Crusader Kings III

Crusader Kings III

Buffed Mongol Invasion
132 条留言
/\ltanic  [作者] 11 月 26 日 下午 9:13 
@Rumash

Temujin is alive around this period I believe... um, I'll have to straight up give him the empire in this special case
Rumash 11 月 26 日 下午 8:43 
I don't want to spam but I tried the new setting for the 1178 start observation and set the game rule for the 10 year option and he did not spawn in 1188. Is the setting not working just for me?
GG棒 11 月 26 日 下午 6:30 
Thank you very much for accepting my suggestion.

I can hardly wait to take a look. After their combination, this module will be more adaptable to the script's timeline and more flexible. It's truly wonderful.:sway6::steamthumbsup:
Rumash 11 月 26 日 下午 6:30 
Not sure if it is a conflict with another mod but I think part of why he gets stuck in my runs is he might not be using the right casus belli against the other AI? I saw him fight the hegemon for just a county so he would have these long truces that prevent him from expanding really fast.
/\ltanic  [作者] 11 月 26 日 下午 6:28 
@GG棒

it's already in the mod :)
check the vanilla game rule, there's more options now
GG棒 11 月 26 日 下午 6:16 
Control through rules or resolutions to allow the Mongol invasion event to occur more quickly in earlier years.

This might be an interesting suggestion, of course, only if you have the time and interest. You could consider adding it to the mod.
/\ltanic  [作者] 11 月 26 日 下午 6:09 
@Rumash
I think he is broken enough as is, at least in my runs... I also just updated the mod!

Pretty sure Greatest of Khans already do get reinforcements through vanilla scripts, I'll look into it.
Rumash 11 月 26 日 下午 5:59 
Is it possible to have an option to give Genghis way more special soldiers? In my games he gets stuck against the non-nomadic rulers to his south like all the time.
GG棒 11 月 25 日 下午 7:27 
Hello, dear author, the enhancement of the Mongol invasion is very good.

However, when we play certain scenarios, we would like the Mongol invasion to be a long-awaited event rather than waiting for the default event set to the year 1200. As for the original game, where the rule is adjusted to be random, it also leaves players unprepared.

Could you consider adding the Mongol invasion? It could occur in scenario saves starting at 10, 20, 50, 80, or 100 years after the game begins.

I have found a mod with this rule feature that you could refer to:

https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2884882945&searchtext=超能之路
苍白假面 11 月 21 日 上午 6:57 
wow
GG棒 11 月 20 日 下午 9:20 
Thank you, dear author, for accepting my suggestion. I will recommend your mod to more friends. I’ve been waiting for your update and have been looking forward to it for a long time.

I hope that when you update in your free time, you also take good care of your health and life. Wishing you a pleasant updating experience.
/\ltanic  [作者] 11 月 20 日 下午 9:16 
@GG棒 and I'll try fix them soon as I can! Thank you for playing the mod! I'm currently implementing your suggestion with raid, probably though character timed-modifiers again since the game doesn't support dynamic modifiers
GG棒 11 月 20 日 下午 8:07 
Thank you very much for your update. We really like your work. If any issues arise, I will provide feedback.
/\ltanic  [作者] 11 月 20 日 上午 11:18 
Mod updated, should run without breaking your game now, but something can still be buggy or just wrong, let me know if you encounter such a thing, I'll run more exhaustive test when I can
GG棒 11 月 7 日 下午 7:40 
The latest DLC is very interesting, and we look forward to your mod updates. We need to enhance the movement speed of the nomadic system on plains and grasslands, as well as the raiding speed in these areas, but raiding speed should be slower near cities. Strengthen the combat power of the army and use rules to regulate it to achieve adaptability and provide players with more options for different challenge levels.
/\ltanic  [作者] 11 月 5 日 上午 11:40 
Sorry everyone, only been back recently for All Under Heaven.

First of all, I've not played with nomadic yet. Is it broken enough as is, or should I make them more broken? I'm also not sure how I would refit the mod to work with the massive expansion that is all of Asia...

