• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
Awesome you fixed the female heir problem! I assume it's not retroactive though?

I have quite a few questions about the mod mechanics at this stage that I'm not sure about. I also have a few comments that should be taken with a grain of salt because I am not a CK expert by any means. Many thanks in advance for anyone who answers them.

So, it's all about Champions and Levies are basically irrelevant, but are Men-at-Arms at all relevant?

I don't exactly understand how the resonance experience system is judged. Like, is it based on which type of mortals you call to your court, or some other factor? I think a note said it was based on "personality" but because characters have three traits, I'm not sure how to key in on balancing out what type of resonance they produce.

Is the Conscripting the Downtrodden thing to restrict your prestige for balance purposes? For reference I currently produce 2.5 a month with Foreign Affairs on, a 17 Chancellor and a Level 1 Princedom. Realm Size 15

I know the amount of gold is restricted for a reason, but at the moment I feel like the restriction is a bit too harsh. For reference I'm getting 4.4 a month with taxes on and a 20 Steward.

I also think that lifestyle xp could use a slight push. Even if it's just like, you get normal xp for only the first trait or first two traits in a tree. Because at the moment, my character is a Genius with Education 3 in a lifestyle, and I got 8/month in that lifestyle. It's basically making it so if I get a choice in a random event, I am way more inclined than normal to pick the one that gives me XP. I won't always, but I feel like I missed out when I don't.

Considering that you can no longer die in order to get another shot at the feudal contract, is there a fix to allow you to make changes more than once? I unfortunately did it a few times before realising that their rights to their Titles were protected, which is a problem because you can't even strip rebels of their titles if they have that clause.

This isn't a big deal, but because vampires are basically just haemosexuals the Default setting should be Bisexual favoured, they don't care who you are, as long as you got that sweet vitae.

Finally, I have two complaints that are made in jest. First of all, Mithras, the Sun God, the Lord of Light, the Master of Avalon, Camden's Sugardaddy, has bloody awful stats. I occasionally go to my Mithras save, but he is just so incompetent. Even Martial, the God of War has only Good in, and no Martial perks. Tied into this, Lord Camden, straight, really? I am made dubious.
 
Princes of Darkness, Version 1.0.3.7, 9/15/2020
We didn't want to push a new update so soon, but there were isolated reports of the diablerie scheme hanging so we:
- Added end_scheme maintenance event for instances in which diablerie scheme gets stuck. Added 7 day delays to all events triggered by diablerie scheme. - Sparc
- Characters are now limited to persuing only one Diablerie, Embrace and Hunt mortal scheme at a time. - Sparc
- Entrance, Summon, Rationalize and Telepathy schemes updated for Presence, Dominate and Auspex themes respectively. Added Dominate theme to Diablerie: Mesmerism event. - Sparc
- Scripted the stats of a lot more characters, which should result in higher stats across the board. - Karde
- Fixed Rutor's portrait. He no longer looks like a snarky 9 year old boy. - Sparc
- Most canon vampires no longer wear hats because they don't like they do not wear them in canon illustrations in Dark Ages Vampire, etc... - Sparc
- Moncada and Jervais are now obsese visually. - Sparc
- Vampires can be muscular again. - Sparc
- Fix to exsanguination of mortal prisoners and diablerie of vampire prisoners. - Sparc
- Road of the Beast, Road of Metamorphosis and Warmongers can raid. - Neece
- Revision of prison escape for shapeshifting. - Neece
 
Awesome you fixed the female heir problem! I assume it's not retroactive though?

It didn't work. We will wait for a set_mother effect. Even if we got it to work, it would not work retroactively. how could it on a save game about past human decisions that there would be no record of in the save game? Provided the save game would even load uncorrupted with the big changes still going on in the mod updates?

So, it's all about Champions and Levies are basically irrelevant, but are Men-at-Arms at all relevant?

Slightly more relevant, and you can use them to deal with other levies. Its really the champions that shine though. Its still early, so expect lots of balancing changes over time.

