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Version v.1.1.84 - Download HERE

Fixes & Tweaks:

- Fixed a sequence of modifiers that were applied in the Paranoid event pool in the wrong order, wrongly increasing the probability of harsher modifiers being applied
- Fixed a typo in the Unfounded Suspicions modifier description
- The personality trait Content was not being removed from the character traits when the player has a number bigger than the one in the defined rule
- Games started before 1.83 now will cut off Personality traits once its number exceeds 5

New Content:

- Continue to develop the Paranoid event pool
 
I've noticed some modifiers from this mod seem to cause an error log, not sure if it's anything important though. In dark_ages_modifiers.txt there's a few like "phase_skirmish_attack" or "phase_melee_defense" that appear to cause it. At the risk of being wrong, I think those are supposed to be used for units, whereas you intended to use them for tactics? Again, don't know if they cause any issue at all.
 
I've noticed some modifiers from this mod seem to cause an error log, not sure if it's anything important though. In dark_ages_modifiers.txt there's a few like "phase_skirmish_attack" or "phase_melee_defense" that appear to cause it. At the risk of being wrong, I think those are supposed to be used for units, whereas you intended to use them for tactics? Again, don't know if they cause any issue at all.

These modifiers were cut from the mod a long time ago but were not removed from the modifier file. Will be deleted on this week's release.

Thanks for the feedback!
 
There's a birth_events.txt file in the events folder with the same name as the file in the base game, which is screwing with the pregnancy mechanics.

It is not screwing with the pregnancy mechanics at all.

It is there to keep the game having characters with the "final months" modifier forever, thus preventing further pregnancies when a certain define (NDefines.NCharacter.INFANT_DEATH_CHANCE) is not 0. It is coded to be compatible with the HIP mod, but also compatible with vanilla.
 
Neat. :)

Also, would it be possible to limit the "Negociate Non-Agression Pact" event so it triggers only with characters one tier below the player character? While I love this feature, as a King I shouldn't care about the random lord, bishop, mayor, or count that beseech me for a Non-Agression Pact. They have too few troops to make the possible Alliance worthwhile at that tier.

Now when I'm a count, that's different. For Kings, though, Dukes would be a decent minimum because, often, their max troops makes it the high cost in Gold and Prestige associated with it.


Ok, its done for next release.

Only I didn't compare the titles but instead the power of the characters. