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报告翻译问题
Well, shit happens. Sometimes a man... or a demon... can have bad luck.
But I will have to look into it sometime. Generally speaking, I did not plan for Asmodeus to be able to roam freely in the material world.
There was a time when I thought similarly, but recently inheritance of sources in my games has been working well. When one parent has a source, few children have it. When both parents have a source, roughly half of the children, or more, also have it. It's difficult to judge whether it works well, because that's the problem with randomness: you can never be sure...
With Yaga's Blood, it's a bit different. Here, in most cases, only women inherit, so your male heir will stubbornly not receive it.
@Etshy
I recommend taking a look at the FAQ.
Theoretically, you can obtain an artifact or source randomly, but that has never happened to me. I have always had to obtain it through conscious action, usually with considerable effort.
Kinda "random", then ...
It's just my impression that some sort of issue affects the inheritance of it.
I played a lot of game with this mod but never got the source trait. same with the artifact I never got to find one.
I then tried increasing the inherit chance to 100% in the common/traits file and it still doesn't inherit. Is the inheritance handled elsewhere in the mod? I've been trying to look through the various on_action events but none of them seem to explain it.
Still, it was the same in the previous game I tried, the source trait was very rarely inherited and whenever I had two sources it never got inherited. Maybe the latter is a coincidence but it seems clear the trait doesnt inherit like other congenital traits. I've gone through my other mods and none deal with genetics.
I think that the current version of the mod should also work with game version 1.6. I don't think there have been any major changes. Unless the launcher is blocking it...
Well, there's not much you can do about it. The disadvantages of AS are equal to its power.
If an AS is destroyed, a new one should appear after a while. Destroyed magical artefacts are recreated by the game (but this means you need new claims).
If you receive an event announcing an Singularity overload, you should give it to someone else (someone far away from you) as soon as possible. Usually, the explosion cannot be avoided unless you are very lucky or immediately start researching AS upgrades to MKII. But there is little chance that the end of the magic research cooldown will synchronise with the AS overload ;p And you also need to have the special project unlocked...
Yeah, I came up with something similar. Simply put, if no option is selected, the script will assume that not selecting an option is also an option, which will take the first available position. So I chose the simplest possible solution, but I will think about it some more. Thanks for the ideas ;)
on_send = {
if = {
limit = {
NOR = {
scope:mc_slot_1 = yes
scope:mc_slot_2 = yes
scope:mc_slot_3 = yes
}
}
if = {
limit = {
NOT = {
exists = global_var:current_loremaster_global
}
}
save_scope_value_as = {
name = mc_slot_1
value = yes
}
}
else_if ...
}
}
I tested out a simple version like this that just selects the first open position, and it seems to work. Of course more complex logic could be used as well.
To be honest, I didn't have time to look at this “bug” in the game, I only looked at the code and sketched out the fixes I mentioned. When I find a moment, I'll try to reproduce it. But even if this issue did not exist in my game, you still had a problem, so such fixes may be useful in anyway.
It does not appear to be a mod conflict (although this cannot be ruled out), but rather some unintended behaviour of the base game.
I intend to add an “else” clause to on_accept, which will take effect even if the AI has not selected any option. This means it will take the first available position. I'm not entirely happy with this, but I don't have any better ideas at the moment. Perhaps it's a bug in the base game, or maybe I'm missing something here.
I tried looking in the code to see if I could figure out what was going on, but wasn't able to find anything that seems wrong; however, I'm not very experienced at ck3 modding. All I know for sure is that it's getting to the on_accept block without mc_slot_1, mc_slot_2, or mc_slot_3 set, but only when AI sends the interaction. I also tried disabling my other mods, as I'm not using that many, and that did not make any difference.
I think this interaction requires the appropriate position to be selected, but I will check it and verify it. Thanks for the information :)
When AI sends the Request High Council Appointment interaction, they seem to do so with no position selected, so accepting has no effect. I did a little bit of testing, and sending the interaction as a player seems to work as intended; there doesn't seem to not select a position when sending it yourself.
