We'be all had wars come to an abrupt, successful conclusion by capturing the enemy leader. But how might one influence the probability with which this occurs? Is it a scripted event, or is it built into the engine?
#character
on_battle_lost = {
random_events = {
900 = 0
50 = 250 # Imprisoned by the enemy
50 = 8320 # Crusader becomes cynical
}
}
From "common/on_actions/00_on_actions.txt"
So by default, there's a 5% chance of this happening at the end of each battle for each character on the losing side. It can be modded by writing another "on_battle_lost" in a new .txt file in a mod's common/on_actions.Code:#character on_battle_lost = { random_events = { 900 = 0 50 = 250 # Imprisoned by the enemy 50 = 8320 # Crusader becomes cynical } }
does that 50 signify 5%?
does that 50 signify 5%?
Unless there is a 900% chance of nothing happening, that seems likely. Although I'm wondering why it says "Crusader becomes cynical" if it is for every battle. Also, I have noticed that in larger battles I tend to capture more people, that may just be because it's a 5% chance per character on the battlefield (as opposed to per commander), I'm not sure though.
on_yearly_pulse = {
random_events = {
# Feudal Life Events
[COLOR="#00FFFF"]100 [/COLOR]= 4000
[COLOR="#00FFFF"]100 [/COLOR]= 4005
mean_time_to_happen = {
days = 1
modifier = {
factor = 1.25
trait = brave
}
modifier = {
factor = 0.25
trait = craven
}
modifier = {
factor = 0.25
trait = paranoid
}
modifier = {
factor = 1.25
trait = stressed
}
modifier = {
factor = 1.25
trait = depressed
}
modifier = {
factor = 1.5
trait = lunatic
}
modifier = {
factor = 1.5
trait = possessed
}
modifier = {
factor = 1.1
trait = ill
}
modifier = {
factor = 1.25
trait = pneumonic
}
modifier = {
factor = 1.25
trait = syphilitic
}
modifier = {
factor = 2.0
trait = leper
}
modifier = {
factor = 1.15
trait = wounded
}
modifier = {
factor = 1.25
trait = maimed
}
modifier = {
factor = 2.0
trait = infirm
}
modifier = {
factor = 3.0
trait = incapable
}
modifier = {
factor = 1.1
trait = drunkard
}
modifier = {
factor = 1.1
trait = has_tuberculosis
}
modifier = {
factor = 1.1
trait = has_typhoid_fever
}
modifier = {
factor = 1.5
trait = has_typhus
}
modifier = {
factor = 1.5
trait = has_bubonic_plague
}
modifier = {
factor = 1.1
trait = has_measles
}
modifier = {
factor = 1.1
trait = has_small_pox
}
modifier = {
factor = 0.5
tier = duke
}
modifier = {
factor = 0.25
tier = king
}
modifier = {
factor = 0.125
tier = emperor
}