Crusader Kings II

Crusader Kings II

[BASE] Experienced Generals Battle Experience
50 Comments
Not Miles Morales May 29, 2020 @ 10:36pm 
does this work with CK2+?
lmfao Apr 8, 2020 @ 2:28am 
I tried it, seemed to work as intended.
XxELYSIAN_PATRIOTxX Apr 5, 2020 @ 7:56pm 
Does this still work with the newest version of CK2?
Chip Mar 3, 2020 @ 9:38pm 
thanks
WaKKO151 Feb 28, 2020 @ 4:39am 
doing so insures that the game knows this is to load its files after the dependence.
Velar  [author] Feb 27, 2020 @ 9:52pm 
With quotations, you can copy paste this into it:
dependencies = { "A Game of Thrones" }
Chip Feb 26, 2020 @ 8:53pm 
do you add A Game of Thrones? or "A Game of Thrones" with the quotations ?
WaKKO151 Jan 5, 2020 @ 2:47am 
i used to play only vanilla ck2. Which is weird because I mod every other game. But I have whooped the crap out of this game and thought i would add some things i felt like should be in the base game. This is on that list. Love it. You are awesome.
Velar  [author] Jan 4, 2020 @ 8:41pm 
The only reason I could think of off the top of my head is if they override the On_Combat event trigger it would cause my events to not fire.
WaKKO151 Dec 30, 2019 @ 5:32am 
is there any reason this wouldn't work or i shouldn't use this with After the End Fan Fork?
raguel Dec 2, 2019 @ 7:46pm 
There's nothing in particular (that I can recall) that I'd change. At the time I wasn't really sure which mod was causing the problem so I just wanted to make one giant folder where everything worked properly.
Velar  [author] Dec 2, 2019 @ 5:39pm 
Thanks for the kind words @raguel. What you are requesting is generally something people use playlists for. I looked through the code from the community patch that was just released on 11/6 and see no reasons that my mod would be incompatible with it. Is there anything in particular you would change that would warrant a re-release? I would prefer to keep my code base in one location so that I can update / maintain it. As of right now I would say no, as I do not see a reason for it. However, if you believe there is a need for this that would benefit the community, please add me on steam and we can discuss it some more.
raguel Dec 1, 2019 @ 11:58pm 
Hey this mod is really cool. I'm working on getting all the mods I've made and some others I use to be compatible with the community patch mod. Is it ok if I combine your mods with the others and upload it so other people have access?
Velar  [author] Oct 20, 2019 @ 7:16pm 
Update: Fixed the descriptor error presented by new game update. Thanks for the report MaddockM
MaddockM Oct 20, 2019 @ 5:53am 
Doesn't seem to work with new patch :(
Ricky Jun 25, 2019 @ 2:41pm 
Yeah i tried it on my current playthrough. Great mod, adds a lot to martial characters/commanders. Thanks lad.
Velar  [author] Jun 24, 2019 @ 5:10pm 
Worked on my last play through a month ago
Ricky Jun 24, 2019 @ 1:58pm 
Does this still work
TumblevisionTTv May 24, 2019 @ 2:04am 
will give it a try later
Velar  [author] May 20, 2019 @ 10:22am 
It is super easy to make it work with AGOT though!

Just go to C:\Users\Owner\Documents\Paradox Interactive\Crusader Kings II\mod

Find the text file named kl_traited_history.mod

Right click the file and open with notepad.

Paste: dependencies = { "A Game of Thrones" } at the bottom (on the last line, or anywhere really just don't erase anything)

Then save the file you edited and you're done!

You can test if it worked by going in game and using the console to add_trait warveteranht <- if it adds it then its working.
TumblevisionTTv May 20, 2019 @ 1:46am 
miss when this worked with agot cuz im too stupid tomake it work =(
Drax70 Mar 28, 2019 @ 10:48am 
For those asking, HIP has a similar feature so this is not needed.
Thanks!
Velar  [author] Jan 5, 2019 @ 8:03am 
TWrecks, I do not normally offer direct download links since they are technically against Paradox's modding rules. I could post this on Paradox's forums as an alternative if that would work for you.
TWrecks Dec 8, 2018 @ 3:42am 
Direct download link? For some reason the workshop isn't working. :C
MacComie Nov 30, 2018 @ 10:47pm 
Same here, I have no compatability issues with IG.
Velar  [author] Nov 25, 2018 @ 2:07pm 
I actually use this with Improved Genetics in my current save. Not sure what is causing your issues!
Ardhes Nov 22, 2018 @ 6:52am 
Awesome mod. Thanks for your hard work. It adds more immersion to the game. A note for you Velaryon. Your mod doesn't work with improved genetics. tested it, when i have the other one running the battle traits will vanish. I will keep yours because I prefer your addition to the immersion more =D
Velar  [author] Nov 19, 2018 @ 3:58pm 
Update: I just tested and this is indeed working for Holy Fury.

