Crusader Kings III

Crusader Kings III

Rebound - Ruin system for EK2
35 Comments
Grand Admiral Thrawn 3 Jul @ 12:32pm 
Does this still work?
Goggr5 14 Jun @ 5:55am 
is there a holding manager compatch?
Dropeza  [author] 21 May @ 1:54pm 
@Zippy Not by me at least, though I remember there was another guy that had a working version of gamerules that might include what you want. Look for unbound gamerules in the workshop and you might find it.

@Armageddon Steel Legion I don't know, the edict system was taken from a mod called sinews of war. Maybe ask on their discord if anyone is working on a port for EK2?
Armageddon Steel Legion 21 May @ 10:44am 
I know that you are only focusing on the ruins, but I did like the edict system of unbound. Do you know where I can find an updated version for that?
Zippy 13 May @ 7:12pm 
Any chance the culture hybridisation gamerule will make a come back? See no reason why cultures that share a heritage shouldn’t hybridise
Stacks 12 May @ 3:16pm 
Any way to make this compatible with Holding Manager
@AHrEJl 23 Apr @ 12:36am 
super cool
Doc Dearden 21 Apr @ 7:37pm 
First of all thanks for bringing this mod back ! I noticed that the base mod castle of Daggerfall, Sentinel and Wayrest special buildings where removed for a basic version that gives +0,5 gold and 1 fort level. Is it intended ?
Mahou_1942[TW] 19 Apr @ 10:53am 
@Dropez Thanks for the reply!

Totally understand — sounds exciting! Looking forward to seeing what you come up with in the new version.

Best of luck with the project!
Dropeza  [author] 19 Apr @ 10:48am 
@Mahou_1942[TW] I'm working with another modder on a better version of this mod with much better functionality, I will see what I can do for that one and come back to you when it's published :)
Mahou_1942[TW] 19 Apr @ 9:39am 
Subject: Suggestion: Localize "Ruins" in window_county_view.gui via localization keys

Hi,

First of all, thank you so much for your incredible work on Rebound - Ruin system for EK2 — it really adds a lot of depth and immersion to the game!

While working on a translation for the mod, I noticed that the “Ruins” text shown in the county window (currently defined as raw_text = "Ruins" in window_county_view.gui) is hardcoded in English.

I’d like to suggest replacing it with a localization key instead, like this:

raw_text = "[Localize('ruins_label')]"

Then in the localization file (for example, demd_window_county_view_l_simp_chinese.yml), we can add:

ruins_label:0 "Ruins"

This would allow translators to localize the label properly in other languages (such as Simplified Chinese in my case), without needing to overwrite GUI files, which helps avoid compatibility issues in future updates.

Let me know what you think — I’d be happy to help if needed!
Dropeza  [author] 19 Apr @ 9:27am 
@starshine The original unbound had little quests that randomly generated characters would assign, as far as I remember these only included clear ruins and excavate for a small amount of gold as a reward. Events are still there, though there are no consequences for leaving the ruins untouched anymore

@Fox_Tek Each barony that is a duchy capital has a ruins button in the county tab, look it up

@Mahou_1942[TW] There shouldn't be a holding type called ruins, I'm unsure how to help. Maybe you could get a simple python script to search the yml files for the keywords you are looking for, that's what I did
Mahou_1942[TW] 18 Apr @ 11:55pm 
First of all, thank you for the amazing work on the mod!

Hello! I'm working on localizing this mod, but I couldn't find the localization entry for the holding type 'Ruins'. Could you please let me know which file I should look into to translate it?
Fox_Tek 10 Apr @ 9:59pm 
I can not for the life of me figure out how to start an excavation, I never played Unbound so I don't know if i'm missing something.. I thought maybe you just clicked on a special building, no?

Any help would be appreciated! :)
Starshine 9 Apr @ 4:13pm 
does lack of quest/tab mean the events,consequences etc of excavation are absent?

Hopefully someone else will pick up the edict, disasters and quest systems
Dropeza  [author] 7 Apr @ 7:38am 
@IZIC exacavation speed depends on the skill of your antiquarian
@Unejin You can disable excavation in the game rules I think, test it out. I might make a standalone version of everything that is not excavation in a few days
@their I never tried it but wouldn't assume it is
@Feergon I'd love to but I'm currently busy with another project, if anyone wants to have a go they are more than welcome to try
Feergon 7 Apr @ 12:14am 
Hello. Is it possible to make a compatch with "More building slots" mod? There is one for EK, bu it seems thait it conflict with this mod.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2216916022
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?edit=true&id=2893651850
their 5 Apr @ 12:32pm 
guessing this isn't save game compatible?
Unejin 4 Apr @ 9:25am 
Any chance of separating the excavation mechanics and magical mastery decisions into separate mods?
IZIC 4 Apr @ 3:40am 
Why are the excavations taking so long?
Dropeza  [author] 2 Apr @ 8:26am 
@Yanush Pendragon Unfortunetely not. This whole system was designed years ago when landless rulers weren't even thought to be a possible addition to the game. All I have done is update the code and fix some GUI issues. I'm currently talking to another modder that shares a similar vision to this mod to see what we can do.
Yanush Pendragon 2 Apr @ 12:22am 
Can the ruins be explored for adventurers?
Pilatian 1 Apr @ 5:32pm 
The special buildings work fine, yeah. Most are just flavor and a .5 or 1.15 gold income at most, it's nothing game-breaking. Makes a few areas slightly more strategic, fixes the lack of Breton castles, etc. I didn't see any that were non-functional.

Base EK2 honestly needs a special building fix more, but I cannot be bothered. There are a lot of stock EK special buildings that would benefit from having their effect switched to county holder, instead of barony holder.
MrBlazzar™ 1 Apr @ 2:54pm 
I always end up asking myself "Why are you like this paradox?" that is unfortunate but so minor it's not really a issue.
Dropeza  [author] 1 Apr @ 1:20pm 
@MrBlazzar™ I'm aware, this is the only UI element I could not localise. It comes up in story cycles and scripted effects, but my attempts at creating a loc key for it did not work
MrBlazzar™ 1 Apr @ 12:22pm 
When I hover over the Fund excavation button it shows a line of story_cycle_excavation: I assume this should be localized as something specific but for now it's just using it's code string instead of a localized string.
Dropeza  [author] 1 Apr @ 9:53am 
Removed kwama mines
Dropeza  [author] 1 Apr @ 8:27am 
@Sgt. Sarge I haven't tested anything with wanderers. You absolutely should need to own the land to do excavations and convert holdings. For add nativity, you need to be the culture leader I think. Magical mastery should work fine for wanderers.
Dropeza  [author] 1 Apr @ 8:25am 
@Pilatian Yeah there's a problem with it. I think I'll just cut them entirely from the mod because of how buildings changed in terms of bonuses and balancing over the multiple game updates. Are the special buildings working fine?
Eshminima 1 Apr @ 7:33am 
Do these work with wanderers?
Eshminima 1 Apr @ 7:32am 
YEAAAH!
牛奶大魔王 1 Apr @ 1:59am 
thx! i love this mod
Pilatian 31 Mar @ 9:37pm 
It appears to be because the potential for 'building_kwama_mines_requirement_terrain' isn't defined anywhere, at least not anywhere that I can find.
Dropeza  [author] 31 Mar @ 7:39pm 
I'll take a look tomorrow, the buildings are the least tested part of this mod
Pilatian 31 Mar @ 7:03pm 
What's with the kwama mines basically everywhere? Shouldn't those be regional?