I don't exactly understand how the resonance experience system is judged. Like, is it based on which type of mortals you call to your court, or some other factor? I think a note said it was based on "personality" but because characters have three traits, I'm not sure how to key in on balancing out what type of resonance they produce.

Personality traits and some other traits influence which resonance is dominate in a particular character at feeding time, along with a bit of random number generation. The resonance is based on medieval humorlogy. So the trait "lustful" is sanguine, and the trait "wrathful" is choleric, etc...

I'll let Karde address the building design mechanics, but yes in general the first tier of buildings are a mix of malus and bonus. Gold is also in short supply. Though many players have figured out how to get beyond that hurdle. Again, we may be changing balance on this over time based on player feedback.

Considering that you can no longer die in order to get another shot at the feudal contract, is there a fix to allow you to make changes more than once?

We have made for unlimited changes to vassal contracts if you are willing to generate the hooks or deal with the tyranny.

I unfortunately did it a few times before realising that their rights to their Titles were protected, which is a problem because you can't even strip rebels of their titles if they have that clause.

Vampires don't like to secede territory, even to a self-styled prince.

This isn't a big deal, but because vampires are basically just haemosexuals the Default setting should be Bisexual favoured, they don't care who you are, as long as you got that sweet vitae.

I agree.

Finally, I have two complaints that are made in jest. First of all, Mithras, the Sun God, the Lord of Light, the Master of Avalon, Camden's Sugardaddy, has bloody awful stats. I occasionally go to my Mithras save, but he is just so incompetent. Even Martial, the God of War has only Good in, and no Martial perks. Tied into this, Lord Camden, straight, really? I am made dubious.

We made a boost to many canon character stats as of the most recent update, 9/15/2020.
 
To complete Sparc's answers :

- Gold is hard to come by the "normal" way. You aren't exactly running a profitable business as a vampire. The best way to make gold is to run a blackmail economy, find secrets, get hooks, ask for gold to not spill them. Pretty accurate to vampire politics if you ask me.

- Buildings start with a malus but get better with each upgrade. They are harder to balance than the fire and forget vanilla ones. Though we certainly could use a few more in the future.

- Since the very last patch, some characters now have scripted sexuality (all random before). As such, Mithras is bi (known lover of Marcus Verus, Camdem but also Kemintiri). Camdem is homosexual (only known lover is Mithras). Stats have also been scripted for more characters, Mithras has excellent martial now.
 
You guys are clearly working hard on this. Two things I've noticed (really minor and could be ignored if inconvenient, but I'd rather report it in case you didn't noticed)

1-Shouldn't Byelobog "the WHITE god" be albino?
2-I went throught the sourcebooks and I don't think it's possible to diablerise a kuey-jin. Especially since they allow you to go over the 4th generation (I got to Antediluvian with a prisonner of war)
 
So far i'm after a short while enter a constant war spirale.
Maybe i'm doing stuff wrong, but i've got no clue how to deal with small duchies attacking me over and over, because a) levies do nothing to begin with, b) i don't even get that many levies as kingdom. So the AI seems to enter a constant stream of holy wars followed by upraisings - after the overall levy counter of me has dropped enough.
Am i missing something i could do against that?
 
Am i missing something i could do against that?

With the focus being into knights, stop thinking as a feudal lord and think as a vampire : a bunch of alliances with small independant princes are far more valuable than having a big empire. Also, vassals still give you tax, those man at arms can boost your numbers as a deterrent.
 
1/ Byelobog should indeed be Albino.
2/ That's true, but KJ aren't really worked on at the moment to be perfectly honest. We should disable the option to diablerize them altogether, which shouldn't be too hard to do.

3/ We have other reports of the war spiral. Keep in mind that the AI doesn't consider knights when declaring wars. So think of alliances, men at arms and levies as deterrent to those. Avoid "looking weak". It's hard to do right now to be fair, and buildings increasing the replenishement rate of levies and such to help with this issue are on the table.
 
You guys are clearly working hard on this. Two things I've noticed (really minor and could be ignored if inconvenient, but I'd rather report it in case you didn't noticed)

1-Shouldn't Byelobog "the WHITE god" be albino?

