So is the bug that Zoroastrianist cannot publicly announce their secret religion fixed? Really want to reform Persia under Abbasid rules.
Is there going to be any change to title destruction just wondering? find it annoying at times when the only option is gavelkind. think maybe different forms of gavelkind could be good with slightly different rules so like Norse gavel to english gavel. two completely different races wouldn't have game sort of rules historically i'd think.
In what conceivable way are Norse and English 'two completely different races'?Is there going to be any change to title destruction just wondering? find it annoying at times when the only option is gavelkind. think maybe different forms of gavelkind could be good with slightly different rules so like Norse gavel to english gavel. two completely different races wouldn't have game sort of rules historically i'd think.
In what conceivable way are Norse and English 'two completely different races'?
yeah that's what i meant sorry.
think some sort of dual option to gain leadership though combat could be cool with some of the cultures. would be a bit rough but i'd imagine they would have naturally higher intrigue and higher chance not much though to be OP for sturdy or those types of options for the warrior type nations/play style. could be lots of fun and bring something new in. just an idea.
didn't know that ill have to check too see if i have that. i have most of the DLC but proably missing that since i haven't noticed the dual for titles. i do love the dual in battle option.This is semi-implemented already if you have Holy Fury. Tribal rulers can duel other rulers over titles that they have strong claims too.
didn't know that ill have to check too see if i have that. i have most of the DLC but proably missing that since i haven't noticed the dual for titles. i do love the dual in battle option.
might exist too or been suggested no doubt but what about paying X gold to a certain character to set up a kings/queens guard. another option would be if you craft a certain sword(maybe having extra possible RNG options when searching for a weapon smith to craft a special sword which you offer to who ever as well as a X gold sum to set up the kings/queens guard.
thought for a while something like this could be cool i know with Norse there's the female one with combine.
another thought i'd had for a while is a weapon/armour DLC pack with a lot more of both with possible exotic rare options that could happen to craft possible semi magic or just a lot more options and combined weapon options like with multiple bonuses. might be too out there but throwing ideas out there since not much has be done to crafting that i know of. always thought more could be done with crafting.
just ideas
Could you guys please remove the "added court randomness" events, or stick them behind a decision? They're much too distracting for me.
And the lover issues with the Court relationship event that does not filter by gender, sexuality or traits? It is quite a common (and evident) bug.
https://forum.paradoxplaza.com/foru...-3-1-1-weird-lover-logic-in-lt-61002.1178478/
character_event = {
id = LT.61002
hide_window = yes
is_triggered_only = yes
trigger = {
ai = no
has_game_rule = {
name = ai_seduction
value = on
}
any_courtier = {
is_landed = no
prisoner = no
is_adult = yes
count = 2
AND = {
has_lover = no
NOT = {
any_rival = {
always = yes
}
}
NOT = {
any_friend = {
always = yes
}
}
}
}
}
immediate = {
random = {
chance = 75
modifier = {
factor = 0.5
any_courtier = {
is_landed = no
prisoner = no
is_adult = yes
count = 4 #More courtiers that are lonely
AND = {
has_lover = no
NOT = {
any_rival = {
always = yes
}
}
NOT = {
any_friend = {
always = yes
}
}
}
}
}
break = yes
}
any_courtier = { #Find
limit = {
is_landed = no
prisoner = no
is_adult = yes
AND = {
has_lover = no
NOT = {
any_rival = {
always = yes
}
}
NOT = {
any_friend = {
