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They never do it against friends, lovers, blood brothers, etc.
After testing with huge empires I see the problem.
Released a hotfix now for criminal contracts.
It will now work like hostile schemes in vanilla - AI will try to not launch several contracts of the same type against the player at once.
Increased default CD to 10 years for each adventurer.
Added more notifications and made tax impersonation more rare.
Also added a game rule, allowing to set 5, 10, 20 years CD or to turn them off entirely.
Will further tweak and rework this in a bigger patch.
Could you send me the save file? So I can address this more precisely.
If it was treasury heist there is a notification event and it's set to be very rare (4-5%).
Thank you for the quick reply!
1) great. Thanks
2) my only comment is that almost immediately all my gold has been taken! I read in the comments that there is a timer of 5 years and perhaps this was just the initial tranche as I installed the mod in an ongoing game ... but ouch. Do you get notified etc about this? (I assume my gold vanished because of this)
3) I didn't even know there was one - but I have found it now
1) Place it last in the load order if you want to be sure. It won't conflict with event packs and mods that don't affect adventurers. For AGOT and EK2 there's a compatch.
2) Balance is mostly based on vanilla values. Sometimes (legitimist troops) scaled vanilla values. But it's an ongoing processs and I'd be interested to hear any thoughts as well.
3) Are you using the adventurer mapmode? If they are far away you can invite them with an interaction first.
There will be some improvements to the interface in the next patch.
@Pelipelipelikan
Good idea. This may work as an option for the Raid itself, I think.
1) is there any load order suggestions for this based on popular mod conflicts? I mostly have event mods but have also just put the witchcraft mods on, otherwise pretty standard.
2) is there anything that people think from their experience is a bit unbalancing? At the moment I’ve focused on mods that keep the core balance for the most part.
3) i’m sure I’ll see it and find out in play, but how do I activate the contracts? How do I find landless adventures on the map? I’ve been playing as I landed character for ages now and don’t remember seeing a single one, unless I just overlooked them.
Here's the AGOT compatch.
Seems to be optional in practice, but can be used just in case.
I had tested adventurer wars as a CB at some point before 0.1 was released, but they tend to not be very engaging in terms of gameplay. CK3 doesn't represent that kind of warfare well. So, a special scheme is more likely. At least, for now.
A game rule to use "Become Adventurer" decision more freely is also there.
Additional checks were added for AGOT, but new stuff contains references to holy wars, Iranian Intermezzo, etc. If you want cleaner error.log with AGOT you can wait a couple of days for a separate compatch removing those. EK2 is still compatible. It will print about frankokratia (from casus bellis), if you don't want that the same compatch will apply.
Did it crash during loading or when using specific interaction?
Any other mods?
Would appreciate error.log file (but it probably got overwritten by now)
Only camp merging is limited to ai targets.
Everything else is made to work both ways (sometimes more for one side than the other, but that's to be gradually fixed with patches).
@Toney To offer contracts use offer contract interaction on adventurer. This one will get updated soon.
Generally, faith conversion, train knights, increase control etc. are council task contracts, they are already spawned in vanilla by the AI councillors, so I will be implementing other things in the nearest future.
Any suggestions in that regard are welcome.
The types of contracts differ.
But it's worth keeping the approach difference in mind, because in ELA tasks are for NPC adventurers only. With LOAA my intention is for everything to use a single ruleset and allow character switching/multiplayer/etc.
I'm planning a relatively big update to the contract system with 0.3.
If you mean Employ Landless, LOAA contracts work differently (using the contract system) and there are no overlaps. It's compatible.
You can try it now, a different cb with no legitimist requirements should appear.
Thanks for the feedback.
justinanderson70, more ways to act against landed rulers will appear.
Skorion, it will likely stay generally compatible with everything.
AI criminal contracts now have CD of 5 years, if at least one has been completed recently (for each adventurer). So the pacing there should be better now. Also further reduced chances of personally invited adventurers taking such contracts,