[Submod] Retinues V2.7.2

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Re: [Submod] Retinues V2.7.1

PostPosted by LancelotLoire » Mon Oct 31, 2016 02:18

Worked perfectly fine for me.
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Re: [Submod] Retinues V2.7.1

PostPosted by unsavory » Mon Oct 31, 2016 12:25

LancelotLoire wrote:Worked perfectly fine for me.


Thanks, mate!
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Re: [Submod] Retinues V2.7.1

PostPosted by ngppgn » Wed Nov 02, 2016 15:15

Suggestion: make cultural retinues based on your capital's culture rather than your own. That way e.g. Dany in Meereen can get meereenese retinues. Or even better, allow to hire a retinue if your character or your capital have the adequate culture (so Dany could train both meerenese and westerosi-style retinues).
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Re: [Submod] Retinues V2.7.1

PostPosted by unsavory » Sat Nov 05, 2016 00:40

ngppgn wrote:Suggestion: make cultural retinues based on your capital's culture rather than your own. That way e.g. Dany in Meereen can get meereenese retinues. Or even better, allow to hire a retinue if your character or your capital have the adequate culture (so Dany could train both meerenese and westerosi-style retinues).


This might be nice, I'll give it a look over in my next pass of the mods (whenever that is) :D
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Re: [Submod] Retinues V2.7.1

PostPosted by serdinadan » Thu Dec 15, 2016 11:13

Seems to be a couple typos in the subunits file. Some of the units have the modifier heavy_cavalry_offensive/defensive instead of knights_offensive/defensive, and thus aren't getting the stat bonus. Also the religious black goat, lorath, and bearded priest retinues are currently available to the seven instead of their respective religions.
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Re: [Submod] Retinues V2.7.2

PostPosted by unsavory » Thu Dec 15, 2016 11:54

serdinadan wrote:Seems to be a couple typos in the subunits file. Some of the units have the modifier heavy_cavalry_offensive/defensive instead of knights_offensive/defensive, and thus aren't getting the stat bonus. Also the religious black goat, lorath, and bearded priest retinues are currently available to the seven instead of their respective religions.


Thanks for the bug report!
All victims of hasty copypasting I believe.
Should be fixed now I think.
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Re: [Submod] Retinues V2.7.2

PostPosted by loopy_kid » Sun Mar 19, 2017 07:45

Hey man, it's been a while since I posted here, but have you given any thought to the retinues I proposed?
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Re: [Submod] Retinues V2.7.2

PostPosted by unsavory » Sun Mar 19, 2017 15:11

loopy_kid wrote:Hey man, it's been a while since I posted here, but have you given any thought to the retinues I proposed?


I have, but I'm not actively modding for CK2 at the moment, I don't play the game right now and don't have a lot of time.
Feel free to add it your self if you'd like.
You give credit, you're free to use my stuff.


Also links should be updated.
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Re: [Submod] Retinues V2.7.2

PostPosted by loopy_kid » Mon Mar 20, 2017 04:24

Honestly, if I could, I would. I'm not at all familiar with modding, even if CK2 is very mod friendly. I'm a bit of a dunce when it comes to modding.

Thanks for replying and clarifying though. It's appreciated.
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