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Alvis14

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Hey all !
I don't really follow the forum outside User Modification subforum so i don't know the usual way to do but was there a confirmation from Paradox of a 2.4.5 anytime soon or did they say to wait till next EP ? Cause the bugs right now are actually embarassing (triggers notably are annoying for most of the mods)
Thanks for the answers
 
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yes I tired to mention this in a thread a few days ago, not shure if it got deleted.
I agree its very important that they fix siege triggers. Lots of big mods cannot progress without them.
 
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It's very frustrating. I feel like we've been met with a wall of silence regarding why extremely important triggers are broken and why they're not being fixed in a small patch.
 
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lg133296

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Its getting ridiculous I have spent insane amounts of money on this game, I think its ridiculous this has not been fixed by now.

shame shame shame *ding ding*
 
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Rylock

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What's wrong with siege triggers, exactly? I haven't heard of this.
 
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Fishy101

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Don't know anything about siege triggers. I know there is a bug where sometimes when you move (leaderless) troops into and out of a county under siege that has a siege leader, the siege leader bonus goes away. When you move an army with another leader into a county that is under siege, your siege leader bonus will often disappear. I think the leader with the higher martial skill might be taken as the one leading the siege thus causing you to lose the siege bonus. Not sure about that.
 

Rylock

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Don't know anything about siege triggers. I know there is a bug where sometimes when you move (leaderless) troops into and out of a county under siege that has a siege leader, the siege leader bonus goes away. When you move an army with another leader into a county that is under siege, your siege leader bonus will often disappear. I think the leader with the higher martial skill might be taken as the one leading the siege thus causing you to lose the siege bonus. Not sure about that.

Hopefully not. That's hardly an issue to get into a twist over.
 
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Soladept

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the AGoT mod is also stalled right now due to broken triggers, their mod forums are constantly swamped with people wondering why the mod devs havent updated yet.
 
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steampvnc1880

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For example if you have a dragon and you're siegeing a castle its pretty important to the game that the siege triggers an event that lets you tell your dragon to torch the place. Elder Kings is also stymied by this problem though for different reasons.
 
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I don't know anything about siege triggers, but I find this policy of Paradox about holding up patches for months for no reason to be really tiresome.

It is one thing to want to release patches that are loaded with new features (which takes some time). It is another thing
 
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Steel_atlas

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I don't know anything about siege triggers, but I find this policy of Paradox about holding up patches for months for no reason to be really tiresome.

It is one thing to want to release patches that are loaded with new features (which takes some time). It is another thing

I think the problem is the silence, when someone doesnt hear anything it allows the imagination to run wild.
 
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but I find this policy of Paradox about holding up patches for months for no reason to be really tiresome.

For months? Last patch was one month a go, and we are not holding up patches for a longer period of time. We simply do not have a policy of giving out patches every week "just because". We will make patches and give them out as quickly as possible if we see the need for them. But yeah sorry for the silence, I won't take a vacation ever again.

With regards to siege on actions, they are working as they are supposed to according to QA and from what I can see I don't find any errors in it. Unless there is some specific trigger they are using we are unaware of and don't use in our own events I don't know what could potentially be the problem.
 
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Zsrai

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I think the problem is the silence, when someone doesnt hear anything it allows the imagination to run wild.

People really need to get out more then ;) Not a dig on you specifically here, but people need to... relax? I haven't played CK2 much lately because I usually play mods and those mods are more or less borked with the on_actions issue, but... I know the devs are working on things and I don't need a constant reassurance that I haven't been left out in the cold, wet night by myself. I just go play something else, or read, or watch tv instead of gnashing my teeth and wailing about the evil PDS devs that bathe in our tears and relish our pain.

On the other hand, if this starts to get around USA Thanksgiving (mid/end of November) or Christmas without a fix or at least news, I'll likely start wailing and gnashing, but that's a few months away. That, you know, actually gives the devs time to DO THINGS.
 
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HandicapdHippo

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With regards to siege on actions, they are working as they are supposed to according to QA and from what I can see I don't find any errors in it. Unless there is some specific trigger they are using we are unaware of and don't use in our own events I don't know what could potentially be the problem.
Apparently this is the issue.

The triggers for in_battle = yes and is_attacker = yes/no doesn't work so the decisions for the field of fire or siege of fire do not work at all



At this point I have the feeling it's not a simple hotfix, but I could be wrong. I also don't think it has to wait a few months for the next major patch either.
Well the problems with scripted triggers and effects that is holding up Elder Kings has already been fixed by captain Gars but nobody has any idea when they will actually release the patch with those fixes
 

Zarathustra_the

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@Groogy the issue with the siege triggers and battle triggers is as a limit conditional. Currently, you can set certain events to only fire if the character is in battle or in a siege. These conditional checks are what are not working and what is holding back a lot of mod development. There is no longer a check to verify if the condition is true.
 
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Mike Louis

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@Groogy Now that you're back from vacation (hope it was a nice one btw), is there any plans to fix matrilineal marriages so that female rulers can prioritize them over normal ones when they decide to marry? As the marriage mechanics per the post Horse Lords patch change now works, the inability of female rulers to prioritize matrilineal marriages effectively nullifies mods the utilize the Absolute Cognatic, Enatic Cognatic, and Enatic succession mechanics.

One last thing: Will the Enatic and Enatic Cognatic succession mechanics ever be fixed so that you can't grant landed titles to unlanded men?