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Crafted weapon bug after loading

Hi, I just encountered this bug. After loading the game my crafted weapons have very small or zero stats. Javelins, 2h swords, 1h swords, polearms, all of them. I've been playing with mods for a long time, but now was the 1st time it happened to me. I saw some posts about this, but haven't found any solution for this. No game fixes, no mods. Do you have any idea how to prevent this bug, or what causes it? Any workarounds? submitted by /u/tothacka [link] [comments]

Foreign Conquerer Challenge

It is said that the lands of Calradia are vast and rich in resources. It was once the home of a great empire, now, it has been reduced to a bunch of squabbling kingdoms. Anyone worthy would surely become exalted among men if they were to take up arms and restore the Calradian empire.

So an intro to a challange campaign I've been thinking up. Essential the PC is a foreign born conquerer.

Rules: 1. The first nation in which the PC spawns must be where their conquest begins.

  1. The PC cannot use faction specific troops unless they directly or through their own vassals control all of the faction specific cities and half of the faction castles. This is to simulate the transition of power and the dislike by the people for having a foreign ruler. This only applies to the first nation that is conquered, see rule 1.

  2. When invading a different faction, the PC cannot recruit that faction's troops until they control approximately 50% of the kingdom. Simulating the divide between loyalists and collaborators.

4.1 Faction troops that have been liberated from imprisonment can be recruited, but there must be a dice roll. E.g. if rolling two, six sided die, then anything below a 6 is failure to recruit, 7 and above is a success. This is to simulate whether they are grateful to you and stick around, or if they renounced you as their leader.

4.2 Recruitment failure chance increases if the Player faction is at war with the faction, from which the troops liberated originate from. E.g. At war with {Faction}. Using the two, six sided die example from before, anything below an 8 is a failure, 9 and above is a success. This is to simulate the troops loyalty to their people.

4.3 If the player holds at least two castles, or a city, of the faction the troops are from, then revert to rule 4.1. This is to simulate gratitude from the troops and their declaration of legitimacy to your rule.

4.4 If the player faction holds all of the holdings, minus one, then liberated troops from that faction have an increased chance of recruitment success. E.g. 4 and below is failure to recruit, 5 and above is a success. Essentially they are acknowledging you as their rightful ruler.

5.) Feel free to mod it up.

Opinions? Anything that should be added? Taken away? Modified? Feedback is appreciated.



Submitted December 30, 2018 at 04:45AM by Hefty-Q http://bit.ly/2CFEVoZ

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