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Tamman

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Hey Jon I did a basic update for Lita in Yeninskiy. From what a was reading about the situation there I was wondering should she a have a titilur duke title?

Also I was thinking the Brotherhood pirates could be setup as a guilder with the captains being republic houses. Not sure how much we can do in localization to give they're titles and the name of the republic a pirate theme. If only we could redo the clothing heh. But if we make them outlaws or any of the evile religions that can raid, they're be able to loot and pillage like pirates.

I played a little bit as Illien after switching to Belinik and went looting. so pirating is definitely an option.
 

Tamman

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Oh I figured out the half the map grey thing in hosting MP. It defaults to a 1400 start date. Just have to click on the 1524 start date and it loads everything. My bad heh
 

Tamman

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There is a duchy there, but it encompasses 5 counties not just her 3. I'll setup a titlur duchy for her. That way the desire counties diplomacy penalties and dejure claims won't cause wonkiness. Its implied I think that her area is put together, not a dejure setup, so I think a titlur duchy works perfectly.
 

Tamman

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I was talking with tbbj, and with Rev on school, people busy, and your ok it sounds like I wont be crossing wires with anyone else by jumping in anywhere to flush out characters so I'm just going to dive in where my energy takes me unless there's an area you want me to keep away from. I'm going to go around the empty areas we have on the map and start filling in. I'll start with the simple lands that don't need anything special (just characters/dynasties/titles setup) and then come back around the specials like Giantdowns where there's awnshweigh which I'll have to make icons and new traits for.
 

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I was talking with tbbj, and with Rev on school, people busy, and your ok it sounds like I wont be crossing wires with anyone else by jumping in anywhere to flush out characters so I'm just going to dive in where my energy takes me unless there's an area you want me to keep away from. I'm going to go around the empty areas we have on the map and start filling in. I'll start with the simple lands that don't need anything special (just characters/dynasties/titles setup) and then come back around the specials like Giantdowns where there's awnshweigh which I'll have to make icons and new traits for.

Sounds great to me, Tamman!
 

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Uh, I just got a bug with the duel system where I lost the duel and died, but there is no option for me to continue. The game effectively cannot continue because I am locked into this event.
 

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Uh, I just got a bug with the duel system where I lost the duel and died, but there is no option for me to continue. The game effectively cannot continue because I am locked into this event.

Until the new version is hosted, it might be worth it for everyone to disable the duel events entirely.

In the /event folder there are two "duel_engine_" text files; removing those should get rid of the broken event.
 

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Until the new version is hosted, it might be worth it for everyone to disable the duel events entirely.

In the /event folder there are two "duel_engine_" text files; removing those should get rid of the broken event.

Cool, will do that. Do you guys have any idea what's broke about the duel engine or is it still one of those modders' Gordian knots?
 

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Cool, will do that. Do you guys have any idea what's broke about the duel engine or is it still one of those modders' Gordian knots?

It's patch 2.3 / Way of Life issue ... nothing has been touched in the duel files for months, it just suddenly started acting up after the new patch.

Some scripting rules seems to have been changed, it's a problem for lots of other mods I think too. If it's not easy to fix, I'll probably just end up removing the duel engine.
 

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might be for the best. I know in multiplayer I often have battle duels that happen after the battle has ended. Might be better to leave personal combat to the new WoL duels, and use in adventuring.
 

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The existing implementation of racial traits could be improved a bit, I think. Particularly, keying off culture itself means that visual appearance and species are disconnected from each other - an elf child raised by orcs will be considered an orc (and in fact not be immortal). Also, handling it as half a dozen different short MTTH events is pretty non-optimal.

I've written up a basic event keying off graphical_culture and triggered with on_birth (and on_yearly_pulse as well, to catch courtiers generated as adults). Seems to work decently with some testing, assigning race traits immediately on birth and allowing a persistent difference between trait race and culture.

Code:
namespace = racetraits
character_event = {
id = racetraits.0
title = ELF_TRAIT # elf trait
desc = "EVTDESCRACETRAITS.0"
picture = "GFX_evt_coronation"
hide_window = yes
				   
trigger = {
	NOT = { has_character_flag = racetraitpassed }
}

is_triggered_only = yes

option = {
		name = "OK"
		set_character_flag = racetraitpassed
		if = {
			limit = {
				graphical_culture = elfgfx
			}
			add_trait = elf
			break = yes
		}
		if = {
			limit = {
				graphical_culture = dwarfgfx
			}
			add_trait = dwarven
			break = yes
		}
		if = {
			limit = {
				graphical_culture = goblingfx
			}
			add_trait = goblin
			break = yes
		}
		if = {
			limit = {
				graphical_culture = orkgfx	#Both Orogs and Gnolls use this
				OR = {
					AND = {		#Orog mother, real father is not a gnoll - child must be orog
						mother_even_if_dead = { trait = orog }
						NOT = { 
							AND = {
								father_even_if_dead = { trait = gnoll }
								NOT = { real_father = { always = yes } }
							}
							real_father = { trait = gnoll }
						}
					}
					AND = {		#Orog father, mother is not a gnoll - child must be orog
						OR = {
							AND = {	
								father_even_if_dead = { trait = orog }
								NOT = { real_father = { always = yes } }
							}
							real_father = { trait = orog }
						}
						NOT = { mother_even_if_dead = { trait = gnoll } }
					}
					AND = {		#Generated character or game start - use culture
						OR = {
							AND = {
								NOT = { mother_even_if_dead = { always = yes } }
								NOT = { real_father = { always = yes } }
								NOT = { father_even_if_dead = { always = yes } }
							}
							NOT = { year = 1526 }
						}
						culture = Orog
					}
					AND = {		#Event bastard for female orog - no father exists
						NOT = { real_father = { always = yes } }
						NOT = { father_even_if_dead = { always = yes } }
						mother_even_if_dead = { trait = orog }
					}
					AND = {		#Event bastard for male orog - no mother exists
						NOT = { mother_even_if_dead = { always = yes } }
						father = { trait = orog }
					}
				}
			}
			add_trait = orog
			break = yes
		}
		if = {
			limit = {
				graphical_culture = orkgfx	#Both Orogs and Gnolls use this
				OR = {
					AND = {		#Gnoll mother, real father is not an orog - child must be gnoll
						mother_even_if_dead = { trait = gnoll }
						NOT = { 
							AND = {
								father_even_if_dead = { trait = orog }
								NOT = { real_father = { always = yes } }
							}
							real_father = { trait = orog }
						}
					}
					AND = {		#Gnoll father, mother is not an orog - child must be gnoll
						OR = {
							AND = {	
								father_even_if_dead = { trait = gnoll }
								NOT = { real_father = { always = yes } }
							}
							real_father = { trait = gnoll }
						}
						NOT = { mother_even_if_dead = { trait = orog } }
					}
					AND = {		#Generated character, or just after game start - use culture
						OR = {
							AND = {
								NOT = { mother_even_if_dead = { always = yes } }
								NOT = { real_father = { always = yes } }
								NOT = { father_even_if_dead = { always = yes } }
							}
							NOT = { year = 1526 }
						}
						culture = Gnoll
					}
					AND = {		#Event bastard for female gnoll - no father exists
						NOT = { real_father = { always = yes } }
						NOT = { father_even_if_dead = { always = yes } }
						mother_even_if_dead = { trait = gnoll }
					}
					AND = {		#Event bastard for male gnoll - no mother exists
						NOT = { mother_even_if_dead = { always = yes } }
						father = { trait = gnoll }
					}
				}
			}
			add_trait = gnoll
			break = yes
		}
		if = {
			limit = {
				graphical_culture = orkgfx	#Both Orogs and Gnolls use this
				OR = {
					AND = {		#Child of gnoll and orog
						OR = {
							AND = {
								father_even_if_dead = { trait = gnoll }
								NOT = { real_father = { always = yes } }
							}
							real_father = { trait = gnoll }
						}
						mother_even_if_dead = { trait = orog }
					}
					AND = {
						OR = {
							AND = {
								father_even_if_dead = { trait = orog }
								NOT = { real_father = { always = yes } }
							}
							real_father = { trait = orog }
						}
						mother_even_if_dead = { trait = gnoll }
					}
				}
			}
			random_list = {
				50 = { add_trait = gnoll }
				50 = { add_trait = orog }
			}
			break = yes
		}

		if = {
			limit = {
				graphical_culture = hobbitsgfx
			}
			add_trait = halfling
			break = yes
		}
		
		if = { 
			limit = {
				graphical_culture = wraithgfx
			}
			#no trait for this, but need to exclude as non-human
			break = yes
		}
		if = { 
			limit = {
				graphical_culture = trollgfx
			}
			#no trait for this, but need to exclude as non-human
			break = yes
		}
		
		#Anything after this is human-looking (at least one human or half-race parent), but we need to check for half-races
		
		if = {
			limit = {
				OR = {
					mother_even_if_dead = { trait = elf }			#mother's an elf
					AND = {
						father_even_if_dead = { trait = elf }
						NOT = { real_father = { always = yes } }	#Father's an elf, and not a cuckoo child
					}
					real_father = { trait = elf }					#IS a cuckoo child, and real dad's an elf
					AND = {
						mother_even_if_dead = { trait = half_elf }
						OR = {
							AND = {
								father_even_if_dead = { trait = half_elf }
								NOT = { real_father = { always = yes } }
							}
							real_father = { trait = half_elf }
						}
					}
				}
			}
			add_trait = half_elf
			break = yes
		}
		
		if = {
			limit = {
				OR = {
					mother_even_if_dead = { trait = goblin }			#mother's a goblin
					AND = {
						father_even_if_dead = { trait = goblin }
						NOT = { real_father = { always = yes } }	#Father's a goblin, and not a cuckoo child
					}
					real_father = { trait = goblin }					#IS a cuckoo child, and real dad's a goblin
					AND = {
						mother_even_if_dead = { trait = half_goblin }
						OR = {
							AND = {
								father_even_if_dead = { trait = half_goblin }
								NOT = { real_father = { always = yes } }
							}
							real_father = { trait = half_goblin }
						}
					}
				}
			}
			add_trait = half_goblin
			break = yes
		}
		
	}
}

Though if this were to be used, then layers 20 and 21 in portrait_properties (the static gnoll images) should probably key off of the trait instead of the culture. Obviously, it replaces the contents of both BRraces_events and halfelf_events, and is easily extensible to other halves - orcs are at least one other clear candidate.

A lot of code is kinda wasted here distinguishing between gnolls and orcs, too. Be better to split them into separate culturegfx, if possible.

I also noticed that the 'province level' buildings are lost when a tribe converts to feudalism/tribalism. They need to have, for example, for tr_province_0

Code:
convert_to_city = ct_province_0
convert_to_castle = ca_province_0

and so on for the higher levels, in order to preserve province level.

edit: Event edited to take cuckoo children into account
 
Last edited:

Arakhor

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There are no orcs in Cerilia, so an elf couldn't be raised by any of them. Besides, calling the halfling culture "hobbitsgfx" is a really silly idea, as hobbits are still part of the product identity of the LotR millieu.
 

CyberSpyder

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Characters frequently migrate in the game. The system should probably to be able to handle what happens as a consequence.

I don't know if you were directing that at me, but the hobbits thing isn't my idea. It's right from birthright_cultures.txt

Code:
Small_folk = {	
	Halfling = {
		graphical_culture = hobbitsgfx

edit: Though, hm. Right now the event I wrote doesn't take into account the possibility of cuckoo fathers. I should probably adjust it to do so, for the half- traits.
 
Last edited:

ngppgn

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There are no orcs in Cerilia, so an elf couldn't be raised by any of them. Besides, calling the halfling culture "hobbitsgfx" is a really silly idea, as hobbits are still part of the product identity of the LotR millieu.

I think those portraits are imported from MEP, I think. Besides, it's a code-tag now shown to the gamer in any way. Worrying about that is the only will thing about that I'd say
 

JonStryker

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I think those portraits are imported from MEP, I think. Besides, it's a code-tag now shown to the gamer in any way. Worrying about that is the only will thing about that I'd say

That's indeed the case. Renaming the gfx serves no purpose and only makes your work harder. I learned that the hard way.

There are no orcs in Cerilia, so an elf couldn't be raised by any of them. Besides, calling the halfling culture "hobbitsgfx" is a really silly idea, as hobbits are still part of the product identity of the LotR millieu.

Oh and there is Orc's in Cerilia. But it is only in rumours and noone is really sure if they are only a special kind of Orogs or a real race of their own.
 
Last edited:

Arakhor

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Oh and there is Orc's in Cerilia. But it is only in rumours and noone is really sure if they are only a special kind of Goblins or a real race of their own.

In which book was that mentioned? They are very conspicuously absent from the Birthright Campaign Setting boxed set, so if you are saying that are in fact orcs in Cerilia, that must be a later addition and I'd appreciate knowing the source.
 

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Poking around some more - is there a compelling reason for the various long-lived races to get a health bonus of 25 in their racial trait? Immortal = yes should already make them immune to disease, so I'm not quite sure what that accomplishes. And if it weren't there, the MTTH of the events that eventually kill them could be adjusted based on their health, so that strong dwarves would live longer than weak ones, for example.

I mention it because defining races more rigorously also necessarily requires adjusting the events governing their fertility, and their deaths. I've adjusted my own BRhealth_events.txt accordingly, using fast triggers and triggered events where possible to reduce CPU overhead, as well as combining similar events (like the ones for infirmity and death of dwarves/half-elves.

