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Some feedback:

1. I have not yet managed to get the 'Blood Court' government (as I've been starting off tribal in eastern europe or Russia) - but looking at the files, boy does it sound neat!
2. Be wary of turning someone into a vampire if they have the dragonblood trait. If they end up your heir and replacing you, when they summon in new courtiers, the courtiers will all have the dragon trait but be human. This is a kinda esoteric bug and not liable to influence average play. You can also get it by using ruler creator and selecting dragon blood and vampire.
3. Are there any additional mechanics planned for Vampiric culture? I was wondering about how to decide when to switch; it doesn't seem like its very useful to switch until I'm ready to go full blood court and fuedalize. I think the vampire thing really assumed you were playing in the HRE; especially when you look at the Satanic holy sites. I'm betting this will make more sense as you get simply time to flesh things out more. For now, for a start - its wonderful.

Mage stuff is interesting. I've mostly played with the conjuration path, and I'm not sure how to figure out when is the best time to switch out of it. Most of the path 'spells' seem to be event based, right?

I'm not sure how to figure out what causes it; but depending on how you set up your government, vampire feeding rates can vary tremendously. Playing in western europe as a hidden vampire they were fine. Playing in eastern europe or russia with turned vampires (family) as councillors was fine. Playing in eastern europe as a hidden vampire with human councillors I seemed to get hungry every few months. I'm not sure if it was bad luck or not.

In general, great mod. I'm looking forward to seeing everything fleshed out more. I've yet to see the mummies invade Egypt; but I'm sure that'll be the best invasion ever. Honestly, who wouldn't want an undead mummy overlord?
 
I'll have to look in to 2 - they new courtiers should only get the dragon trait if they have dragon portraits.
Vampire Culture gives access to unique buildings and retinues. They weren't designed with any specific start location in mind. Their holy sites are all shared with either Christianity, Islam, or Judaism. It just happened that a lot of these focus around the HRE.

Most of the Path spells come from the Lifestyle trait. I'm going to make adjustments to help get the lifestyle a bit faster.

The hunger rates you're seeing should be luck based. The biggest thing that influences it are existing hunger (it gets slower as you her higher) and Gluttonous/Temperate (faster and slower respectively.)
 
They're theistic satanists - specifically, more based off various medieval reports of what witches and devil-worshipers were up to than any actual likely practices.
A lot of that isn't in yet, though, so it isn't very clear.
 
I must admit, it is far more fun to me to play secretive, non-luciferian vampires prior to the stage where I go open, satanic and... start finno-ugric fashion, amusingly.
In that sense, I find it a bit unnerving and annoying when I try to undermine a society by vampirising other lords and they all either get outed in, at most, ten years or just ditch the secrecy, go luciferian and likely have blood orgies in their castles, dying like flies compared to me.
Is there any event I can tweak that makes the AI LESS likely to go that path the second I do not watch it's every move?
 
Bug report: There seems to be absolutely -zero- pattern to when you can offer to turn someone. As an example, I was looking for a husband for my (vampiric) daughter. I had a monster hunter abducted. Supposedly, prisoners can't refuse. I couldn't turn him. I released him - and then the offer appeared! (He always turned it down, of course). But if instead of offering it to him upon release, I imprisoned him (for tyranny) - I could then offer it to him and he'd accept.

To make it MORE confusing, after releasing him, I saved. If I reload, there is ~a 50% chance I can offer to turn him. It makes no sense. I literally can't figure out who I can offer to turn and not. Going down the list of everyone in my realm, there's no coherent order to it. It seems to be random. Not who ACCEPTS - but who I can OFFER it to.
 
So the bloodcourt question? Love the mod btw.
 
The AI is a bit too aggressive with things that can get them caught at the moment and I plan to make some tweaks to the weights on their decisions.

I'll have to look in to the issue offering it to the person you abducted. Was that person already a part of your court. I think the game treats foreign prisoners and domestic ones slightly differently, similar to how you can only demand religious conversion from prisoners if they're normally in your court.

What Blood Court question?
 
No, I was in the secret satan society and abducted him that way. That might have been the problem. I was abducting people, and going to war to try and steal prisoners to concu...err, to turn into vampires.

The other point of feedback - I modded it out, but its not a big deal. The vampire stuff forces everything to agnatic succession, which is annoying if your playing the Queen of the Damned and only have daughters.

I'm not sure what the blood court question was either?; I havn't had a chance to use it yet. I got it to appear for a few seconds once, but people seemed to join it on their own, and a bunch of images had some custom graphic that didn't seem to correlate to anyone. I'll play with it more later.
 
The blood court positions are automatically assigned to the oldest character in the realm that don't already have a voting position. I'm not sure what you mean by images having custom graphics that don't correspond to anyone. A screenshot might help.
 
Hey I have an idea for the Gods.
It work the same as werewolves and vampires.

Gods have an ability to disguise themselves
In this state they look like normal human

This disguise can reveal if the player or ai do acts of miracles

They're a 50/50 % that the head of the your
religion will prise you as they're lord and savior or call you a demon.

If it possible if your part of Jewish instead of calling you they're lord and savior. They can you the messiah

The player can make a special government type know as aether it work like werewolves and vampires things where the strongest God is King

If a human kills a God they get the godslayer perk
 
Hey I have an idea for the Gods.
It work the same as werewolves and vampires.

Gods have an ability to disguise themselves
In this state they look like normal human

This disguise can reveal if the player or ai do acts of miracles

They're a 50/50 % that the head of the your
religion will prise you as they're lord and savior or call you a demon.

If it possible if your part of Jewish instead of calling you they're lord and savior. They can you the messiah

The player can make a special government type know as aether it work like werewolves and vampires things where the strongest God is King

If a human kills a God they get the godslayer perk

I like the idea but sadlly I am the only one who agress with it and the rest do the disagree. lel
 
I have future plans for the gods, but them being hidden doesn't fit with those.
In mythology, gods do sometimes visit humanity in disguise, but for the most part they tend to rule from some divine place, like Heaven, Asgard, or Olympus, where their nature is very obvious.
While gods are playable through the ruler designer, they are meant more as third parties to interact with, and most of their mechanics I have planned are designed from this perspective.
 
I haven't tested it with HIP, so I don't know for sure, but I doubt it - there are some files that Mythos 2 changes that I suspect HIP probably changes too.
To have HIP compatibility, I would need to either make the mod require HIP and develop exclusively for that, or maintain 2 versions of the mod, one for HIP and one without, which would significantly increase development time.
 
I just downloaded HIP to look at the files, and history data seems to be the least of the issues. There are a number of conflicts, depending on the modules used, that would be more complicated to resolve. Most of these need to be merged manually. Additionally, due to the modular nature of HIP, I couldn't simply maintain 2 versions - I'd need a base version and a compatibility patch for each separate module, which would need updated each time HIP updates.

The EMF module seems to have the most extensive conflicts, though CPRPlus would need graphics changes to merge the conflicts, which would then require changes to other files to address new indexing created as a result. SWMH also has conflicts in several places, including some graphical ones.