Knights of Honor II: Sovereign

Knights of Honor II: Sovereign

Sea District Changes
20 Comments
BIOS 26 Oct, 2024 @ 11:23am 
No problem and thank you too :)

its just the language file and only the german text in it, so it should be easy to copy it in your files
Selez  [author] 25 Oct, 2024 @ 11:24pm 
Oh, I see what you mean, Alright, I'll download and transfer your translation this weekend. Thank you for your time.
Selez  [author] 25 Oct, 2024 @ 11:22pm 
Sure, send it either in DM, or here, I'll include it this weekend, same goes for the other mod you commented on.
BIOS 25 Oct, 2024 @ 1:15pm 
I created a german translation for this mod (mod id:3353195929).

@author
I would be happy if you would add this to your mod, then I will delete the translation again.
Selez  [author] 18 Nov, 2023 @ 7:06pm 
I have kinda wondered how to retool Village militia, at best it's built at the start and later replaced but really it's usually better to start with barracks, as a building that takes up a slot, the opportunity cost is really bad. I will brainstorm how to make it a lot more worthwhile to build.
Farsight 11 Nov, 2023 @ 1:32am 
Nice work Selez!

This and the Farming District mod are great additions to the game.
They're practically "must have" mods.

I wish Housings and Village Militia were combined. The Village Militia is a building that never gets built, it's not worth the build slot, let alone the money to actually build it.
DPFLH 10 Oct, 2023 @ 4:42am 
the game tip this mod cannot be used with it Farming District Changes
BiggerLonger&UncutGigolo 9 Aug, 2023 @ 7:47pm 
I did intact find that the code itself was regenerating the line "// if empty will be automatically generated from code". But a solution i could not find. But you as though sent by the Gods have made my day. I shall take your "good solution code" almighty stranger. And i shall tell tales of your brilliance. I had given up hope and yet you gave me hope.

In all seriousness thank you very much. I was about ready to give up on that venture. And attempt to locate where the faction names are held. But alas i can put a hiatus on that now that this finally works. Grazie again.:Zeus:
Selez  [author] 9 Aug, 2023 @ 4:50pm 
Like hell I'll allow you to stay that way.
Restarted back into my files to check what could be the problem, and I overlooked something; The game does not directly have a way to remove prerequisites, so you have to delete it first.

Got you the good solution code and tested it myself so it DOES work:

CastlesDistrict.buildings
{
Barracks = 1.5
RoyalArmory = 1,2 { prerequisites { Barracks } }
delete LordsCastles
LordsCastles = 2,2
RoyalPalace = 2,3 { prerequisites { LordsCastles } }
}

This way the game starts the building "fresh". Nothing else is affected.

So just put it within a "Defs" folder within the mods folder to mimic the way the game handles code. BAM.

:microraptor::enjoy:
BiggerLonger&UncutGigolo 8 Aug, 2023 @ 9:55pm 
I may have been too quick to celebrate, as having done the changes. The game persists on recreating the prerequisite. I have no answer for this as i can imagine neither do you. But perhaps it just wasn't meant to be.
BiggerLonger&UncutGigolo 8 Aug, 2023 @ 9:02pm 
That's exactly what i've been looking for. Don't fret i've already taken your advise and made a mod folder so as to avoid the update overwrites. Akin to modding hearts of iron or total war. Thank you again Fratello. And be it a while or not you've been the best help. Grazie! :Zeus: :itflag:
Selez  [author] 8 Aug, 2023 @ 5:19pm 
Just remove the last part so it's ( LordsCastles = 2,2 ) and it should work fine.
districts.def is where you add or take away prerequisites.

And of course, best practice would be to make a mod folder with just the file you wanna edit inside:
C:\Users\(yourname)\AppData\LocalLow\BlackSeaGames\Sovereign\Mods\
Which would look like this:

CastlesDistrict.buildings
{
Barracks = 1.5
RoyalArmory = 1,2 { prerequisites { Barracks } }
LordsCastles = 2,2
RoyalPalace = 2,3 { prerequisites { LordsCastles } }
}

And save it under (name).def within the mod folder linked. Bam, then just activate it within the game. Hope this helps.
Selez  [author] 8 Aug, 2023 @ 5:19pm 
My mistake as well. It was "districts.def", was a bit rusty myself from not modding in a while.
This section:

def CastlesDistrict : District
{
name = "Military"
color = "#902B2BCC"
//color = "#772828CC"

//requires { Keep }
caption_count = (keeps_count)

buildings
{
Barracks = 1.5

RoyalArmory = 1,2 { prerequisites { Barracks } }
LordsCastles = 2,2 { prerequisites { Barracks } }

RoyalPalace = 2,3 { prerequisites { LordsCastles } }
}
}
BiggerLonger&UncutGigolo 8 Aug, 2023 @ 12:19am 
None of which speaks on the prerequisites for the building it-self, only in relation to it's upgrades. Unfortunately i'm stumped. because of it. Thank you regardless though.
BiggerLonger&UncutGigolo 8 Aug, 2023 @ 12:17am 
Thank you for your fast reply. I think a mistake was made on my part, since i didn't properly elaborate into the fact the structure in question is it-self a building not an upgrade, the "Lords Castles" is the building in question. And in relation to the "upgrades.def", i could find no such line. In the "building.def" however i found this:

def LordsCastles : Building
{
name = "Lord's Castles"
flavor = "This reformation of keeps turns them in impenetrable fortresses with extreme importance for the province's defenses and army training."
upgrades
{
buildings
{
Fiefs
CastleGuards

WatchTowers_Castles = 1,1.8
LargeKeeps = 2,2 { prerequisites { CastleGuards } }

Artillery_Castles = 2, 2.8 { prerequisites { CastleGuards } }

}
}
icon =

ai_category = "Military"
}
Selez  [author] 7 Aug, 2023 @ 10:11pm 
There should be something within the "upgrades" file that's like ( Castle = 1,1 { prerequisites { barracks } } )

Just remove the prerequisite and leave it like ( ( Castle = 1,1 )

This is an example but shouldn't be too far off.

Keep in mind that the edits will revert back when they update the game, unless you make it a mod with it's own file, but for such a small thing I wouldn't bother.
BiggerLonger&UncutGigolo 7 Aug, 2023 @ 9:43pm 
How would one remove the prerequisites for the castle? so that you no longer require a barracks for it.?
kaminarii971 18 Apr, 2023 @ 12:45pm 
Honestly, I like it especially the new changes. Could you make it usable with the mod "50 percent more production efficiency across all buildings" please ?
Selez  [author] 15 Apr, 2023 @ 12:54pm 
That is a good point. I'll see about changing that, possibly kingdom-wide realm stability penalty.
Gman9090 13 Apr, 2023 @ 11:08pm 
I like the idea of adding the slaves, however, I don't know how I feel about a negative opinion affect, as most nations during these times had some for of slavery/indentured servitude. Maybe make it into a negative impact on public order? As slaves can add to the possibility of revolt... Just my two cents and food for thought.... Love the MOD can't wait to try it out next campaign! @Selez