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Author Topic: Crusader Kings 2: Britannia MP (Minor Mods)  (Read 27024 times)

Johnfalcon99977

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Re: Crusader Kings 2: Britannia MP (Minor Mods)
« Reply #30 on: July 10, 2012, 04:36:20 pm »

why are we using an external utility?
Because the ingame mod one won't work, Because out-dated

Settings were using for the generator:
Culture: Culture Group
Religion: Religion Group
No Short names
Duchies (For Kingdom) Required: 4
Kingdoms (For Empire) Required 3
Replace De Jure
Create Kingdoms
Create Empires

Also don't worry Digital Hellhound. I'll just vassal you when you become an Earl due to me ursuping your title.
« Last Edit: July 10, 2012, 04:39:48 pm by Johnfalcon99977 »
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warhammer651

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Re: Crusader Kings 2: Britannia MP (Minor Mods)
« Reply #31 on: July 10, 2012, 04:40:08 pm »

running it, it doesn't seem to recognize the broken kingdoms mod. it recognizes Game of Thrones, CKII+,and Glorious knights, but not broken kingdoms
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fivex

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Re: Crusader Kings 2: Britannia MP (Minor Mods)
« Reply #32 on: July 10, 2012, 04:44:09 pm »

running it, it doesn't seem to recognize the broken kingdoms mod. it recognizes Game of Thrones, CKII+,and Glorious knights, but not broken kingdoms
That's because broken kingdoms doesn't add any landed titles.
Select no mod.
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Johnfalcon99977

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Re: Crusader Kings 2: Britannia MP (Minor Mods)
« Reply #33 on: July 10, 2012, 04:48:51 pm »

So what time is everyone okay with? I'm fine with anytime, althought I would perfer a day on the weekend so I can keep this going when school starts again for me.
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warhammer651

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Re: Crusader Kings 2: Britannia MP (Minor Mods)
« Reply #34 on: July 10, 2012, 04:55:25 pm »

I'd be cool with that
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fivex

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Re: Crusader Kings 2: Britannia MP (Minor Mods)
« Reply #35 on: July 10, 2012, 04:57:47 pm »

During the weekends would indeed be nice.
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Johnfalcon99977

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Re: Crusader Kings 2: Britannia MP (Minor Mods)
« Reply #36 on: July 10, 2012, 04:58:20 pm »

How does this Duchy-to-Kingdom mod work? I tried it out and it didn't seem to change anything.
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warhammer651

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Re: Crusader Kings 2: Britannia MP (Minor Mods)
« Reply #37 on: July 10, 2012, 05:08:09 pm »

I think its supposed to be used once you already have a giant-ass kingdom or something
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fivex

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Re: Crusader Kings 2: Britannia MP (Minor Mods)
« Reply #38 on: July 10, 2012, 05:11:39 pm »

How does this Duchy-to-Kingdom mod work? I tried it out and it didn't seem to change anything.
If you have 4 duchies, you can create a kingdom like you would a normal titular kingdom.
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Johnfalcon99977

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Re: Crusader Kings 2: Britannia MP (Minor Mods)
« Reply #39 on: July 10, 2012, 05:31:47 pm »

I see. I tired it with the duchies I plan on netting my Kingdom with. I have a good idea of what counties I want inside my realm.

However, my problem will be getting out of Gavelkind, mostly because I'm making my ruler Norman. That'll be interesting, to say the least.

Important:
Go into your CK II folder, find the "events" folder, open the notes named "Cultural converstion" events, and replace it with this:
Spoiler (click to show/hide)

This is because I noticed that the English culture will only spread if the Kingdom of England exists, which isn't going to happen. This should make it so that it will spread reguardless.
« Last Edit: July 10, 2012, 07:00:12 pm by Johnfalcon99977 »
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Twiggie

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Re: Crusader Kings 2: Britannia MP (Minor Mods)
« Reply #40 on: July 11, 2012, 07:40:39 am »

I'll take Surrey.
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mainiac

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Re: Crusader Kings 2: Britannia MP (Minor Mods)
« Reply #41 on: July 11, 2012, 07:56:31 am »

This is because I noticed that the English culture will only spread if the Kingdom of England exists, which isn't going to happen. This should make it so that it will spread reguardless.

That sounds like WAD to me.  If there aren't normans ruling a kingdom of England then the saxon culture should remain.
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Johnfalcon99977

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Re: Crusader Kings 2: Britannia MP (Minor Mods)
« Reply #42 on: July 11, 2012, 08:26:46 am »

This is because I noticed that the English culture will only spread if the Kingdom of England exists, which isn't going to happen. This should make it so that it will spread reguardless.

That sounds like WAD to me.  If there aren't normans ruling a kingdom of England then the saxon culture should remain.
I plan on being a Norman Ruler though to spread English culture. This doesn't get rid of the "Ruler is Norman" requirement. This just makes it so that the Kingdom of England specificly doesn't need to exist for it to happen.
« Last Edit: July 11, 2012, 08:29:32 am by Johnfalcon99977 »
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Digital Hellhound

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Re: Crusader Kings 2: Britannia MP (Minor Mods)
« Reply #43 on: July 11, 2012, 08:47:28 am »

Ehh, I have bad experience with changing files and multiplayer, even if the changes are tiny and all players do them. I once spent a good hour trying to get a multiplayer game going with a friend with the only changes being female chancellors/spymasters/stewards and their mission files. In the end, my entire game broke.

Why don't you just stay Norman, anyhow?

The whole kingdom-creation mods or whatever seem just pointless complications anyhow. We can just take existing king titles if you need them. Sure, it'll be slow, but be a man.
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mainiac

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Re: Crusader Kings 2: Britannia MP (Minor Mods)
« Reply #44 on: July 11, 2012, 09:00:20 am »

I plan on being a Norman Ruler though to spread English culture. This doesn't get rid of the "Ruler is Norman" requirement. This just makes it so that the Kingdom of England specificly doesn't need to exist for it to happen.

By doing this you would be forcing everyone else to play with English culture too.  The MTTH for the English conversion is much lower then the normal cultural conversions and it flips vassals too.  That makes it really easy for the Saxon culture to disappear the way you made it, whenever an English count or duke appears a chunk of land will go English, probably permanently.  If you want to do the culture spread thing you should be doing it by the same rules as everyone else.
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« Last Edit: February 10, 1988, 03:27:23 pm by UR MOM »
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