Code:
namespace = health

##menopause for mortal women##
character_event = {
id = health.0
title = INFERTILITY # Infertility
desc = "EVTDESCHEALTH.0"
picture = "GFX_evt_plague_doctor"
hide_window = yes

	min_age = 45
	only_women = yes

	trigger = {
		NOT = { 
			trait = infertile
			trait = awn_succubus
			trait = awn_succubus2
			trait = awn_lahmia
			trait = elf
			trait = dwarven
			trait = half_elf
		}
	}

	mean_time_to_happen = {
		years = 4
	}

	option = {
		name = OK
		add_trait = infertile
	}
}


#elven/dwarven infertility#
character_event = {
	id = health.1
	title = INFERTILITY # Infertility
	desc = "EVTDESCHEALTH.1"
	picture = "GFX_evt_pregnancy"
	
	is_triggered_only = yes

	trigger = {
		NOT = { trait = infertile }
		is_pregnant = yes
		OR = {
			trait = elf
			trait = dwarven
		}
	}

	option = {
		name = OK
		trigger = {
			trait = elf
		}
		add_trait = infertile
		hidden_tooltip = {	character_event = { id = health.2 days = 18250 random = 14600 } }	#Remove infertility between 10 and 90 years later
	}
	
	option = { 
		name = OK
		trigger = {
			trait = dwarven
		}
		random = { 
			chance = 12
			add_trait = infertile

			#Modifiers to scale chance of infertility based on number of children already born?
		}
	}
}

#elven fertility again#
character_event = {
	id = health.2
	title = INFERTILITY # Infertility
	desc = "EVTDESCHEALTH.2"
	picture = "GFX_evt_pregnancy"

	trigger = {
		trait = infertile
		trait = elf
	}

	is_triggered_only = yes
	
	option = {
		name = OK
		remove_trait = infertile
	}
}


##dwarves die at around age 250##
character_event = {
	id = health.4
	desc = "EVTDESCHEALTH.4"
	picture = "GFX_evt_illness"
	
	min_age = 240
		
	trigger = {
		NOT = { trait = infirm }
		OR = {
			trait = dwarven
			trait = half_elf
		}
	}
		  
	mean_time_to_happen = {
		years = 10
		#Modifiers for health?
	}

	option = {
		name = "OK"
		add_trait = infirm
	}
}

##dwarves die at around age 250##
character_event = {
	id = health.5
	desc = "EVTDESCHEALTH.5"
	picture = "GFX_evt_illness"
	
	min_age = 240
		
	trigger = {
		trait = infirm 
		OR = {
			trait = dwarven
			trait = half_elf
		}
	}
		  
	mean_time_to_happen = {
		years = 10
		#Modifiers for health?
	}

	option = {
		name = "OK"
		death = {
			death_reason = death_battle
		}
	}
}


##bp long lifers die at around age 200##
character_event = {
	id = health.8
	desc = "EVTDESCHEALTH.8"
	picture = "GFX_evt_illness"
	
	min_age = 200
		
	trigger = {
		trait = BPlong_life
		NOT = { trait = infirm }
		NOT = { trait = elf }
		NOT = { trait = dwarven }
		NOT = { trait = half_elf }
		NOT = { trait = BPbloodform }
		NOT = { trait = awn_succubus }
		NOT = { trait = awn_succubus2 }
		NOT = { trait = awn_brute }
		NOT = { trait = awn_magian }
		NOT = { trait = awn_white_witch }
		NOT = { trait = awn_gorgon }
		NOT = { trait = awn_spider }
		NOT = { trait = awn_rhuobhe }
		NOT = { trait = awn_lahmia }
		NOT = { trait = awn_serpent }
		NOT = { trait = awn_raven }		
		NOT = { trait = BPinvulnerability }	
	}
		  
	mean_time_to_happen = {
		years = 10
		#modifiers based on health?
	}

	option = {
		name = "OK"
		add_trait = infirm
	}
}

##bp long lifers die at around age 250##
character_event = {
	id = health.9
	desc = "EVTDESCHEALTH.9"
	picture = "GFX_evt_illness"
	
	min_age = 240
		
	trigger = {
		trait = BPlong_life
		trait = infirm 
		NOT = { trait = elf }
		NOT = { trait = dwarven }
		NOT = { trait = half_elf }
		NOT = { trait = BPbloodform }
		NOT = { trait = awn_succubus }
		NOT = { trait = awn_brute }
		NOT = { trait = awn_magian }
		NOT = { trait = awn_white_witch }
		NOT = { trait = awn_gorgon }
		NOT = { trait = awn_spider }
		NOT = { trait = awn_rhuobhe }
		NOT = { trait = awn_lahmia }
		NOT = { trait = awn_serpent }
		NOT = { trait = awn_raven }		
		NOT = { trait = BPinvulnerability }
	}
		  
	mean_time_to_happen = {
		years = 10
	}

	option = {
		name = "OK"
		death = {
			death_reason = death_battle
		}
	}
}

health.1 is triggered by on_pregnancy.
 
Last edited:

JonStryker

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In which book was that mentioned? They are very conspicuously absent from the Birthright Campaign Setting boxed set, so if you are saying that are in fact orcs in Cerilia, that must be a later addition and I'd appreciate knowing the source.

There's the word "Orc" somewhere in a rumor story. And of course, Orogs are pretty much Orcs anyways.