Crusader Kings II

Crusader Kings II

Gods and Fantasy by Xenotia
Cappuccino James  [developer] 20 Nov, 2016 @ 5:50pm
Suggested Features
Anything you'd like to see added to the mod. New or returning from the origional mods.
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Showing 1-15 of 26 comments
rkennerk 2 Jan, 2017 @ 7:01am 
I did like jordans armor feture, but when it was individual peaces not just an entire set.
Cappuccino James  [developer] 2 Jan, 2017 @ 8:33am 
I don't remember a version on Jordan's mod that had origional pieces of armor. I started using it late though, long after he quit development. Can you give me a better description of what he did? Was armor broken up into pieces IE: Arms, Chest, Legs, Head?
connor.h.brown 5 Jan, 2017 @ 11:35am 
Maybe an Orc vs Human war in the Old Gods/Charlemagne start date?
Spruce Willis 14 Jan, 2017 @ 12:00pm 
Can you convert piety into mana, and add spells. Also add the ability for dragons to consume 100 mana upkeep a month to transform into a true dragon; giving huge combat advantage for like say 500 mana cost.
Spruce Willis 14 Jan, 2017 @ 2:17pm 
Oh and please consider that when a god is maimed, his body stays maimed until it regenerates through his divine power... like it could take 10 years to regenerate an arm or leg!
pixelelf21 14 Jan, 2017 @ 8:40pm 
OOh, check out the mythos mod, you could get a lot from that. And maybe the harry potter one, but i doubt there is much for you there

SpectralBaron 19 Jan, 2017 @ 9:33pm 
Maybe when you become a god through events, a rival god is created in a different region?

I also agree with pixelelf21, the mythos mod could have some neat features you could use.
Axe of Capitalism 15 Feb, 2017 @ 1:23pm 
I think the mod could definately use some special units/Retinues. Maybe Stone Golem bodyguards for dwarves and Elite Ranger squads for Forrest Elves? Also Mage units and Templars?
Cappuccino James  [developer] 16 Feb, 2017 @ 3:03pm 
@Axe of Capitilism I really like that. I'm no good at balancing stats however. Any idea of what each unit type would be good at stat wise?
pixelelf21 22 Feb, 2017 @ 7:11am 
Mythical Illness like the 10 plagues of Egypt, or ambrosia which increases your stats but reduces health
Ixal 12 Mar, 2017 @ 3:22pm 
Are there plans to port over more features from the original Fantasy mod? Either directly or as a new adaption.

Imo the Monks&Mystics society system would work very well for the class system. The Hermetics were even supposed to have a gathering&crafting system like the Blacksmith in fantasy but it was cut because of time constraints. Still it is doable.

And the treasury system in M&M does nearly exactly what is currently solved with the "Empty Weapon and Armor" traits to simulate an equipment system.
Ixal 15 Mar, 2017 @ 4:03pm 
I noticed that CK2 does have a actual race attribute. In the core game it is only used for lunatics and their horse advisors. But if you can check it in the same scopes as culture and as you can use the race for portrait changes as the horse advisors show it might be worthwhile to use race instead of culture for many racial effects in addition to the trait.
That way you would avoid some strange effects when someone changes his culture through education or event.
Cappuccino James  [developer] 16 Mar, 2017 @ 12:19pm 
Originally posted by Ixal:
I noticed that CK2 does have a actual race attribute. In the core game it is only used for lunatics and their horse advisors. But if you can check it in the same scopes as culture and as you can use the race for portrait changes as the horse advisors show it might be worthwhile to use race instead of culture for many racial effects in addition to the trait.
That way you would avoid some strange effects when someone changes his culture through education or event.

Where is "race = horse" defined in the game files? I could add the fantasy races to be used as such if it's not hard coded.
Ixal 16 Mar, 2017 @ 2:37pm 
It is used in events/ze_lunatic and referenced in the 02_traits horse trait.
Later expansions like rip und mm also reference it (see assassins_events for example)
Cappuccino James  [developer] 16 Mar, 2017 @ 3:40pm 
Originally posted by Ixal:
It is used in events/ze_lunatic and referenced in the 02_traits horse trait.
Later expansions like rip und mm also reference it (see assassins_events for example)

I took a look at the lunatic events and the traits but in terms of coding, "race = horse" and "trait = horse" are different. If i were to type "race = orc" for say an event or something, it would return an error.
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