - [Released] Mod for 6.2 and 6.3

    Quote Originally Posted by TheBard View Post
    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.
    Next Heir Ancillary (NHA) Sub-Mod for Stainless Steel & Third Age Total War




  4. #4

    Default 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?

  5. #5

    Default Re: Next Heir Ancillary (Setting Next Heir) - [Released] Mod for 6.2 and 6.3

    So far, this seems to be working for me. Playing 6.3 RR/RC, LLP, FTT, Heir ancillary, permanent arrows. Characters become useable at age 5 because of LLP, and you can give them the heir ancillary then (which is a really awesome combination of options). Playing as Aragon, my King was Pedro and his brother Ramiro (I think) was the heir because there were no children at beginning of game. I had the ancillary on the next youngest brother (forget the name off the top of my head), but then I switched it to Pedro's male son (aged 5, first useable). I stupidly let Ramiro get himself killed (by archers no less) in an unsuccessful attack on Valencia and the heirship went to Pedro's son. Now, I assume that was likely to happen anyway just because the game wants to follow primogeniture when it is obvious, but at least it's good to know that the heir ancillary either worked or didn't hurt anything. I'm trying to use it to follow primogeniture exactly throughout the game, so I'll keep you updated on whether that works or not. The LLP mod makes this a lot easier, as without it, the King's son would not have been able to have ancillaries yet (I think he was 10).

  6. #6
    Amaranth's Avatar Ordinarius
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    Default Re: Next Heir Ancillary (Setting Next Heir) - [Released] Mod for 6.2 and 6.3

    Quote Originally Posted by TheBard View Post
    So far, this seems to be working for me. Playing 6.3 RR/RC, LLP, FTT, Heir ancillary, permanent arrows. Characters become useable at age 5 because of LLP, and you can give them the heir ancillary then (which is a really awesome combination of options). Playing as Aragon, my King was Pedro and his brother Ramiro (I think) was the heir because there were no children at beginning of game. I had the ancillary on the next youngest brother (forget the name off the top of my head), but then I switched it to Pedro's male son (aged 5, first useable). I stupidly let Ramiro get himself killed (by archers no less) in an unsuccessful attack on Valencia and the heirship went to Pedro's son. Now, I assume that was likely to happen anyway just because the game wants to follow primogeniture when it is obvious, but at least it's good to know that the heir ancillary either worked or didn't hurt anything. I'm trying to use it to follow primogeniture exactly throughout the game, so I'll keep you updated on whether that works or not. The LLP mod makes this a lot easier, as without it, the King's son would not have been able to have ancillaries yet (I think he was 10).
    Glad to hear it's working without problems. I appreciate letting me know that. I just finished fixing the files for 6.2 and I'm about to finish working on files for 6.3 then I'll release next update for Next Heir Ancillary Mod.
    Next Heir Ancillary (NHA) Sub-Mod for Stainless Steel & Third Age Total War




  7. #7

    Default Re: Next Heir Ancillary (Setting Next Heir) - [Released] Mod for 6.2 and 6.3

    LOVE IT!!!! + rep
    can't wait for LAST KINGDOM

  8. #8
    Amaranth's Avatar Ordinarius
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    Default Re: Next Heir Ancillary (Setting Next Heir) - [Released] Mod for 6.2 and 6.3

    Update:
    Triggers are fixed and shortened, mod is no longer depend on descr_strat.txt file. So it's a little less confusing and easier to install.
    I did a quick test it seems to be working like it was, but this version seems to be more compatible and stable than before.
    Please install the latest version and let me know if there's anything wrong.
    Next Heir Ancillary (NHA) Sub-Mod for Stainless Steel & Third Age Total War




  9. #9
    Meneth's Avatar I mod, therefore I am
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    Default Re: Next Heir Ancillary (Setting Next Heir) - [Released] Mod for 6.2 and 6.3

    A few recommendations:
    Put most of the first post in spoilers or content-boxes, currently one has to scroll down pretty far to get to the download link.
    Make it work with the sub-mod manager. It makes it much easier to install. A guide on that can be found in my Compilation, and Historydude has made one, too.

  10. #10
    Amaranth's Avatar Ordinarius
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    Default Re: Next Heir Ancillary (Setting Next Heir) - [Released] Mod for 6.2 and 6.3

    Quote Originally Posted by Meneth View Post
    A few recommendations:
    Put most of the first post in spoilers or content-boxes, currently one has to scroll down pretty far to get to the download link.
    Done. Pictures are hidden by spoiler boxes.

