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fanoI

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Yes, it's a random factor, which is why it's called ai_chance. Chance means random.

English is not my native tongue but I didn't know that "random" and "chance" was the same thing! In any case the thing make me think that the IA response should have been the programmed one was that one calculated all those complex factors and then IA chose in any case a random option!
The only thing that seems to change using "ai_chance" is that without the IA seems to choose always the first option ("yes") now I have at least more variety of responses!

By the way these thing are are nightmare to debug I'd like to have the possibility to know why IA has made the choice: what factor / factors prevailed what was the starting random seed and so on...

I've to rethink my logic at this point as I want some classes of characters to answer always "yes" without randomization because I need them there for the correct working of the following events!

Another question what is the correct way to randomize IA response time? I send the request to join to a lot of characters and there I can put a delay using "days" in the character event (they will receive the letter in the same time but this is not important) but I don't like that the host of the conference receive all the responses together as 100 windows one after the other: it is not realistic (that a letter from Iceland is received in the same time of one from Orvieto) and from the player perspective is annoying to have to close all that windows in the same time.
 

zkajo

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I'm trying to implement races in my mod. My idea to do this was via traits. However I can't work out how to make certain races not produce children with each other.
For example I would want it so that if a human and a dwarf marry, they can't have a child. However, if a human and an elf marry, they could produce a child with "half-elf" trait. Any chance how to deal with that?
 

JGBeagle

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Does anyone know what determines the choice for CoA's? I made a custom Christian one but for some reason the CoA comes up Pagan instead. All members of the family are Christian so I don't know wtf is going on. Could it be related to tribal status? If so, where do I go to prevent the game from assuming they're tribal?
 

Linred

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Ahoy ! Would it be possible to create a modifier in order to reduce levy maintenance costs (from domain or vassals) ?

Thanks in advance
 
Last edited:

DC123456789

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I'm trying to implement races in my mod. My idea to do this was via traits. However I can't work out how to make certain races not produce children with each other.
For example I would want it so that if a human and a dwarf marry, they can't have a child. However, if a human and an elf marry, they could produce a child with "half-elf" trait. Any chance how to deal with that?

You could create character modifier for married humans to dwarves that reduces their fertility into the negatives, though that might mess up with getting lovers and bastards and whatnot. For the second, you just have a hidden on_birth event that checks for the traits of the parents and grants the appropriate trait to the child.
 

serpensortia1

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A strange issue. I'm modding the buildings in castle holdings, but when I start up the game, some holdings get messed up. For example, in Charlemagne start, King of Pictland controls a temple instead of tribal holding, becoming a theocracy, and barony of Constantinople disappears, causing the Basileus to control a city. If anyone knows why this is happening, or a way to fix it, help would be appreciated. Thanks.
 

zijistark

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Hmm, page 1024 of this thing, and the last time I regularly helped folks here was probably around page 256. Anyhow...

Has anybody run into weird issues where the can_use_gui of some, especially non-vanilla CBs properly display but, even if they're false, allow war declaration? This may be a patch issue (maybe as far back as 2.3 or even 2.2). I've got valid CBs that will correctly display the truth values of their tooltips but fail to disable the 'Send' button when they should. Standard 'religious' still seems to block me when appropriate. One of these CBs has this, as proof of concept:

Code:
can_use_gui = {
    ROOT = {
        always = no
     }
}

(... and the 'Send' tooltip displays properly as '(X) Never' and still allows the war to be declared)

I was wondering if anybody else has run into a similar issue and, if so, whether they have a better characterization of the problem than me?
 

jursamaj

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character_event = { id = XXXXX days = YY random = ZZ }

Makes it appear in YY± ZZ days IIRC.
I always thought it was a base of YY days, plus 0 to ZZ days. There are several vanilla events where the random is larger than the days, which could lead to negative time by your method. (buy_indulgence_for_sins, issue_declaration_of_repentance, & sadaqah_saddka decisions: days = 5 random = 12; event 94018: days = 300 random = 400; event 404: days = 7 random = 16; etc.)
 

zijistark

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I always thought it was a base of YY days, plus 0 to ZZ days. There are several vanilla events where the random is larger than the days, which could lead to negative time by your method. (buy_indulgence_for_sins, issue_declaration_of_repentance, & sadaqah_saddka decisions: days = 5 random = 12; event 94018: days = 300 random = 400; event 404: days = 7 random = 16; etc.)
Your initial thoughts are correct. Time to event delivery will be, at minimum, DAYS from now, and over a uniform random distribution between 0-RANDOM inclusive, a potential extra amount of random days of delay will be added.

Anyone with thoughts on the can_use_gui issue? I'm starting to wonder if I should file a bug report, but I need some sort of confirmation.
 

Rylock

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Anyone with thoughts on the can_use_gui issue? I'm starting to wonder if I should file a bug report, but I need some sort of confirmation.

I've used can_use_gui in CK2Plus, but I've never run into your issue. Then again, I haven't tested it extensively.
 

zijistark

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I've used can_use_gui in CK2Plus, but I've never run into your issue. Then again, I haven't tested it extensively.
Darn, was hoping you'd have a gem for me. FWIW, the only CBs for which it's apparently not working as intended (at least for me) in the aforementioned way are those that aren't of 'check_de_jure_tier' type. I haven't yet had time to track back and simply create a super-basic CB that can be check_de_jure_tier or not and see whether the can_use_gui is enforced on which type, if my observation is at all even relevant to the problem.
 

OurLordMonty

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Hope this isn't to complex but, how does one add unique cultural holding pictures to a mod like has been done in the Middle Earth project? At the moment I am capable of changing how holding look by changing out .tga files, but I can't seem to locate the file that tell various cultures which specific .tga files to reference.
 

Romulien

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Hope this isn't to complex but, how does one add unique cultural holding pictures to a mod like has been done in the Middle Earth project? At the moment I am capable of changing how holding look by changing out .tga files, but I can't seem to locate the file that tell various cultures which specific .tga files to reference.

The association is done by defining a gfx spriteType with name GFX_settlement_<type>_ <culturegfx>
Vanilla definitions are inside \interface\province.gfx:
Code:
spriteType = {
     name = "GFX_settlement_castle_norsegfx"
     texturefile = "gfx\\interface\\placeholder_castle_norse.tga"
     noOfFrames = 1
     norefcount = yes
   }
 

OurLordMonty

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The association is done by defining a gfx spriteType with name GFX_settlement_<type>_ <culturegfx>
Vanilla definitions are inside \interface\province.gfx:
Code:
spriteType = {
     name = "GFX_settlement_castle_norsegfx"
     texturefile = "gfx\\interface\\placeholder_castle_norse.tga"
     noOfFrames = 1
     norefcount = yes
   }
Thanks for getting back to me so quickly, just what I needed, thanks.
 

Damarrocarion

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Mar 29, 2013
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  • Crusader Kings II
I am receiving some complaints about education bug from people:
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Im having problems in my game after about 15-20 years or so random courts that children are being educated in receive no events to give them traits.
In my first game i was king of hungary and i was educating my first child and by the time he hit 16 i didnt receive a single education event for him.
Then i started a new game as poland and after 30 years i myself had no problems getting events but a sizeable chunk of my neighbors had adults that only had the primary education trait and no other traits.

------------------------------------------------------------------------------

Does anybody have an idea what might cause this and how I could correct it?