Something you may want to be aware of since you're changing reinforcement rates: Reinforcements mechanics are broken.
Wouldn't really work well with Balansegang, as I make a lot of use of defines, and some of triggered_modifiers.Both would work, the first is the intended way though
Ah, didn't see the Balansegang-specific version.It really wouldn't matter as the conflicting files have been matched and added onto. Those files in question are the same as those you use + the new stuff from this (in the case of the triggered_modifiers) or the variables have been matched to your mod with the exception of the ones LA specifically changes (in the case defines) with the help of WinMerge. It's the same way I make my super compilation mod pile of fun I use personally use for play (CK2+, FTT, Ad Limina, And that one that adds more plots and ambitions, all running happily side by side. But oh god the day I have to update that package...).
WinMerge is definitely a win for this kind of use
Balansegang version updated.
There is one combat event that increases Martial education actually.Unsure what to add, possibly events based on the level of martial? (i.e. a bad marshal has the potential to learn from a good marshal if they are both leading flanks in the same battle? Granted I have no idea how to check for that one specifically. Or perhaps a diligent education tier 1 marshal could have the potential of progressively increasing his martial based on victorious sieges etc.)
Where's that three from? And it'd be 1.5*1.2, not plus.I think I understood that, so let's say using my previously given example a character is both brave and a genius, then the chance is (1.5+1.2)/3 = 0.9 = 90%?
Right, lets say you've got a pulse, which can trigger two different events, each with a factor of 1.You may disregard it then as I obviously did not understand it at all (>,>) (was supposed to the total number of possibilities). This is probably why I have been staying away from event scripting for as long as there is a lack of documentation from PI.
It is entirely possible to both expand upon it and keep compatibility. Adding events for example would not hurt compatibility in any way, as they can simply use namespaces to ensure compatibility.Great to see you back and the mod of course. I think if you want to improve the mod that's fine but if you plan on expanding it please don't these small mods are perfect so anything new just ad as a separate mod pretty please
Ah well, maybe it is just what it needs to be updated once moreoh come on.
resurrecting a four-month dead thread just to say you're abandoning it is like nursing a dying bird just to feed it to your cat
:rofl:
Well, I do actually change the triggered modifiers from time to time; I use it more now than I once used to.Thank you for the input. Yes, without the defines the mod (modifier for martial skill) works fine. I will release a new version without the defines modified that should pretty much be compatible with every PB version in the future (unless Meneth changes the triggered_modifiers file, which is unlikely as he barely uses it).
Well, I suppose this applies again :/Taking this off the list of mods compatible with Project Balance as it has not been updated for recent patches.
If you release a new compatible version it'll be added back to the list.
~ Meneth