Yes, you can set the number of mages in the game rules. Setting witch hunter activity to high can also increase their numbers slightly (though it mainly increases their aggression).
You can increase your witch population by converting multiple people to witches - choosing the Heresiarch specialization will automatically convert some of your house to witches. NPCs can also convert other NPCs.
You can also increase the number of mages in the game when you use the Teach Sorcery interaction, or if you grow a dynasty full of sources. The Mage Rulership cultural tradition can also help a bit.
In theory, you can also become the rector of a magic academy and decide to open the academy for every witch. Loremaster position is required here, as is a bit of luck.
As far as I know, these two mods are not compatible with each other – they overlap too much. This does not mean that some elements will not work properly. However, expect problems during longer gameplay.
Still, i'm going to try them together by loading this mod last in the load order.
Looks cool, hope it works!
With such a large DLC, I expect problems, but if the game doesn't crash, I hope you will use the mod from the very beginning and point out any problems that I can't find myself. I will probably focus on viewing the logs at first and making corrections based on what I find. I didn't have much work with the previous DLC, but this one is supposed to be very big. The question is how much Paradox will change the basic mechanics currently in use. Sometimes these changes are not visible to the player, but internally they require adjustments in mods.
I'm not planning on updating the content for now, although I do have a few ideas. Once the DLC is released and I see what it has to offer, I'll think about it. Although I haven't had much time for Witchcraft lately, so whatever I decide, there won't be any major updates in the near future.
You can start a thread on the mod's subforum. But from what you're saying, it doesn't seem like a bug - more likely a mod conflict, which I can't really do much about. Still, figuring out which mods are causing the issue could be useful for the future.
Witchcraft provides a new camp purpose, but you are probably using another mod that changes camp purposes. Set Witchcraft to the end of the mod loading order. If you are using After the End, use the comp-patch.
https://psteamcommunity.yuanyoumao.com/workshop/filedetails/discussion/2837844350/603043051218440901/
I've had two witch hunters basically on other sides of the continent come after me for some reason. I wasn't too bothered the first time but the second time some king i've literally never seen at the edge of the map abducted me and made me a eunuch lol. I was super confused
I think the quality of the texts is decent, but if you have any suggestions for improvements to specific events, I would be grateful if you could start a thread on the forum and share your thoughts.
My knowledge of English is more communicative than fluent, but I wasn't the only one working on the English localisation, which was revised many times. Perhaps there is still room for improvement here.
@instantgaming
Let me know if you find anything. Uniform clothing could look good at the Grand Rite.
Thanks for the reply, I will investigate if it is possible to "color" the black capes of the spies and transform them into red.
@MESSIAH
Well, if you think it's wrong, do it yourself.
On top of that, they make a mod for the rest of us to enjoy, and you complain about nonsense. Make your own mod, lazy kid.
Hey, I don't know, not every witch looks good in red ;p What you're talking about would probably be possible, but I don't know how to do it. Besides, I think special clothing would only be appropriate for special occasions.
Is it possible to add red cloaks to witches, wizards, or necromancers? Something similar to the CK2 mod that adds red hoods to Satanists. That would be great.
Ty for your work.
You get the legend seed in the same place where all the other legend seeds are. Perhaps you don't have the DLC that's related to it?
If you have any suggestions or ideas, you can start a thread on the forum, although there are no plans to update the content at this time. However, something may change in the future...
Good job :)
I wound up doing it myself. I tested it, made sure it worked, then published it so anyone else can also roleplay being a post-apocalyptic Salem witch or whatever.
Thanks for your great work. This mod is phenomenal and I love it to bits.
If you want to link to it I'd be much obliged but don't feel the need to do so!
Thanks a lot, good luck :]
@Rust-Clad King
Yes, theoretically, all you need to do is create a file containing camp purposes and include the changes from witchcraft (01_magic_laws.txt) and the second mod.
Somehow it scratches all the right mental itches I had for coming to CK3, like you had a premonition of my mind or something.
TLDR: great mod, hits just right, keep up the good work