So pitch in and let me know what you think, and until then, this mod looks daunting to update lol
LeGroßeDuce 11 月 5 日 上午 6:55 
did the mod get fixed?
JarlRagnar793 6 月 1 日 下午 4:51 
WolvesofZiu im having the same issue all nomads are randomly becoming feudal right at the game start if you found a fix let me know please
shlejma 5 月 25 日 下午 5:17 
update please to new version with nomads
kratos13092 5 月 16 日 下午 1:41 
Please Update PD: I love u bro
ben 3 月 18 日 上午 11:53 
When will this mod update to 1.15?
SalahadDin 3 月 15 日 下午 8:42 
I love this mod so much, please update, thanks
未若柳絮因风起 2 月 5 日 上午 7:52 
Great mod, I prefer this one over historical invasion.
LegallyADwarf 1 月 31 日 上午 3:36 
How buffed are the New MMA "Mongolian horse Archer" ?

What are the counters and (un)favorable terrain ?
WolvesofZiu 1 月 15 日 上午 9:16 
The Khan cannot appear in my game because all the potential nations on the Steppe are feudal.
/\ltanic  [作者] 2024 年 11 月 20 日 上午 11:27 
@Mechero

I see; I will look over the files for exact detail on how it worked in vanilla. Anyhow, it can be easily fixed by replacing max development with some tweaked variant of mean(average) development, I already have a script in my other mods that can help with this.

As for converting tribal to feudal, I suspect that is done to make them on par with other realms; tribal is much weaker the further tech(culture) progress. Besides, it isn't all that wrong, the Yuan dynasty of China is literally Mongols that conquered and then converted to Chinese bureaucracy because there's no other way to rule over that many people in a culture rooted in Confucian ideas. This is a greater transition than going from tribal to feudal; the mongols are generally good at adopting systems of governance.
Mechero 2024 年 11 月 19 日 下午 3:56 
@/\ltanic

Because they always switch faiths, it also means that after the mongol breakup the entirety of central asia switches from Tribal to Feudal/Clan and nomads are essentially wiped out in their entirety, when the dominance of Ghengis Khan should result in the complete opposite.
Mechero 2024 年 11 月 19 日 下午 3:54 
@/\ltanic

I understand what you're saying, but from what I can tell with how the game works is that it is based off the most developed county, which means that if they have 100 49 development Tengri counties and 01 50 development Zoroastrian county they will be Zoroastrian, which is a bit silly. This is usually what happens to the Golden Horde, they will annex Kiev then suddenly Siberia and Kazakhstan are Orthodox.

It would be more reasonable to have their faith simply be whichever faith is most prominent in their realm holdings, rather than it having anything to do with development. This would make it less unrealistic while also having leeway for the alt history should faiths spread out before the mongols.
/\ltanic  [作者] 2024 年 11 月 19 日 下午 12:39 
@Mechero

The breakup script(i.e. how they actually get divided, culture and faith changes, etc.) is not touched by this mod. And I do entertain that idea, but how do you suggest it be changed?

For one, I'm not sure how to do it any better than vanilla; converting to the most populous faith in their domain as a ruler sounds pretty reasonable to me. It also has historical basis, many converted to Islam, which I imagine they did so to gain legitimacy. Going Orthodox may not follow our history's path, but it is not outside the realm of possibility, that's a selling point of this game.
Mechero 2024 年 11 月 18 日 下午 10:21 
One suggestion I have is to change up how the religion of mongol successor states work. In the current patch it seems they convert based on their highest developed province, so the Golden Horde is Orthodox in most my games
HogeFuga 2024 年 11 月 8 日 上午 10:27 
@/\ltanic
Thank you for the reply!!
I look forward to your amazing mod providing an even more wonderful experience.:steamthumbsup:
/\ltanic  [作者] 2024 年 11 月 8 日 上午 8:25 
@x0y14

That can definitely happen if the female heirs outperforms the males, and I simply wanted the best candidate on the line. It is quite unhistorical now I think about it, and you wouldn't call her a Khan either. Not my intention, but its not really a bug in script either, it's a mistake on my part. I'll be fixing it as soon as possible.
/\ltanic  [作者] 2024 年 11 月 8 日 上午 8:15 
@hide5ing

Not sure how HI does it, but this mod primarily increase breakup chance if a Great Khan fail to conquer more land than the previous in proportion to what they inherited. The later down the line a Great Khan is, the greater chance of breakup upon failure of conquest. The breakup chance also increases if a great number of the empire had converted to a different culture or/and faith.
HogeFuga 2024 年 11 月 6 日 下午 8:39 
Thanks for making these great mods.
i have a question.
Often a woman is chosen to succeed a great khan .
This may be because on_great_khan_selection does not have a gender-distinguishing modifier such as is_male or is_female.
Is this intentional or is this a bug?
hide5ing 2024 年 11 月 6 日 下午 6:21 
How does Mongol Empire's breakup differs in two mods? Is HI makes Mongol Empire more likely to break up? I can see BMI also seems to implement a more logical mechanic to determine the breakup rather than randomly in HI, is that right?
/\ltanic  [作者] 2024 年 11 月 6 日 上午 10:07 
@hide5ing