As for CK2+ and enhanced warfare, I do not see any reason why this would not work. Because it only adds traits to the game.
Jayeee Nov 9, 2018 @ 2:48pm 
is this working with CK2 + ?
[20R] DerekGuerrero Oct 24, 2018 @ 7:56pm 
Does this work with echanced warfare?
Jesser Oct 24, 2018 @ 6:18am 
Thanks ;) Kinda ruins the immersion when you have "War Veteren" trait :D
Velar  [author] Oct 23, 2018 @ 3:49pm 
Well that is embarrassing. I spelt it correctly in every area besides the one the user sees. You type something enough times and it all blurs together.

I updated just now. Just remember that sometimes your game won't take the new localization until you start a new game though(this won't hurt your save game it will just have the old localization).

I also saved a backup of the previous version if for any reason someone needs it.
Jesser Oct 23, 2018 @ 7:30am 
You spelled it as "Veteren" please fix
Jesser Oct 23, 2018 @ 7:30am 
You misspelled Veteran in every trait
Hellspawn Oct 21, 2018 @ 5:57am 
any chance you can add an alternative dl link, steam wont download workshop mods?
Karra_Chr Oct 13, 2018 @ 12:33pm 
@Velaryon
Removing the .zip and adding the path line worked like a charm. Now I just need to keep an eye out for updates.
Velar  [author] Oct 12, 2018 @ 9:52am 
(If you have saved your game since the issue nothing but the last resort will work)
-Unsub from the mod on steam. (Important)
-Go into the descriptor for my mod and change the archive="name.zip" to path="name" so remove the zip and add the path line. (This should undo the change I made.)
If not continue with this;
-Go into your mod folder, find my mod, extract the contents of the zip to the mod folder (delete the zip after).
--Its possible that your game save is looking for the mod in the wrong place.

-As a last resort, if you knew what traits your son had before the change then I could custom create an event for you that will swap the changed traits for ever character in the game. I do this in my own saves when the same thing happens and it works fairly well as a last resort. Otherwise, there aren't many other options sorry. =(
Velar  [author] Oct 12, 2018 @ 9:51am 
Sorry to hear that Chris. My change updated the descriptor which should not effect traits once so ever. This only effects how steam tells your game how to find my mod's archive. The last update Steam had some issues with that which I resolved with the latest update. However, depending on when you subbed, if the mod now believes that this is a different mod on top of the old version then that could cause this issue. That being said, Bibliophile does not have any traits, so the problem can't be blamed on them. You can try the steps in my next comment above.
Karra_Chr Oct 11, 2018 @ 2:59pm 
Did you add or remove any traits in this latest update? The change messed with other mods and now my characters have some random traits that make no sense, including my character's 10 year old son with your war veteran 5 trait.

Of the mods that I have installed, yours and Bibliophile were updated last night.
Velar  [author] Oct 2, 2018 @ 5:33pm 
@EuroPalette, this is not part of my envisioned plan for this mod. There is already quite an offset between novice and experienced generals. Thank you for the suggestion though!
[2tesGFR] EuroPlaette Oct 2, 2018 @ 12:24pm 
Could you make the same like this, but for inexperienced generals? Maybe giving them some negative bonuses until they fought like 1 or 2 battles. Just to make experience more important for commanders.
Velar  [author] Sep 30, 2018 @ 6:09pm 
@QueenHannaJ, it should be compatible with everything as it doesn't change any files just adds new standalone things.That being said, I have never played CK2+ but my money would be on this being compatible.
ThornQueenJ Sep 30, 2018 @ 4:20pm 
Ck2 + compatible??
Velar  [author] Sep 29, 2018 @ 6:57pm 
I bumped up the stats on my dev build and I am starting a new playthrough I will see how they feel then update this soon after.
grubber21 Sep 29, 2018 @ 12:28pm 
Theoretically, the AI should be able to get high numbers too--ESPECIALLY kings and empires warring against rebels and counts.
Velar  [author] Sep 29, 2018 @ 12:10pm 
Thanks for the feed back guys, I will certainly look into increasing buffs in a way that seems more realistic and balanced. One thing to note though is that these percentages can really add up so +15% may be a bit on the extreme side (probably will max out at 10%). I have noticed that getting 25 major victories is no easy feat though and the risk/reward should reflect that a bit more so I certainly think there is room for an overall buff at least with morale bonuses.

I am quite enjoying having a commander with 25 victories though, I am so proud when I have them leading big armies. Its also cool to see if enemy AI have any veterans as well.

That being said, if any other subscribers have any other opinions for or against increasing percentages let me know! There are 230+ subs already so everyone's in this together.
grubber21 Sep 29, 2018 @ 6:10am 
I agree with Ludos. 5 should grant 1%, 10 should grant 3%, 15 5%, 20 10% and 25 successful battles 15%. Or so.
Cisarulana Sep 29, 2018 @ 5:12am 
I think the Morale damage should be higher. Imagine having to fight for example a War Genius like Caesar or Alexander the great. I think you would shit your pants. I would.
Velar  [author] Sep 28, 2018 @ 3:51pm 
Sorry, while I am aware of HIP, I do not know what it requires to be compatible. What I can tell you though is that this will work with any other mod as it only references it's own files and doesn't have anything to conflict with. If someone familiar with the process for making this HIP compatible wants to reach out I am open to possibly doing it.
Phil Sep 28, 2018 @ 2:13pm 
Is this compatible with HIP? Looks interesting.