always = yes
}
}
}
}
preferred_limit = {
trait = lustful
}
score_value = {
value = 1
modifier = {
factor = 1.5
is_married = no
}
modifier = {
factor = 1.5
any_spouse = {
reverse_opinion = {
who = PREV
value < 0
}
}
}
}
save_event_target_as = courtier_1
}
any_courtier = {
limit = {
NOT = { CHARACTER = event_target:courtier_1 }
is_landed = no
prisoner = no
is_adult = yes
AND = {
has_lover = no
NOT = {
any_rival = {
always = yes
}
}
NOT = {
any_friend = {
always = yes
}
}
}
}
preferred_limit = {
trait = lustful
}
score_value = {
value = 1
modifier = {
factor = 1.5
is_married = no
}
modifier = {
factor = 1.5
any_spouse = {
reverse_opinion = {
who = PREV
value < 0
}
}
}
}
save_event_target_as = courtier_2
}
event_target:courtier_1 = {
random_list = {
40 = {
trigger = {
NOT = { is_lover = event_target:courtier_2 }
NOT = { is_friend = event_target:courtier_2 }
NOT = { opinion = { who = event_target:courtier_2 value = 5 } }
OR = {
AND = {
is_female = yes
event_target:courtier_2 = {
is_female = no
}
}
AND = {
is_female = no
event_target:courtier_2 = {
is_female = yes
}
}
AND = {
is_female = yes
trait = homosexual
event_target:courtier_2 = {
is_female = yes
trait = homosexual
}
}
AND = {
is_female = no
trait = homosexual
event_target:courtier_2 = {
is_female = no
trait = homosexual
}
}
}
}
add_lover = event_target:courtier_2
}
10 = {
modifier = {
factor = 2
opinion = { who = event_target:courtier_2 value = 5 }
}
modifier = {
factor = 2
opinion = { who = event_target:courtier_2 value = 15 }
}
add_friend = event_target:courtier_2
}
10 = {
modifier = {
factor = 2
NOT = { opinion = { who = event_target:courtier_2 value = 5 } }
}
modifier = {
factor = 2
NOT = { opinion = { who = event_target:courtier_2 value = -15 } }
}
add_rival = event_target:courtier_2
}
}
}
}
}
character_event = {
id = LT.61002
hide_window = yes
is_triggered_only = yes
trigger = {
ai = no
any_courtier = {
is_landed = no
prisoner = no
is_adult = yes
count = 2
AND = {
has_lover = no
NOT = {
any_rival = {
always = yes
}
}
NOT = {
any_friend = {
always = yes
}
}
}
}
}
immediate = {
random = {
chance = 75
modifier = {
factor = 0.5
any_courtier = {
is_landed = no
prisoner = no
is_adult = yes
count = 4 #More courtiers that are lonely
AND = {
has_lover = no
NOT = {
any_rival = {
always = yes
}
}
NOT = {
any_friend = {
always = yes
}
}
}
}
}
break = yes
}
random_courtier = {
limit = {
is_landed = no
prisoner = no
is_adult = yes
AND = {
has_lover = no
NOT = {
any_rival = {
always = yes
}
}
NOT = {
any_friend = {
always = yes
}
}
}
}
save_event_target_as = courtier_1
}
random_courtier = {
limit = {
NOT = { CHARACTER = event_target:courtier_1 }
is_landed = no
prisoner = no
is_adult = yes
AND = {
has_lover = no
NOT = {
any_rival = {
always = yes
}
}
NOT = {
any_friend = {
always = yes
}
}
}
}
save_event_target_as = courtier_2
}
event_target:courtier_1 = {
random_list = {
40 = {
trigger = {
NOT = { is_lover = event_target:courtier_2 }
NOT = { is_friend = event_target:courtier_2 }
NOT = { opinion = { who = event_target:courtier_2 value = 5 } }
}
add_lover = event_target:courtier_2
}
10 = {
modifier = {
factor = 2
opinion = { who = event_target:courtier_2 value = 5 }
}
modifier = {
factor = 2
opinion = { who = event_target:courtier_2 value = 15 }
}
add_friend = event_target:courtier_2
}
10 = {
modifier = {
factor = 2
NOT = { opinion = { who = event_target:courtier_2 value = 5 } }
}
modifier = {
factor = 2
NOT = { opinion = { who = event_target:courtier_2 value = -15 } }
}
add_rival = event_target:courtier_2
}
}
}
}
}
Yes, coming back after a year or so, Steam auto-updates and says 3.3.0 (XDSW).So, what about the new update? Where is the thread for it?
I'd like to know what Update XDSW did too...Yes, coming back after a year or so, Steam auto-updates and says 3.3.0 (XDSW).
Are pinned threads not updated anymore ? This bodes no good about a latest bugfixing patch.
I'd like to know what Update XDSW did too...