More Decisions v7.2

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More Decisions v7.2

PostPosted by blackninja9939 » Sat May 03, 2014 12:42

I often find myself getting bored with kidnapping people and then having very little to do with them, this sub-mod aims to change that and more by adding in myriad of new decisions from better kidnapping to taking prisoners as your wife and some other miscellaneous things.

Current version v7.2
Compatible with CK2 v2.7.1
Compatible with AGOT v1.4.1

Full list of features:
Code: Select all
- Take a prisoner as your Concubine REMOVED in main mod
- Take a prisoner as your Lover REMOVED superfluous
- Steal Spouse's Title
- Better Kidnapping
- Reveal a Prisoner
- Marry a prisoner
- Sending your son to a mercenary company to train (requires The Old Gods)
- Disinheriting your children and then send to the citadel, nightswatch or sept. REMOVED in main mod
- Additonal execution methods
- Choose a patron aspect of the seven
- Marry existing courtiers together REMOVED superfluous
- Spawn a courtier for on of your existing ones to marry REMOVED superfluous
- Create your own assassins guild and name it
- Hire the assassins guild like you would the Faceless Men
- Get tax from the assassins guild
- All of these decisions organised using the decision menu, are targeted decisions or integrated with the main mod where applicable

Future Ideas:
Code: Select all
- Fixing bugs and making it work

Changelog:
Code: Select all
v7.2:
- Fixed to work with 1.4.1

v7.1:
- Hopefully have fixed the send son to merc company decisions not actually working properly

v7:
- Updated for AGOT v1.3.1
- Removed superfluous decisions and those made redundant as they are part of the main mod now
- Can now choose from one of six names for the Assassins Guild
- Updated kidnap system for the new kidnap events from the main mod
- Integrated poison and send to valyria executions into the execution system of the main mod, the others were already included in some fashion

v6.3:
- Updated for AGOT v1.1

v6.2:
- Updated for AGOT v1.0
- Fixed localisation issue with patron aspect of the seven event
- Updated on_actions structure

v6.1:
- Updated for AGOT v0.9.6

v6:
- Updated to AGOT v0.9.3
- Minor tweaks

v5:
- Updated to AGOT v0.9.2
- Most decisions made into targetted_decisions
- Due to popular demand added back in the sending a son to nightswatch decision
- Fixed a few localisation issues
- Fixed better kidnap not resetting the fake child's dynasty upon death/release/revealed

v4.4:
- Compiled the send away decisions into one disinherit decision

v4.3:
- Removed features merged with the main mod

v4.2:
- Minor fixes

v4.1:
- Fixed sending Kingsguard members away if they were your child

v4:
- Give your children their own cadet dynasty and land to go with it
- If you have no heir to your dynasty later on down the line legitimise your cadet dynasty
- Cadet dynasty names are fully changeable, to change them go into common/dynasties and rename the houses, then go into localisation/child_cadet.csv and rename them in the options

v3.7:
Again nothing noteworthy

v3.6:
- Minor bug fixes nothing to note worthy

v3.5:
- Honorary title to make a lowborn into a noble
- Found your own Assassins Guild
- Assassins Guild uses Faceless/Sorrowful Men mechanics
- Anyone can hire them
- The more people hire them the more tax they pay you

v3:
- Decision to choose a patron aspect of the seven
- Decision to marry existing courtiers together
- Decision to spawn new courtiers fro one of your existing ones to marry

v2.4:
- Changed up the more executions. Now when you can open up another sub-menu to do executions, now the executions are done by these decision, 6 for each prisoner. This is so the opinions now work

v2.3:
- Changed requirements and effects of Red Wedding, 10 random dynasty members of the target will be selected and be a victim for you to either kill or imprison. They will be selected if they are not a skinchanger, have magical powers (warlock, rhllor etc.) and do not have high swordsman skills. The spouse of the target will also be an 11th victim

v2.2:
- RED WEDDING

v2.1:
- Fixed sending son to merc company bug
- Added Reveal prisoner decision
- Added Marry prisoner decision

v2:
- Added decision to send spare children to the Sept, Citadel or Nightswatch
- Changed some requirements to do the Better Kidnap
- Made the Steal spouse decisions clearer

v1.5:
- Added decision to Sending your son to a mercenary company to train (requires The Old Gods)
- Added decision to do 6 new executions

 v1 First Release!!!:
- Added decision to Take a prisoner as your Concubine
- Added decision to Take a prisoner as your Lover
- Added decision to Take a prisoner as your Wife
- Added decision to Torture your prisoner
- Added decision to Steal Spouse's Title
- Added decision to  do Better Kidnapping
- All of these decisions organised under a menu in a similar way to the Salve or R'hllor menu

Download Link

If you have any ideas or notice any bugs let me know.
If you wish to use parts of this submod in any of your own mods ask me for permission and I'll decide (probably a no).

