Crusader Kings III

Crusader Kings III

Siege Victory Choices
87 kommentarer
扬鞭策马 13 okt @ 22:59 
Does anyone know of a mod similar to this one? I need one that can simulate the effects of a siege.
BrewzerBrian 10 mar @ 20:00 
Is this AGOT compatible and is it still functional?
Balamir 11 sep, 2024 @ 4:11 
yes, it's working. I'm using it.
Camarademarx 4 sep, 2024 @ 12:00 
is the mod still working now ?
peequi 24 maj, 2024 @ 8:44 
@Jakoporeeno there is a submod that suppose to make AI make these decisions, I don't know if that submod or even this mod is currently working
FAKE 18 maj, 2024 @ 18:35 
it still works
Tropigo 18 maj, 2024 @ 4:16 
Please update.
biggusdikkus 13 feb, 2024 @ 21:36 
thank you CK2RPG, this mod is incredible, with the AGOT mod you can take out entire houses with this thing, thank you!
Jakoporeeno 14 jan, 2024 @ 11:29 
Does the AI also make one of these choices after a siege? I would expect the mongols to spare no one
Armageddon Steel Legion 29 nov, 2023 @ 17:08 
@CK2RPG THANK YOU!
Ed Balls 25 nov, 2023 @ 10:32 
WOO
CK2RPG  [skapare] 24 nov, 2023 @ 21:10 
The mod has been updated. Sorry for the delay.
xXrydervapesXx 22 nov, 2023 @ 18:26 
Please update, this mod is awesome!
Armageddon Steel Legion 24 jul, 2023 @ 22:53 
I hate to sound like that guy, but I would love an update as this is one of the most role-play-worthy siege mods. A preeminent siege mod.
Anwa_1bn 6 jul, 2023 @ 1:37 
Would you consider making a compatch for Agot? Crashes at launch right now
CK2RPG  [skapare] 18 jun, 2023 @ 17:30 
Thanks! I’ll update and fix the Tours and Tournaments issue soon. Probably the switch to reference in override background causing the crash.
The Champ 17 jun, 2023 @ 9:04 
FYI, this causes crashes with Tours n Tournaments
Lorian 20 maj, 2023 @ 8:37 
Update Please, this mod is great!
SkyWalker 13 maj, 2023 @ 9:39 
Please update
Genseric123 6 jan, 2023 @ 18:52 
Is it possible to remove or lessen the tyranny penalties?
DjuckGirl 10 sep, 2022 @ 11:29 
This mod is listed as for V1.5.1.1 and not 1.7, to update to 1.7 do the following :

- Create your own mod through the launcher
(Located in Documents\Paradox Interactive\Crusader Kings III\mod)

- Copy the main files of this mod into your custom mod

- Add your version of the mod to the playlist of your choice and hit play.

I have not tested this extensively, and it may cause instability or crashes, but to my knowledge this is the simplest way to enable you to play this mod at the current update.
Tydy 28 aug, 2022 @ 7:39 
The negative opinion modifiers are pretty heavy, especially in a big war against bigger duchies, and kingdoms.
DEKESKUI 8 aug, 2022 @ 2:13 
can you put a fr translation on this mod please
Lucius Halthier 21 jul, 2022 @ 19:33 
if i chose to spare a town can i still take prisoners or will i have to do some form of looting to be able to capture house members and others?
BlkBaron 20 jul, 2022 @ 16:46 
Please update for latest patch
ac566 23 jun, 2022 @ 4:50 
@CK2RPG ok here is the submod for people interested: https://steamproxy.net/sharedfiles/filedetails/?id=2824765285

