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cybrxkhan

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well in specific it was my kid who died at birth then a year or so later my wife die.

Probably just coincidence and the Random Number Generator god being a jerk. If you're seeing that happen 90% of the time with different rulers across different realms, for instance, then it's probably a bug or something.
 

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well it happens quite often but only to my infants and wivs after birth, so im hoping its just some stil born culling thing, can anyone confirm the game just doesn't pick up the fact it's a pregancy death?
 

cybrxkhan

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well it happens quite often but only to my infants and wivs after birth, so im hoping its just some stil born culling thing, can anyone confirm the game just doesn't pick up the fact it's a pregancy death?

For VIET's child mortality deaths, usually if the kid and/or the mother dies, it's within a couple of weeks, and it will be a "natural death". Unfortunately it is not marked as a death in childbirth as it's impossible to define and utilize a new death cause (CKII+ uses a roundabout method for its pregnancy deaths by replacing another vanilla death cause)


Additionally, I don't know how relevant this is, but for some reason some have reported that childbirth death events happen more so for players than the AI for some odd reason. There's no part in the code that would cause this, so it could just be the RNG being a jerk or the way the game engine works.
 

cybrxkhan

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I did not know there was a hotfix for CPR, so yes, that seems to be the problem. I will see if that works.

There's an "unofficial" hotfix for SWMH some other fellow did, but it should work and I would recommend using it until I get a proper update of CPR out.
 

Federalist girl

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edit: massive stupidity on my part. Ignore.
 
Last edited:

zijistark

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Additionally, I don't know how relevant this is, but for some reason some have reported that childbirth death events happen more so for players than the AI for some odd reason. There's no part in the code that would cause this, so it could just be the RNG being a jerk or the way the game engine works.

... or the players reporting this don't have every AI ruler marked as a character of special interest. :D

OTOH, it'd almost be nice if the engine would weight general event chance higher for the player, instead of relying upon event coders to add an MTTH modifier to almost all of their events checking whether ROOT is an AI and reducing the chances of receiving the event if so. I mean, most flavor events, e.g., have no reason to be executing at the same frequency for AI characters. The AI doesn't care about flavor. It might be cool if there was a trigger that checked for degree of relation to the player (not dynastic but incl. characters of interest, bordering rulers, vassals, etc.) so that one could tone down the event overheard mightily for distant AIs, until such time as they become relevant to the player's monkey sphere. It'd be even more savvy if it were available as an event filter (e.g., like only_rulers). This is relevant for a lot of types of events (and totally unwanted behavior for a minority of them).
 

BlueBooby

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My friend was playing a game where his leader had really bad traits. He got excommunicated. Got into an excommunication war, and immediately surrendered.

He was ecstatic. He abdicated to a much better character and all his debts were alleviated. He said he was in a better position in every aspect.

Is that true? How do you guys think about it? Does it seem balanced?
 

User29

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My friend was playing a game where his leader had really bad traits. He got excommunicated. Got into an excommunication war, and immediately surrendered.

He was ecstatic. He abdicated to a much better character and all his debts were alleviated. He said he was in a better position in every aspect.

Is that true? How do you guys think about it? Does it seem balanced?

how would you propose "fixing" it?
 

BlueBooby

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I suppose "fixing" it would involve analyzing the pros and cons of the situation then going from there. The person weighed his options and found that being able to decide on playing a new character greatly outweighed any prices he'd have to pay in immediately surrendering in the first days of the war. He also found being dodge all his debts at a click of surrender a plus too. So that suggests looking at the surrender options and making it more costly than what it currently is? More prestige and piety cost? Maybe the imprisonment rather than the abdication of the ruler? Or the lowering of crown laws to boot? Maybe an opinion malus for the next to reign from bishops or all the vassals? Change to papal investiture?

Basically, I'm stating that I think losing an excommunication war is too cheap unless it was the last dynasty member.
 

Arjik

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Hello! I've been using this mod for qiute a while and there is something bugging me. The trait "Immortal" doesn't seem to work for me... I did meddle with the trait in the mod files, but as far as I can understand all I did is I removed all bonuses and penalties for being immortal (I wanted to shape my doge through the game events, except for couple of traits and education at the beginning), but my character keeps dying of old age (a natural cause that "Immortal" should prevent to happen). As of now my "Project Balance.txt" file has only two strings under the "immortal" section: potential = { always = no } and immortal = yes. What is wrong and how to fix it?
 

Meneth

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In 00_on_actions.txt, why are the killed, wounded and maimed events commented out?
The duel events take care of that instead.
My friend was playing a game where his leader had really bad traits. He got excommunicated. Got into an excommunication war, and immediately surrendered.

He was ecstatic. He abdicated to a much better character and all his debts were alleviated. He said he was in a better position in every aspect.

Is that true? How do you guys think about it? Does it seem balanced?
Vanilla mechanic, and I don't see much I could really do about it.

Hello! I've been using this mod for qiute a while and there is something bugging me. The trait "Immortal" doesn't seem to work for me... I did meddle with the trait in the mod files, but as far as I can understand all I did is I removed all bonuses and penalties for being immortal (I wanted to shape my doge through the game events, except for couple of traits and education at the beginning), but my character keeps dying of old age (a natural cause that "Immortal" should prevent to happen). As of now my "Project Balance.txt" file has only two strings under the "immortal" section: potential = { always = no } and immortal = yes. What is wrong and how to fix it?
For whatever reason the trait doesn't work if assigned via the ruler designer. Add it via console instead and it should work.
 

G.Strategos

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Hey Meneth
Are you planning an update for today???
Fixes for the small issues that I have reported for example???

Thanks...
 

G.Strategos

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Lucky Pierre

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Hey Meneth...

1)P.B-SWMH Kingdom of Aragon is a Theocracy.
2)P.B-SWMH-No Ahistorical Empires 867 start is still incompatible (Egypt is really weird looking) some other issues also.
Maybe you could give some love to 867 start date also Meneth???

Edit:
3)1066 start Castile becomes a Republic immediately after starting the game,result gameover.
4)1066 Barcelona is a Republic and unplayable.

Generally there are issues with various countries changing to republics and thus becoming unplayable...

The counties of Leon, Alto Aragon, Barcelona, and Burgos all have have something other than a castle as their primary holding (i.e. a bishopric or a city), which apparently means that a ruler having one of those counties in his demesne will be come a bishop/mayor (not exactly sure how, it might go by lowest province number?). From comparing SWMH and PB + SWMH, it looks like the problem is that the counties in question are "losing" one or more castle holdings (the holding just doesn't appear and there's an extra empty slot in the province window), meaning that the next holding up becomes the primary one and the county ends up becoming a bishopric/republic.

I don't know why that's happening, but that does seem to be what's causing that.
 

Jaidal

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Playing the latest beta with SWMH in 867, there are vestiges of dejure union of Nordmania, and the Empire of Brittania around. Also, you may want to update some of the descriptions for the NoAhistorical module as it now includes Persia, right? I hope you get some vacation time soon. Cheers! :)