Thanks,
blackninja9939
Last edited by blackninja9939 on Tue Sep 30, 2014 22:09, edited 26 times in total.
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Re: More Decisions v1

PostPosted by xoatl » Sat May 03, 2014 12:47

Dev team, please take this guy on. so many nice features.
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Re: More Decisions v1

PostPosted by blackninja9939 » Sat May 03, 2014 12:51

xoatl wrote:Dev team, please take this guy on. so many nice features.

Haha I wish :)
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Re: More Decisions v1

PostPosted by Mitza8 » Sat May 03, 2014 13:28

blackninja9939 wrote:ending spare children to the citadel, nightswatch or sept. Same requirements as the Silent Sister decision

this.PLEASE
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Re: More Decisions v1

PostPosted by TheMightyGhost » Sat May 03, 2014 14:12

Really good, looking forward to the excutions.
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Re: More Decisions v1

PostPosted by blackninja9939 » Sat May 03, 2014 14:28

TheMightyGhost wrote:Really good, looking forward to the excutions.

What sort of execution ideas do you (and anyone else) have in mind.
So far my ideas are hanging, lethal injection (maester poison) and stoning but if you guys have some better ideas let me know.
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Re: More Decisions v1

PostPosted by Fashbinder » Sat May 03, 2014 14:30

Strangle with own guts. Corpse raped. Put in pit with bear/dragon.
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Re: More Decisions v1

PostPosted by blackninja9939 » Sat May 03, 2014 14:33

Fashbinder wrote:Strangle with own guts. Corpse raped. Put in pit with bear/dragon.

The hate it would get because ya know rape made me decide to leave everyone with the personal interaction version.
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Re: More Decisions v1

PostPosted by xoatl » Sat May 03, 2014 14:36

blackninja9939 wrote:
TheMightyGhost wrote:Really good, looking forward to the excutions.

What sort of execution ideas do you (and anyone else) have in mind.
So far my ideas are hanging, lethal injection (maester poison) and stoning but if you guys have some better ideas let me know.


For the more serious crimes

For the Bolton inside everyone.

Anything on that list, really.

Feel free to make a "darker" version for us more akin to roleplay as sadistic Psychopaths like Gregor/Ramsay
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Re: More Decisions v1

PostPosted by Mitza8 » Sat May 03, 2014 14:37

Impale maybe?gain the trait impaler,etc
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Re: More Decisions v1

PostPosted by OrisJ » Sat May 03, 2014 14:37

Cannibalism for certain cultures known to practice it (some tribes of wildlings and apparently Thenns).

Blood Eagles.

Maybe some flavor events or even a special religion for Thenns, relating to their practical worship of the Magnar as a god.

Decision for a wildling to go on their first raid as early as 12, for prestige, piety, cash, etc.
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Re: More Decisions v1

PostPosted by EDAP » Sat May 03, 2014 14:38

Public Dismemberment?
Here is a link to my personal list of FAQs. Please check there to see if it answers you question. The specific details aren't up to date, and I probably won't update it for a while, but the general ideas are unchanged.
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Re: More Decisions v1

PostPosted by blackninja9939 » Sat May 03, 2014 14:40

Ok, I have some good ideas now thanks to you guys.
I have a horrible feeling this will turn into the creepy execution idea thread xD
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Re: More Decisions v1

PostPosted by xoatl » Sat May 03, 2014 14:41

Mate, I have a sick mind. Totally not a serial killer.
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Re: More Decisions v1

PostPosted by EDAP » Sat May 03, 2014 14:49

xoatl wrote:Mate, I have a sick mind. Totally not a serial killer.

Unfortunately the same. :twisted:
Here is a link to my personal list of FAQs. Please check there to see if it answers you question. The specific details aren't up to date, and I probably won't update it for a while, but the general ideas are unchanged.
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Re: More Decisions v1

PostPosted by blackninja9939 » Sat May 03, 2014 14:56

I'm trying to keep this remotely PG and not have ridiculously disgusting punishments that weren't ever used in Westeros.
I am going to employ six which my ideas so far are: Hanging, Impaling, Poison, Flaying, Public Execution and Being sent to the Smoking Sea to redeem themselves if they return.
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Re: More Decisions v1

PostPosted by threealls » Sat May 03, 2014 15:17

Does AI use them too ?
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Re: More Decisions v1

PostPosted by xoatl » Sat May 03, 2014 15:20

blackninja9939 wrote:I'm trying to keep this remotely PG and not have ridiculously disgusting punishments that weren't ever used in Westeros.


But, every torturer needs an invention!
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Re: More Decisions v1

PostPosted by blackninja9939 » Sat May 03, 2014 15:22

threealls wrote:Does AI use them too ?

Not at the moment, didn't want to have to balance things for them, it is instead up to the player's discretion to decide when to use the decision and the only requirements to do some of the decisions is to be cruel/impaler/ruthless.
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Re: More Decisions v1

PostPosted by Lexo2000 » Sat May 03, 2014 16:34

The Chinese have one where they stake someone in a feild and let a strip of bamboo grop up through there anus as a punishment for treason. Pretty harsh but they do tend to be creative over that part of the world. Sepeku anyone
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