    Quote Originally Posted by Meneth View Post
    Make it work with the sub-mod manager. It makes it much easier to install. A guide on that can be found in my Compilation, and Historydude has made one, too.
    You're right, I should do that, and I will when I have more free time. I just wanted to post it like this for now so people can still play it's updated version until I work on the mod further. Thanks.
    Next Heir Ancillary (NHA) Sub-Mod for Stainless Steel & Third Age Total War




  11. #11
    Meneth's Avatar I mod, therefore I am
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    Default Re: Next Heir Ancillary (Setting Next Heir) - [Released] Mod for 6.2 and 6.3

    Quote Originally Posted by Amaranth View Post
    Done. Pictures are hidden by spoiler boxes.
    Thanks, it looks a lot more organized now (though the download is still pretty far down)

  12. #12
    Amaranth's Avatar Ordinarius
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    Default Re: Next Heir Ancillary (Setting Next Heir) - [Released] Mod for 6.2 and 6.3

    Quote Originally Posted by Meneth View Post
    Thanks, it looks a lot more organized now (though the download is still pretty far down)
    Well I left the text body as it was, description, instructions and warning parts, since they're the most important sections of the post, I guess it's fair enough now, I have seen much longer posts.
    Next Heir Ancillary (NHA) Sub-Mod for Stainless Steel & Third Age Total War




  13. #13
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    Default Re: Next Heir Ancillary (Setting Next Heir) - [Released] Mod for 6.2 and 6.3

    How is the city in which the child will grow up and learn traits determined. I wish you could pick a city in general in which you want your children trained, it makes it a pain in the butt to move family members around the map.


  14. #14
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    Default Re: Next Heir Ancillary (Setting Next Heir) - [Released] Mod for 6.2 and 6.3

    Quote Originally Posted by strife1013 View Post
    How is the city in which the child will grow up and learn traits determined. I wish you could pick a city in general in which you want your children trained, it makes it a pain in the butt to move family members around the map.
    If you want more in-depth education, get Meneth's LLP mod. Otherwise, children come-of-age at the city where their father is, or if he is campaigning, at the capital.

    Continue discussion on that in the LLP thread.

  15. #15
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    Default Re: Next Heir Ancillary (Setting Next Heir) - [Released] Mod for 6.2 and 6.3

    Opps,
    Sorry Historydude, I meant to put that in that mod's section....where is my brain today!


  16. #16
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    Default Re: Next Heir Ancillary (Setting Next Heir) - [Released] Mod for 6.2 and 6.3

    Quote Originally Posted by strife1013 View Post
    Opps,
    Sorry Historydude, I meant to put that in that mod's section....where is my brain today!
    I completely understand

  17. #17
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    Default Re: Next Heir Ancillary (Setting Next Heir) - [Released] Mod for 6.2 and 6.3

    Anyways looking forward to using this mod! This should be interesting...although quick question and haven't test it out yet since only faction heirs can marry princesses and I marry to other factions quickly to make babies could I just move the ancillary around so that all my guys can marry princesses in other words Son A has this ancillary and I marry him to a princess and I than give Son B the ancillary can he marry a princess and so forth or does only the first born son get to marry a princess?


  18. #18

    Default Re: Next Heir Ancillary (Setting Next Heir) - [Released] Mod for 6.2 and 6.3

    Strife, the heir ancillary doesn't work exactly that way. You have to think of it as something you give to someone you want to be the next heir when the current faction leader dies or the current heir dies (which sometimes doesn't work, so be careful with your heirs).

    So let's say you start a game and you have a King and he has three Sons (A, B, and C). The game has already made Son A the first heir, and there is nothing you can do about that. But let's say you want to ensure that Son C becomes the next heir after Son A ascends to the throne. You give C the ancillary and when A becomes the Leader, voila! C becomes his new heir (usually even if A has his own sons by that point).

    Then you give the ancillary to someone else (Son B or one of A's sons or whomever) so that they become the new heir when C becomes the King. The ancillary by itself actually makes that character the next in line to be heir, not the heir itself. So it won't actually let that character marry princesses until he becomes the official heir.

  19. #19
    Alpha Zeke's Avatar Vicarius
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    Default Re: Next Heir Ancillary (Setting Next Heir) - [Released] Mod for 6.2 and 6.3

    This anc is for the Heir to the Heir.

  20. #20
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    Default Re: Next Heir Ancillary (Setting Next Heir) - [Released] Mod for 6.2 and 6.3

    I was looking for a loop hole ha ha.


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