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I definitely need a Cain secret society then. I´ll try to retrofit the code of one of the vanilla monastic orders maybe.
Ideally I´d still like to create a custom society that turns characters into vampires rather than the current trick I´m using. If I figure out how societies work I´ll probably try that :p
I assume that I have to find the purifier event and add a conditional to exclude immortal_blood?
As an explanation: what this thing does is periodically turn members of the Cold Ones and Plaguebringers into vampires. I picked those two in part for practical reasons (they´re two not-too-large secret societies that are present in all eras give you a permanent pool of characters to tweak), and thematical (I was kind of disappointed that the Cold Ones are just a carbon copy of LO. If I figure out how I´d like to turn them into a vampire-themed society). If you tweak up and down the MTTH, the CO/PB members will turn into vampires slower or faster.
I´m happy with the custom trigger: Vampires are present in the game but not centerfold to the politics... which is as I intended, although I wanted more vampire kingdoms than I´m getting. Part of the problem is that they don´t embrace too often, as far as I can tell, and they tend to get a lot of aggro, so unless you start off with a critical mass of vampires, like in the VR start, most of them will get darwined out. (In fact, in the VR start this is often the fate of the Finnish elder vampire: too isolated, too disliked by his neighbours. He gets some early conquests but ends up dogpiled sooner rather than later)
I´ll probably start tweaking the triggers again after I´m done with this playthrough
Ideally I´d like to revamp the Cold Ones altogether into a full vampire society (replacing the vanilla COs); maybe I´d extend them to all religions but restrict auto-vamping to the upper echelons. I think it will take effort to figure out how to do that, though ....
@DemonKingTeemo: Trait? If you are talking about vampires / immortal blood: the 867 bookmark starts with 24+ vampires.
Am i missing something here? or do i have to manually add them into the game?
During my experiments I´ve noticed that even unlikely event triggers that apply to everyone tend to have a big impact on performance, and also result in too many vampires. The Cold Ones only event worked mostly as intended though. 100 years into the game there are a few stable vampire covens around northern Europe, but nothing too obvious. An interesting side effect is that vanilla CO seldom go above 15% influence (just like the other pagan demon cults), whereas in this game COs reached an influence of 40%. I attribute it to the influx of vampire characters resulting in more successful missions.
I´m considering widening/duplicating the event so that it applies to Fellowship of Hel and Plaguebearers as well, which are other notoriously unsuccesful demon cults. I want to avoid Lucifer´s own though because that one tends to be ludicrously successful as it is, which would go against the point of trying to keep the vampire trigger small.
@The Unknown Guy: You have to replace "is_ruler = true" with "only_rulers = yes" iirc. You may want to add the embraced character modifier, otherwise vampires might age instantly.
add_character_modifier = {
name = embraced
months = 240
}
https://textuploader.com/dv5q4
The idea behind the event modifiers is to make it colorful by driving the procedural vampires to show up with nefarious characters (Impalers et al), witchcraft suspects (demon worshippers-boost is small because otherwise due to their high numbers they´d hold a quasimonopoly on vampirism-, any mystic, to a lesser extent any scholar), and in Uberwald-like places (tribals, unreformed pagans, nomads: all get a slight boost)
If I have sorted this out correctly modifiers should add up, so while normal characters should rarely be vampires, a nomadic mystic ruler who impaled his own children and is secretly an aztec, well... has good odds of suddenly developing a taste for O+
If I leave it as here: https://textuploader.com/dv5lu the event can at the very least be fired by hand
@scottytsr: Your character has to be local to drain a prisoner. So you cant do it if you are leading a army or work as a councilor for your liege.
it doesnt seem to be working: Ck2 seems to recognize it as a "valid" event. but running the event is not adding any vampire traits to any character :(
If get it to work I'll move into step 2, which is to include an intrigue event for characters with certain traits (I was going for mystic to follow the vampire-eating rules of the mod) in which playerchar meets a shady alchemist and together they look for a vampire to drain to become vampires themselves (kind of a dark mirror of the immortal event )
My experimental eventś code is here: http://txt.do/dvapz