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Don't understand this one:

"The "potential" section for buildings should allow things like NOT and OR"

Why wouldn't these work?
 
Don't understand this one:

"The "potential" section for buildings should allow things like NOT and OR"

Why wouldn't these work?
IIRC those simply didn't work in the potential section of buildings.
Must've been fixed at some point; I'll take it off the list.
 
This one can be removed now:

"Ability to change the relative frequency of names. (E.G., William might be set to three times as common as Godfrey)"
 
A blank diplomatic action that is disabled in the normal game but can be enabled in defines.lua and as on_actions that go with it so we can use it to do our own diplo actions.
 
The ability to alter functionality on interfaces would be nice. The prime example I keep coming back to as an example is adding a box next to 'Opinion of you' in Find Characters that displays 'Opinion of current Liege'.

Not gonna happened. Sorry.
 
Would that be too difficult and require a mod kit of some sort?

All code for the interface is written in C++ and thus hard-coded.
 
Make Winters moddable so they can be started by events and have their severity set by modifiers, a lot to ask I know but in AGOT there is no real seasons in a linear manner.
Already said but making the new start menu more moddable, currently only the right 3 start dates will show up due to requiring dlc for the other 2 to be active.
 
Before CM, the game could tolerate characters with wrong holdings at character selection-- that is, you could have a character control three feudal counties and one city county, and as long as the capital was defined as anything but the city, the game would recognize that the realm was feudal and just had one wrong holding type in it, and would let you play as that character as a feudal lord. After CM came out, the game would notice that city holding, spot no patrician vassals and conclude that the realm was a non-merchant republic and would render it unplayable at game start.

If whatever mechanism is involved in that process could be reverted to pre-2.2.0, that would help save a lot of work. I know I gave some characters wrong holding types in the postapoc mod, and now many previously-playable realms are crying that they're theocracies or inland republics.
 
With Gars' permission, I've moved the list to the wiki: http://www.ckiiwiki.com/Modding_suggestions

This means that anyone can now add to the list, though I'll probably rewrite suggestions for clarity and readability. Registering to the wiki is not necessary, but recommended.
If vandalism becomes a problem, editing will be restricted somewhat (requiring users to actually register and edit something else first), but I don't expect it to be necessary.
Note that there's a significant backlog of suggestions. Only suggestions from before 2014-08-11 are on the list, so if you've suggested something after that you should add it to the list.
This thread will still remain for discussion, and it is recommended to post in this thread whenever one adds to the list.
 
This is already in the game. Just do Willem_William.100 for exemple. 100 is the default value. Or was it different? I have to look it up...
It's already in the game because Gars implemented it at some point ;)
 
Two things I'd like to see:

1) The ability for barons to join factions. Currently they are prevented from doing so even if the faction's code would otherwise allow it.

2) A can_use_title_gui in the CB code to accompany can_use_gui.
Make sure to edit them into the wiki page ;)
 
Meneth I had created this thread regarding the Republic moddability can I had all to the wiki or maybe you prefer to make comments regarding it? It is possible that some of the points are duplicated...

For now I've added this to the wiki searching in my old posts:
  • Ability to change title/ruler localisation via event / command
but probably there were others I've to take a little time to study them well...

As I have seen that the localization section was incomplete I've added something regarding title localization here, too.
A single line about it linking to the post is probably best. There's another entry on the list that does that.
The problem with the list is that it would be a full time work for a whole team of developers to implement all the items in it ! :confused:
Maybe what's missing is a community based voting process/tool (for instance by having modders select only their top 3 features), to make these inputs more valuable to Paradox ?
What makes it difficult is making the voting process both simple and robust. Manually tallying vote is horrible, as anyone who've done so can attest, and an automated system would need to ensure people can't vote multiple times and such.
 
@Captain Gars I've added a note to the "rejected" section:
"This sections is for suggestions that have been confirmed will definitely not be implemented in the foreseeable future.

Note that only Captain Gars is allowed to move suggestions into or out of this section. Edits not by him doing so will be reverted."
Sound good?

Anyway, Captain Gars is editing the wiki himself now, so I'm not going to be doing any further editing except for perhaps to add further content. I believe your fears of a "wiki war" were unwarranted.
You're still free to clarify or refine suggestions outside the rejected section.
 
Oh, of course. It's merely that, now that Gars is on the job and actively consuming that information, it is no longer quite so pertinent to clean it up and get it ready for his initial review.

I still hope that the community/Meneth can keep the list up-to-date, clean it up and etc. because I don't have much time for that.

And kudos to Gars for adding the Rejected section. There are a number of items on that list that just ain't gonna happen, and it's good to get them moved out of the mainline finally.

Yeah, and it's very hard to work from when it's cluttered with too much irrelevant stuff.
 
-Succession law that requires a definable trait to be present

I'm not sure I agree with the removal of this. Sure, succession law modding is never going to be fully moddable, however specific new laws have been added in the past, and I dont see why a new law that requires a trait can never be added in the future.
I've readded it.
Gars can move it to "rejected" if it something that's definitely not going to be done, but that fully moddable succession isn't going to happen doesn't cover this suggestion.
 
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Oh and another question, there seems to be a bug with Retinuesize, it can be applied via traits, however it does not seem to actually apply to your totals. Can we have this fixed please?

Please report bugs in the bug sub-forum instead.