Follow @Politely's comment on this, it depends on how you want the Mongol Empire's breakup be determined; whichever you prefer, place it under the other.
hide5ing 2024 年 11 月 5 日 下午 6:36 
@Politely, Any updates on using both HI and BMI? Does the load order matter much?
Politely 2024 年 3 月 27 日 下午 6:58 
@Bartok I've been reviewing the code for the two mods, they are overwriting each other in the Mongol Invasion story cycle code. Historic Invasions defines its own story cycle story_borjigin_invasion, so all the logic that this mod implements in vanilla story_mongol_invasion is lost. I'm not sure how HI's Mongols differ from vanilla but from my brief look over it, mostly it makes changes to increase the chance of a historical-esque Mongol Empire breakup among the successors of Ghenghis Khan.

HI allows you to run the vanilla Mongol code if you set the vanilla game rule to "random" for the Mongol Invasion. Historic Invasions will still force it to take place between 1170 and 1270 but otherwise it seems to only change the Mongol Invasion CB so it can't target Historic Invaders. Personally, I'm going to place HI under BMI in load order and set the vanilla rule to random so BMI drives the Mongol stuff. I'll comment here if I come across issues with this setup.
Doc 2024 年 3 月 4 日 下午 4:04 
Does this interact with Historic Invasions at all?
eromaa 2023 年 11 月 18 日 上午 7:11 
there's no need i find the cheat command that triggers the mongol invasion sooner thanks though.
/\ltanic  [作者] 2023 年 11 月 17 日 下午 9:20 
@eromaa

Totally valid question, actually. Well, to start, I believe there's a game rule in the base game that allows mongol invasion to happen at anytime; which is to say, it can start both sooner or later. I don't think the game specifically had an option to make it happen earlier. You can always use command if you don't mind achievements(there is way to keep achievement even with commands, you can search it up online).

I can make a simple "button" for this if that's what you want.
eromaa 2023 年 11 月 17 日 上午 6:09 
i know this might sound dumb but is there anyway to ave the mongol invade sooner? my computer isnt the best and what i mean by that its on the verge of exploding half the day soo uhm.... anyway it takes a while for me to even get to 1200 in game while doing my thing? and takes even longer in the 880 smth map so like would it be possible to have the mongols begin their invasions in like the year 1000 or 1100 or like anything even remotely sooner?
/\ltanic  [作者] 2023 年 11 月 13 日 上午 11:30 
@Caloen2k1

Short answer: probably no.

This will always be a question that I myself begs an answer. It should be fine most of the time, unless Paradox changes their script(that is, not just the implementation but the interface), which they do sometimes. In these cases, previous mod scripts may not work as intended.

If you do encounter an issue caused by this mod, let me know and I'll do my best to fix it soon as I can.
Caloens2k1 2023 年 11 月 13 日 上午 1:32 
Does this need an update?
/\ltanic  [作者] 2023 年 11 月 3 日 上午 8:40 
@Pigsy; sovietskiy iozhik; Werwolf

A new game rule has been added to adjust nomad speed on steppe. You will want to start a new game to set them, or you can edit your existing save file to change it; there is guide online about how to do this.

I hope this helps, have fun.
WolvesofZiu 2023 年 10 月 29 日 上午 2:42 
@sovietskiy iozhik I went into the file and made their terrain modifiers -25
Iozhikinho 2023 年 10 月 20 日 上午 6:36 
It's a great mod, except for the fact the troops teleport...
/\ltanic  [作者] 2023 年 10 月 15 日 下午 10:52 
@Pigsy

Um. Okay. I'll probably make a game rule for the speeds so you can choose how fast they go.
Pigsy 2023 年 10 月 15 日 下午 3:32 
Back again to say that this mod should maybe nerf the speed a bit. Everything else is great, though.
/\ltanic  [作者] 2023 年 10 月 9 日 上午 10:44 
@John Porno
Should work just fine if your save file haven't already had Genghis Khan