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Jorlem

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I thought ai_chance worked like other probability based fields, the chance values are proportional. They are all chance/sum_of_all_chances.
I don't recall seeing them go above 100 before, that's all. That's what was throwing me for a loop.
 

fanoI

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I haven't tried if my mod run with the new patch but I suspect, at this point, that it not!

Luckily I always localized the events so that should not be a problem for me but the fact that perfectly working events now are blank seems to indicate to me:

  1. A language change of sort... really bad as not stated in the patch!
  2. Those events contained syntactical errors and previous version accepted this now anymore! This could seem a correct thing to do but no language writer ever do this breaking 1000 of lines of codes!

I hope this not requested "features" could be regressed in the next patch...
 

rickinator9

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Because its equivalent to Magic Numbers. And if you need to use it in more places than once, you have to track down every single instance and update it, even if you don't remember where they all are.

Its just bad practice.

It's not really comparable to Magic Numbers, since it is pretty much immediately clear what the description means and what it is for. Hell, I would even go as far as to say that desc="[random string]" is way more readable than desc="randomevent.1.desc".
 

Blood Royal

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It would be nice with an answer from some CK 2 devs, as to whether we can expect this blank event thing due to missing localisations to be fixed in the next patch, or if we should resign ourselves to this being the new state-of-things for CK2 scripting.
 

apg

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It would be nice with an answer from some CK 2 devs, as to whether we can expect this blank event thing due to missing localisations to be fixed in the next patch, or if we should resign ourselves to this being the new state-of-things for CK2 scripting.

have you managed to fix your blank events?
 

Blood Royal

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have you managed to fix your blank events?

There are 2 kinds;

The first kind is the classic where they all pop up at once after 14-20 game days, and these are due to coding errors (that did not use to be serious errors, but apparently are now). Probably as mentioned by Richvh earlier, relating to invalid scopes or a limit that is not after an if. These will take a long time to fix.

What will take even longer to fix (for me at least) is the second kind, where it is simply a matter of lack of localisation making the description and options blank. In my case, that s probably close to a thousand events in both Birthright and Warhammer.

I'm still hoping for an answer as to whether this will be fixed in a later patch before I start considering whether or not I'm going to spend all that time fixing it.
 

apg

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There are 2 kinds;

The first kind is the classic where they all pop up at once after 14-20 game days, and these are due to coding errors (that did not use to be serious errors, but apparently are now). Probably as mentioned by Richvh earlier, relating to invalid scopes or a limit that is not after an if. These will take a long time to fix.

What will take even longer to fix (for me at least) is the second kind, where it is simply a matter of lack of localisation making the description and options blank. In my case, that s probably close to a thousand events in both Birthright and Warhammer.

I'm still hoping for an answer as to whether this will be fixed in a later patch before I start considering whether or not I'm going to spend all that time fixing it.

yes i agree - I have fixed my blank events but i have not the time to redo 100's of localisations :(
 

chatnoir17

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The interface files of portraits have their own sub-folder now (or since 2.2.1?), although the old position (directly under the interface main folder) seems to work too.
 

Blood Royal

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yes i agree - I have fixed my blank events but i have not the time to redo 100's of localisations :(

If anyone here has any dev contacts, a simple yes or no to the question about whether the lack of localisation blank-event-issue will be fixed would be welcome :)

Fair enough that Paradox runs their game the way they like and that the needs of modders come second to issues like general optimization of the game engine, but I for one at least would just like an answer as to whether this was a mistake/fluke or if it's how it's going to be henceforth.
 

theStormWeaver

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Anyone else have issues with religion icons being off?
My best guess is that the width apportioned to each religion has changed.

I would also like to know if this can be fixed without editing the icon strip, because that is slightly beyond me.

[EDIT] Nevermind! Accidentally deleted the modified religion spriteTypes, all is well.
 
Last edited:

omega20056

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When you guys say blank events, do you mean events that have localisation that isn't appearing, or error events that pause the game?
 

richvh

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apg

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If anyone here has any dev contacts, a simple yes or no to the question about whether the lack of localisation blank-event-issue will be fixed would be welcome :)

Fair enough that Paradox runs their game the way they like and that the needs of modders come second to issues like general optimization of the game engine, but I for one at least would just like an answer as to whether this was a mistake/fluke or if it's how it's going to be henceforth.

bumping so hopefully captain gars can answer.
 

Blood Royal

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bumping so hopefully captain gars can answer.

He answered me on another thread; He didn't even know that direct localisations were still possible as they had been removed from EU3 way back when, and apparently just now for CK 2. So I take that as a "these are the new rules of modding henceforth" and that he himself at least had nothing to do with it and therefore presumable isn't going to push for a reversion of this latest "feature"...

And now for an entirely separate issue:

It's very strange; I fixed all the if/any_/random_ limit problems that gave blank pop ups at game-start, but i still got 12 of them.

Using a process of elimination I narrowed it down to plot_events.txt .

Now there's clearly lots of validator errors there, but I thought perhaps the main ones were missing new events from on_actions.txt .

Not so - even with the updated plot_events and on_actions file (and those files only) in the event folder - warhammer mod, incidentally - I still get 12 blank pop ups.

Has anyone else encountered something similar, and if so, what's the solution?
 

JonStryker

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Is there something in 2.3 (or maybe even in CM) that breaks wars that are defined in history/wars?

This here does not work (war ends inconclusively every time) although it is (at this point) pretty much a copy-paste of swedish_war_of_two_eriks:
Code:
name = "Defiance of La Valette"

casus_belli = {
	casus_belli=claim_on_liege_plot
	actor=20211
	recipient=24999
	landed_title=e_temeria
	date=1274.1.1
}

# In civil wars defender MUST be added before attacker!
1274.1.1 = {
	add_defender = 24999
	add_attacker = 20211
	start_war = yes
}

1274.12.31 = {
	end_war = yes
	rem_attacker = 20211
	rem_defender = 24999
}

--> "Defiance of La Valette" ended inconclusively (Casus Belli no longer valid)