Good call


2-I went throught the sourcebooks and I don't think it's possible to diablerise a kuey-jin.

Still wrestling with the best way to handle them, which is why they aren't in the Character Generator options yet. Though obviously, there are ones you can pick from the map.

Especially since they allow you to go over the 4th generation (I got to Antediluvian with a prisonner of war)

Yeah, we shouldn't let them become 3rd generation.
 
Hey, loving the mod, burned a good 30 hours of my life on it already, so I have a couple of small suggestions and a few questions...

Can you unbind the decision to change culture to more than once a lifetime since... well, you know, your lifetime might well be your entire game in this mod. I made the poor decision to become Visigothic (4 low development provinces with horrible tech) since it would make me the cultural head and then I migrated to bavaria and found I couldn't integrate with the locals at all for the rest of eternity. I like the idea of migrating around the map a lot more in this mod as it feels fitting to the theme more than it would in vanilla. Also, a lot of characters are of dead cultures, romans, anglo-saxons etc., and they kind of need to assimilate for tech-reasons, burning their one chance right away. I mean, it's *kind* of thematic to be behind on tech as an ancient vampire, but it's damned punishing in game-play terms. A cooldown might be more appropriate.

I don't know if it is possible, but if it is you might want to change the default options in "Look for spouse" to not be set to "Fertile" because, well, otherwise you just get a list of mortals. That setting makes sense in vanilla, but in this mod, not so much. It's easy to do yourself, but I was a good 10 hours into the game until I realised that the vampire babes weren't actually just being stuck up, my settings had filtered them out of the availible options. Would be a quality of life improvment.

Speaking of settings and rules I think "Ancient vampires learn new tricks" and the whatstheirfaces turning obsidian should be default, but that's just a matter of personal preference.

Also, question, aside from landing them, is there a way to wake a vampire from torpor? Or will they wake on their own at some point even if unlanded? Does old vampires not in torpor at game start ever enter it?

Last suggestions, but this one would be damned annoying to actually do so feel free to tell me it's stupid but... Ancient vampires from B.C.E. are generally set to be "born" in either 80 C.E. or 100 C.E.. The inconsistency of that aside...
I get that as far as CK is concerned the world started in the year 1, but could you set their birthday to the year 1? Then you know when you see a vampire that is [current year] old you know they are actually B.C.E. rather than just born in the actual early C.E.'s without having to check...
Speaking of birthdays... I noticed a few young vampires that seem to have their birthdays set roughly to when they would have been turned rather than their human age + the years they lived as a vampire... Minor point is extremely minor but is that a concious decision or just kinda what happened along the way?
 
  • 1Like
Reactions:
So...

1/ We are slowly getting rid of the "Once per lifetime" where we find them. Though AI vampires are a little too culture changing happy already I think. There are still Romans or Ancient Greeks vampire in modern acting like nothing has changed.

2/ We can't change anything there.

3/ The only way right now to awake from torpor is to get the torpored vamp to get landed. A safety check decision will be taken by the AI to awake. We will expand on the torpor aspect of things at some point. Vampires don't enter torpor right now either.

4/ We can't change the date of birth for pre roman times, and we will probably never be able to. PDX games don't do negative dates. The only way would be to have the game set in AUC... but even then, pre Roman vampires wouldn't work. And this would get weird.
Finally, vampires have their birth date representing their embrace date. Simply because a large majority of canons characters have their embrace date known, but not their birth one. It's also a neccessity for some edge cases (some vampires embraced other vampires older than them while they were very young, and CK3 doesn't do "father is younger than child at birth" thing)
 
  • 1
  • 1Like
Reactions:
4/ We can't change the date of birth for pre roman times, and we will probably never be able to. PDX games don't do negative dates. The only way would be to have the game set in AUC... but even then, pre Roman vampires wouldn't work. And this would get weird.

Thanks for the answers!

But I think you missed what I meant on that one. I know negative years don't exist in PDX games, but you could set it to year 1 instead of year 80, that way if it's 1543 and you see an 1542 years old vampire you would instantly know it's *actually* a vampire from the B.C.E. times. But I realise it's a lot of database work for very little actual profit, so I totally get why it wont be done.