I made some changes to reduce duplicate code, so again feel free to back integrate any of the work
CK2RPG  [skapare] 22 jun, 2022 @ 20:44 
@ac566 please feel free! Anyone has full permission to use or modify any of my CK mods however they see fit and upload without any additional permissions
West 21 jun, 2022 @ 9:14 
@ac566 If possible, please upload it somewhere and share before you hear the reply from ck2rpg. I would love to try your changes.
ac566 21 jun, 2022 @ 4:12 
@CK2RPG I edited some of the files to give a more natural AI decision process, e.g. factoring in opinion, faiths, more traits. I wanted to get permission to create a submod with my changes, or if you'd rather you can have my edits and integrate into the main mod. lmk
Ēarendel 20 jun, 2022 @ 12:45 
Now that I have had this mod for awhile I've gotten used to it.However it is troublesome how related people can indiscriminately execute their relatives children en mass, there should be added a distinction to more often spare captives if they're family..

Also I think its very effective at curbing populations. It effectively reduced population by 30k in a span of a few decades
elfey 13 jun, 2022 @ 4:55 
@Sysharp, yep c:
Sysharp 11 jun, 2022 @ 21:20 
Does the AI have these decisions too ?
Lucas182 10 jun, 2022 @ 12:17 
stop asking for updates before testing the mod to actually see if it needs an update.

IT DOES NOT
Jet 9 jun, 2022 @ 7:28 
update
Genseric123 27 maj, 2022 @ 10:24 
Doesnt seem to include raids at the moment
Demurge 22 maj, 2022 @ 0:55 
Any plans to include raiding to this mod?
CK2RPG  [skapare] 23 apr, 2022 @ 16:46 
@DEKESKUI I do not speak French and may hold off on translations until I’ve worked through the additional planned events. Anyone has my blanket permission to do a translation (not that anyone needs it)
CK2RPG  [skapare] 23 apr, 2022 @ 16:43 
Thanks @Earendel! I am planning some balance updates but it may be a few weeks due to vacation
DEKESKUI 22 apr, 2022 @ 6:56 
Thx for the mod! Can you do a french translation pls? (with google trad if you don't speak french)
Genseric123 19 apr, 2022 @ 16:22 
Is this mod included in raids as well? It doesnt seem to show up
Ēarendel 19 apr, 2022 @ 2:28 
I would ask that you would still consider nerfing this for the A.I. Maybe making it trigger 50% of the time. I have seen it eradicate half of established dynasties via execution. I think balance lies somewhere between your mod and the vanilla.
CK2RPG  [skapare] 10 apr, 2022 @ 17:14 
@Aldelur - flavor localization built using generative grammar - it was much less laggy to run it as an on_action with 5,000 prebuilt variations than as custom localization or random or triggered desc. If you want to tweak, it should be easy with scripted effects and find and replace.
Aldelur 10 apr, 2022 @ 14:35 
hey there, im looking to tweak your mod a bit but im somewhat confused with your scripting. why is there almost 4000 variants of the same 8-10 events? talking about ckrpgsiegedone.xxxx events.
PZA 4 apr, 2022 @ 8:19 
I like the concept behind the mod, however, the fact that there's a negative to every single choice isn't my cup of tea. Spare the village? The majority of my 32 commanders gets pissed at me. Raze a whole village? Even though my champion vassals are happy with it, I still get tyranny. Glad it's not a terrible amount but it starts to add up when you're fighting a Holy War for a Kingdom. Luckily I'm at a point in my game where even being a full blown tyrant thanks to this mod doesn't terribly effect me, but that's being 550+ years into an empire blob game.
cuomo860 2 apr, 2022 @ 9:12 
I have to agree that while this mod has some cool features, having the choice over every present house member and courtier is too over powered. It makes the assumption that you would capture everybody after a raid or seige without the possibility that anybody escaped or wasn't present in the location.
CK2RPG  [skapare] 1 apr, 2022 @ 18:23 
@Petko_ - yes, the events fire for AI, and AI chooses based on personality.
CK2RPG  [skapare] 1 apr, 2022 @ 18:20 
@Genseric123 i am adding it tonight, if all goes as planned
CK2RPG  [skapare] 1 apr, 2022 @ 18:19 
@cel not at the moment, from what I understand