Crusader Kings II

Crusader Kings II

Retinue Buff
35 Comments
LAismyCity 6 Nov, 2022 @ 4:18pm 
INSHALLAH!
narʞo 11 Mar, 2021 @ 3:06pm 
DEUS VULT
Waffen Mf28 7 Mar, 2021 @ 5:39am 
Deus lo vult
MM 28 Dec, 2020 @ 2:06pm 
`’ cringe Christian below
Kanye West 28 May, 2020 @ 3:18pm 
deus vult
Monarch 19 Jan, 2019 @ 7:13pm 
Does this affect a hordes population/manpower at all? If not could you maybe make a change to their straightout population max calculation? Or make their population buildings better? Also whenever I read the comments on a Paradox game mod I cringe when people ask "iRoNmAn cOmPaTiBlE" for a mod that changes gameplay... SMH Anyways nice mod, retinues always feel like a gimmick as they usally are only 1% of your army comp when used with mercenaries and levies. My only feedback is that the cost change you made is too big... Retinues feel too cheap in your mod. The ability alone to have a bigger cheap standing army should save you enough money. Honestly the retinue retinue maintence and reinforce cost is WAY too cheap... Honestly wish you make some options/settings so we can decide what we want it. Especially horde retinues, they're incredibly cheap compared to non-nomadic retinues...
Bueno Horse  [author] 15 Nov, 2018 @ 9:12am 
Yep, its compatable
Phoenix 15 Nov, 2018 @ 3:05am 
Compatible with v3.0?
Imp97 22 Jul, 2018 @ 11:23pm 
Ironman compatible?
Anstette 10 Jun, 2018 @ 5:47pm 
Ck2+ compatible?
Bueno Horse  [author] 7 May, 2018 @ 7:40pm 
Yep, its all good
Omniburg 7 May, 2018 @ 1:41pm 
This is compatible with the current game? Last updated 2016, that's why I am asking.
Bueno Horse  [author] 11 Apr, 2018 @ 12:15pm 
That is correct abel
abel1717 11 Apr, 2018 @ 10:59am 
Does this affect AI? Like, my enemies will get the same benefit?
Bueno Horse  [author] 5 Dec, 2017 @ 9:52am 
yep, Taco
(Sheep)TacoTuesday 4 Dec, 2017 @ 5:38pm 
is this save game compatible
Bueno Horse  [author] 5 Aug, 2017 @ 6:34pm 
@Zlatky
I don't know about HIP, I don't know anything about that overhaul mod, it might or might not be.
But the way the game is set up this particular mod will never need to be updated, unless they change something very drastic to the way the defines.lua file functions
zlatky 4 Aug, 2017 @ 8:21am 
1) Is this HIP-compatible? 2) Does this conflict with any other types of mods (and if so, which ones)? 3) Is this updated to the latest (2.7.1) patch?
Bueno Horse  [author] 30 Aug, 2016 @ 10:32am 
Yeah this mod is save game compatible.
Sorry about responding 4 months late to your post btw Moylestor.
Farabi 18 Apr, 2016 @ 12:32pm 
is it save game compatable?
taowulf 5 Dec, 2015 @ 3:28pm 
Well after some messign around and discovering I was somehow on an older version, (2.2.4 I think) I got it updated and fixed the problem permamently. Oddly, that TROOP_KILL_FACTOR was in my base defines.lua, and it did fix it. No worries. All good now.
Bueno Horse  [author] 5 Dec, 2015 @ 1:18pm 
My mod doesn't touch that.
Also, TROOP_KILL_FACTOR doesn't exist in the base file game either...

Are you using other mods?
After poking around the CK2 plus mod I think I figured out how to make mine more compatable with other mods... but I'm lazy... and I don't even play this patch. I just don't like the changes and I'm waiting for the next one.
taowulf 1 Dec, 2015 @ 12:54am 
Oh yeah, that worked.
taowulf 1 Dec, 2015 @ 12:37am 
I think I found the problem. I was looking at your defines.lua file in your mod and another that does something similar and both have a line under NMilitary called ATTACK_TO_DAMAGE_MULT with a value of 0.015. This value does not exist in the stock defines.lua, but a value called TROOP_KILL_FACTOR with the same 0.015 value does. I am going to tinker with it and see if it makes a difference in the modded version. Oh, and in your mod, there is no TROOP_KILL_FACTOR at all.
taowulf 3 Nov, 2015 @ 1:38pm 
Sorry, I have been been completely slacking on this.
Bueno Horse  [author] 24 Oct, 2015 @ 6:38pm 
Don't suppose you could upload your savegame to dropbox or something, could you?
taowulf 24 Oct, 2015 @ 1:38pm 
Must have been robo elephants. Losses were very small on each side for each tick. seriously only 1-2. Not the 500-600 you would expect to see in a normal battle. As far as I know, no other mod I am using should affect battles, I am only using New Building and Effects Mod as well as Your Personal Castle. Since I am not familiar with the .lua file, I couldn't tell you for certain though. As soon as I disabled your Retinue Mod battles went back to normal.
Bueno Horse  [author] 24 Oct, 2015 @ 7:54am 
What the hell was that 500 stack?
Camel Elephant hybrids?

Sounds like you have a mod that also changes the .lua file and the game is spazing out, do you?
taowulf 23 Oct, 2015 @ 2:34pm 
This mod seemed to cause a problem with battles for me, losing 1-2 men is nice, but not when a 10k+ stack (mine) vs a stack of 500 takes forever to resolve. Any ideas on what might be causing this? Battles went back to normal losses when it is disabled.
Bueno Horse  [author] 5 Oct, 2015 @ 11:33am 
Copy and save my mod, unsubscribe, then paste it again, that might work as steam mods like to revert back to whatever is here.
Lantians 28 Sep, 2015 @ 1:57pm 
Ok, I tried modding the files myself, since I want different values.

I ran into a weird issue:

When I change the retinue tech bonus, either in my mod file or directly in the game file, it doesn't change the value when I load the game.

When I apply your mod, it changes it.

Any idea why it changes for your mod and not when I do it?
Bueno Horse  [author] 27 Sep, 2015 @ 3:23pm 
CK2+ is so bugged right now that it won't even download right so I can't even check the files.
Does anyone know if CK2+ changes the .lua files?

@Lantians
I'd download the other mod listed here to make republics more powerful as that mod modifies the file you seem interested in.
Its in the common folder and Buildings00 I think.
Marlow 26 Sep, 2015 @ 12:04pm 
Is this compatible with CK2+?
Lantians 25 Sep, 2015 @ 3:22am 
Also: how does the AI handle these retinue buffs?
Lantians 25 Sep, 2015 @ 3:21am 
Good little mod!

1) I want to make a few similar edits in my game, but different than yours.
Where in the files is the Retinue creation cost, reinforce costs, and maintenance costs?

2) I think that personal levies should also be reduced by retinue buildings and retinue tech.
Additionally: retinue buildings should reduce available vassal levies.

If you don't want to change the levies as the retinues increase, do you know how I can do it?