Oh, I also realised another bit I found odd that I hadn't run into in CK3 vanilla since realms there tend to be a lot more mono-religious... So I was code of Tremere, and my liege was something else, and a holy war from a THIRD religion was targeting my personal holdings, but I was unable to join his war because "My faith wasn't under attack". While true, my LANDS where. This would very, VERY rarely come up in vanilla, but with vampire society being a lot more fragmented it has a pretty good chance of happening to anyone playing this mod as a vassal. If the requirement to be the same faith as your liege to be allowed to join defensive holy wars would be lifted it would be much appriciated.

Anyway, enjoying the mod a lot!
 
Caine is born in 1. There the 2nd in 20,then the 3rd in 40 etc. It's because CK3 want at least 16 years between father and child. I just rounded it up to 20. But you understand the issue I think. If everyone is 1, nobody can be related to Caine anymore.

Interesting edge case for the join wars thing. Nobody talked about it yet, that's worth a look. Thanks for the report!
 
  • 1
  • 1Like
Reactions:
Caine is born in 1. There the 2nd in 20,then the 3rd in 40 etc. It's because CK3 want at least 16 years between father and child. I just rounded it up to 20. But you understand the issue I think. If everyone is 1, nobody can be related to Caine anymore.

Oooohhh.... *Now* I get it. I didn't take into consideration that the database has to include the generations in that way. That makes the "Born in 80/100" make a lot more sense and seem less arbitrary.
 
It's a great mod, really enjoyed it. However, I have some suggestions:

1)Marriage system. Currently it's broken because it uses vanilla modifiers linked to character age. So male rulers can marry anyone and female ones can marry only courtiers. I tried to rework it a little myself (files are attached to the post): removed these modifiers, removed vampires marrying mortals, restricted marriage to occur only between rulers or lovers, and some other minor changes. The problem is I don't know lore well enough. So if you give me an idea (or point to the source) on how marriages in vtm should work, I can try to adapt it further.

2)Lifestyle perks. As warfare in the mod is all about knights, chivalry branch is the most important for almost every ruler. So maybe you should balance it out or make this branch a main priority for ai.

3)Elders and new tricks. Some characters have traits or advanced disciplines that usually are given at the end of lifestyle branch. I think it would be more consistent if such characters already had the whole branch learned and were restricted from learning other lifestyle perks, while younger vampires could learn new perks freely.
 

Attachments

  • common.rar
    22,7 KB · Views: 0
3/ We have other reports of the war spiral. Keep in mind that the AI doesn't consider knights when declaring wars. So think of alliances, men at arms and levies as deterrent to those. Avoid "looking weak". It's hard to do right now to be fair, and buildings increasing the replenishement rate of levies and such to help with this issue are on the table.

Okay your magic dev powers have helped. Had a lot more success in my last play. Though i wouldn't have recognized doing really a lot different besides playing much more defensive.
 
1/ From what I've tested, marriage_scripted_modifiers does absolutely nothing. Marriage acceptance seems hardcoded and this file is just here for show (you can even remove it, and nothing happens). But I might have missed something and will test your work.

2/ Probably. We haven't touched vanilla's lifestyles effects yet.

3/ Assigning each perk manually to our 1700+ canon characters (+200 non canon characters) would be a workload I wouldn't even put on my worst enemy. And we aren't even sure we can do it by history files anyway.

@Demon Nice to hear you are doing better!
 
1/ From what I've tested, marriage_scripted_modifiers does absolutely nothing. Marriage acceptance seems hardcoded and this file is just here for show (you can even remove it, and nothing happens). But I might have missed something and will test your work.
I tested it and it worked just as I intended. Here is the screen with changed modifiers.

pod.jpg


3/ Assigning each perk manually to our 1700+ canon characters (+200 non canon characters) would be a workload I wouldn't even put on my worst enemy. And we aren't even sure we can do it by history files anyway.
I thought so, but maybe there is a way to do it automatically like when vanilla randomly allocates lifestyle perks. Though I haven't looked into it yet and don't know how much of it is hardcoded.