Dead at start. Like, from the furthest back in time any character in the game lived, all the way to the last to die before the game starts.Dead at start, or as they die?
Dead at start. Like, from the furthest back in time any character in the game lived, all the way to the last to die before the game starts.Dead at start, or as they die?
Ok, thanks.In that case, best thing to do is edit the character history files, tedious as that is.
any_realm_characterDoes anyone know if the any_vassal scope gets courtiers as well?
any_realm_character
any_vassal is restricted to direct vassals, and does not include courtiers.
Yes. It won't get your liege though, or his other direct vassals, or their courtiers.
however he could just scope his liege and then scope his realm characters.Yes. It won't get your liege though, or his other direct vassals, or their courtiers.
ai_will_do = 0.5 is half the weight, so longer time. Exactly how much longer depends on the weights of all other relevant decisions.
I don't think the frequency of decision checks is known.
There's a is_dying condition that fires just before a character dies.Interesting info. So, can I still use activate_title for landed titles? Is there in general any way of de-activate/destroy a titly without giving a claim?
Another question entirely: the events on_execute, fire before or after hilling the prisoner? Can I use an event on_execute to say, a last-moment punishment commutation event? If not, is there any other way to do this? I'm very interested in having one such option
I have not tested, but often there aren't any other decisions available to the AI because of cooldowns or the AI being excluded from some decisions, so there's nothing (or very little) else to be weighed against. It's not like there's a "do nothing" decision defined (at least, in the vanilla game) to be weighed against, like there's a "do nothing" event (0) to be weighed against in on_action random_events.Are you sure that time is proportional to weight, somehow? In my experience, the AI having a decision aviable will mean they pick it ASAP, and have observed no difference in time while modifying the weights. THough my experience might be caused by RNG itself. What has been your, richvh?
What I want to do is that when a character is going to be executed, an event prevents him from dying. In that case, is is_dying useful?There's a is_dying condition that fires just before a character dies.