I shouldn't upload versions in posts, it get confusing and I forget them. The first post of the thread have the latest version and I've deleted the one you downloaded.
Download link for those of us not using Steam Workshop?Fairly big update for the Orders of Chivalry. So many bugs here and there, missing flags, wrong localizations, made worst by a bug introduced in the last update...
Two new features however:
Rank 3 of holy orders can give land to their Grand Master similar to how they ask for land in the base game. You do lose a empty holding slot (but one will spawn for gold if none is available and there is room) but it give some permanent bonus to the province's capital as long as it is there and controlled by the holy order.
Spawnable armies. Both societies can now spawn armies at rank 2 with some small restrictions and a hefty cost in society currency. These will disband on peace and you can spawn bigger armies with the Fighters Guilds tournaments modifiers and the new Holy Orders castles in your provinces.
1.1
==New features
- New power : Granting land to Holy Orders
-- Similar to how they sometime ask to build a castle, rank 3 members of holy order societies can give an empty holding to the Grand Master of the society who will build a castle.
-- This require Sons of Abraham, if Reaper's Due is also enabled, then it will create a new holding site if prosperity is high enough and there isn't any empty holding.
-- As long as you do not steal that castle from them somehow, the capital holding of that province will have a special modifier giving extra garrison, fort, piety and tax income.
- New power : Hirable Armies
-- Members of rank 2+ of both holy orders and fighters societies can now hire armies with their society's currency.
-- Fighters Guilds offer a small and simple blend of light infantry and archers, but extra armies will spawn for each tournament modifiers in your demesne which will offer its corresponding troops.
-- Holy Orders offer an army of better quality, and can give more troops if your demesne have castle who belong to them. It can only be used while at war with infidels and is cheaper if you are on the defensive.
-- (I am not sure about the costs and sizes balance. They may become tied to their societies' influence later, which hasn't been touched yet.)
- Added a show/hide decision for the decisions of the society.
==Changes and Balances
- To avoid more issues with fighters hunting babies, bounties cannot be placed on children anymore.
- Sightly increase the negative opinion requirement for AI when they place a bounty.
- Close relatives and spouses of the dead bounty will have a negative opinion toward the hunter unless they didn't like the target.
- Wounded AIs will not try to duel people to rank up anymore, which should lower the lethality of the societies,
- Made the pilgrimage and training decisions unavailable if busy.
- While on warrior pilgrimage, if you have the trait brave, you may now lose it if you run away from a duel.
- Lowered the chances of dying while looting the old shack in the pilgrimage.
- Prevented characters who are at war when starting a new game to be members of the societies, to avoid their premature deaths.
- Improved the notification event code that tell you your trainer/trainee died.
==Bugfixes and optimization
- From 1.0.3: "AIs will challenges humans less often, for real this time, I hope." wasn't working! Fixed for real now.
- Fixed an issue that could cause a member of a holy order society to not join his mission target's war.
- The Teutonic and Livonian orders powers didn't appear on the rank's 2 and 3 tooltips.
- Simplified the fighter traits upgrade in the training event to avoid issues.
- Fixed the problem where the champions rank would disappear and not be replaced.
- Made the old teacher from the pilgrimage old again.
- Disabled the creation of a "custom" holy order society for the Hashshashin.
- The AIs members of fighters guilds are now unable to set tournaments as players do. They have a single normal decisions that will do it for them every year in what I hope is more efficient than them checking 18 decisions for each of their demesne holdings per years.
- Made it so you cannot directly pay off new bounties after the first one without being dueled once.
- The correct message will appear to the liege of courtiers with bounties on their head who die at the hands of a hunter.
- The correct message will appear to the hunter when their bounty yields, and to the knights when the heretic yields.
- The correct notification will be shown if you hit with some attacks in a duel.
- The correct text will be used when refusing to support a law change in a holy order.
- Corrected more typos.
Any chance you can make it so we can give owned barony castle (by using targetted settlement decisions) to the holy order instead?Fairly big update for the Orders of Chivalry. So many bugs here and there, missing flags, wrong localizations, made worst by a bug introduced in the last update...
Two new features however:
Rank 3 of holy orders can give land to their Grand Master similar to how they ask for land in the base game. You do lose a empty holding slot (but one will spawn for gold if none is available and there is room) but it give some permanent bonus to the province's capital as long as it is there and controlled by the holy order.
I managed to do just that, I change these files so I can specify exactly where the society can build their castle and I also made a choice for the player so they can give them their own (non-capital) castle holding if they wish (e.g. the province is full but the player own a castle holding). Replace these files in their respective folders (no localisation), so far it works. Please test these @Maal, if there is no problem, include it to the zip files for the next update.Any chance you can make it so we can give owned barony castle (by using targetted settlement decisions) to the holy order instead?Rank 3 of holy orders can give land to their Grand Master similar to how they ask for land in the base game. You do lose a empty holding slot (but one will spawn for gold if none is available and there is room) but it give some permanent bonus to the province's capital as long as it is there and controlled by the holy order.
AGOT uses dynamic banners there (i did it for themThe banner glitch a bit, the color of the banners do not follow the councilor, it is a fixed background. I could try to fix it, but it would require me to change the UI and it would cause issues with mods like AGOT or that bigger UI mod. It is minor, I'll ignore it for now.
I'm interested in this (i.e. makes the councillor job screen colourful), can you create a tutorial on how to do this? This wiki page is not really helpful.AGOT uses dynamic banners there (i did it for them)
Hehe excellent!I do not specially like to triple post without something more substantial, but I wanted to show this:
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I think that I will be adding a new councilor job (no vote tho) that will be all about showing extra information for my societies like where caravans and goods are, where are the silver mines/quarries/farms (if I ever add these to the trade league, to save room on the modifier tab) or like in the screenshot, where are the thieve turfs (I need to find out how to not tag wastelands). I'll need to find more ideas "map" ideas.
These are the randomized initial spots for the turf (yellow = fellowship, red = 9fingers, blue = masquerade, green = was recently purged of thieves) and I'll make it much cheaper to set-up new turfs near one of the same society so they will expand more organically.
I want a totally new councilor over using one of the existing 5 because of the cooldown on job selections. That one has no realm attribute for the liege, no modifier/event, can only be given to non-ruler so it won't satisfy powerful vassals. The first job is does nothing at all and is off map so you can leave him jobless without the "councilor has no job" warning, the other jobs will only be visible to rulers who meet the requirements (not everybody should know where all of the hidden thieves turf are).
The banner glitch a bit, the color of the banners do not follow the councilor, it is a fixed background. I could try to fix it, but it would require me to change the UI and it would cause issues with mods like AGOT or that bigger UI mod. It is minor, I'll ignore it for now.
trigger = {
owner = {
always = yes # Means that province is not wasteland
}
}
I'll post a micro-mod for it.I'm interested in this (i.e. makes the councillor job screen colourful), can you create a tutorial on how to do this? This wiki page is not really helpful.
Hehe excellent!
Finally someone making (actual) use of the idea to display information on the map using councillors. I approve
For not tagging wastelands, try this:
As a trigger for the job action. This tells the game that the councillor cannot perform the action on a wasteland, which causes the engine to not evaluate colours on wastelands.Code:trigger = { owner = { always = yes # Means that province is not wasteland } }
As a side note, you might want to know that you can also display tooltips - so if you want to give the player some more info on e.g. why this colour is there, you can do so.