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PNP Roleplay => New World of Darkness => Topic started by: flint on April 20, 2014, 09:51:44 pm

Title: Princes of Darkness, CK2 Mod
Post by: flint on April 20, 2014, 09:51:44 pm
Quote
After only a hundred years, the Heiligen Nacth Reich der die Unbesiegt dissolves.  The pretext was a dispute between Invictus guilds of Florence and Pisa, but in truth the Kindred princes throughout the empire demanded independence to pursue their private wars against each other.  The Imperator abdicated. The Final Council’s decisions were simple. The Council accepted the abdication of the Emperor and dissolved the title. All Electors renounced those titles and renounced any idea of a central government for the Invictus. Instead, the Electors would return to running city fiefs as individual realms, so that a Guild recognized in one city had no claim vis-à-vis a Guild recognized in another.

Princes of Darkness is a New World of Darkness themed mod for Crusader Kings 2, that is currently in development (though a playable version has been released).  Focus starts with Requiem and expand from there.  Setting is 1250 AD, after the end of the First Invictus Empire.

(http://i.imgur.com/1JI6bME.jpg)

You can follow the development log and download the development version here:
forum.paradoxplaza.com/forum/showthread.php?681815-MOD-Kings-of-Darkness/

Canon is Requiem, then Vampire: The Dark Ages.
Title: Re: Princes of Darkness, CK2 Mod
Post by: flint on May 27, 2014, 08:23:56 am
How about a little love?

Looking for some 2D portrait artists (for Nosfeartu and Werewolves), among other help.

Initial release:
(http://i.imgur.com/MBbk8Al.jpg)

Player custom vampires and werewolves:
http://i.imgur.com/BwMVLEO.jpg (http://i.imgur.com/BwMVLEO.jpg)

Werewolf gifts:
http://i.imgur.com/eGTmrgn.jpg (http://i.imgur.com/eGTmrgn.jpg)

(Unfortunately, editing the unit models requires mysticgd to create .XAC files)

Title: Re: Princes of Darkness, CK2 Mod
Post by: Nigama on May 28, 2014, 03:05:47 am
cool beans, dood


Nigama
Title: Re: Princes of Darkness, CK2 Mod
Post by: flint on July 14, 2014, 04:20:03 am
Princes of Darkness Version 0.1.6
DOWNLOAD
(http://"https://db.tt/jrBRgE2s")

Change Log for Version 0.1.6

Mod greatly stabilized.  Should now run many centuries before a crash.

Unit types & Retinues: Reverted 0.1.5 changes to unit types and retinues.  Now like vanilla.

New Bookmark!  1142: Rise of the Invictus Empire

(http://i.imgur.com/EEIZYJI.jpg)

Unlike the 1250 shattered world bookmark, 1142 has several empires:

Most empires have some degree of centralization.  Most empires have some variant of elective (a few have seniority or tanis).  There is a new holder maintenance event which will cause a titular empire to be destroyed if held by the wrong supernatural type, religion or culture.

Note: in the 1142 bookmark, the recommended characters are largely the only playable characters.  If you want to play a duke or count, select the 1250 bookmark; or start up at 1142, let the game run a few turns, save game, load save game and pick anywhere on the map.

(http://i.imgur.com/iXV6kcf.jpg)

Geography

Set all cultures to not use dynasty names for primary title.   If you want to see dynasties, there is a map tab for that!
Made Hungary have Hungarian characters.  Moved some Pencheng to former Hungarian territory, north of the Black Sea.  Decreased Avar characters.  All of dejure Wallachia is now Vlach and Circle of the Crone. Increased Invictus and Circle of the Crone vampires in Hungary, reduced Fire-Touched Werewolves. Added Hungarians to Ungvar, removed Croats. Removed some Bohemians for more Hungarians.
Add Seljuk/Turkish migration to Anatolia.  Adjusted religion, culture accordingly.  Lancea Sanctum now dominates the crusader states, while al-Amin and Ivory Claws followed the Turkish invasion. There is some character work left to do so that we don't have Greek al-Amin.
All Norse Storm Lords replaced with Norse Blood Talons.  Dutch Lancea Sanctum replaced with Dutch Iron Masters. Blood Talons, Storm Lords in Scotland and Ireland replaced with Bale Hounds.
Created 5 holy sites for every religion to address 2.1.6 bug (too differentiate holy sites later).

If supernaturals convert to "innocent", they will subsequently become unaligned or ghost wolves. 

(http://i.imgur.com/hCm26SM.jpg)

Vampires

Forsworn/Belial's Brood: now a significant Covenant (religion group).  Actually exists as religion group with various factions as religions:

Djinn has been eliminated a separately religion, with holdings distributed to Smokeless Throne and Unaligned.
Increased county holding substantially. They are smaller than Lancea Sanctum or Invictus, about the size of the Circle of the Crone, al-Amin, Ivory Claws, Mara-Dharma--they are spread over a wide geographic area. 
Forsworn unholy orders:

Forsworn mercenaries:


Therion dynasty will appear for some Forswon.
Forsworn also have their own revenant families who are hireable as mercenaries and have ancesteral county holdings, the Duolosi:

Revenants/Ghoul Families

Added all named revenant families from OWOD and NWOD.  They exist as hireable mercenaries, dynasties, an as well as often claiming single counties for their ancesteral homelands. 
The families:

(http://i.imgur.com/tbC7CzC.png)

Mercenaries

Some clan specific mercenaries added:

Added some Ashirra/Islamic/Arabic mercenaries:


Added some Dark Age Inquisitor supernatural hunter mercenaries

(http://i.imgur.com/rmsczPu.png)

Rebels: Rebel Dukes now are supernatural as appropriate; as are their courtiers.

Sped up Technology/Influence Level Increase

WRONG_GOV_FORM_TAX_MOD = 0

(http://i.imgur.com/evO4H19.jpg)

Massive building overhaul:


Not all building/influence will have these options and paths; but most will.

Example of levels for a Brothel:


Kinds of buildings/influence:
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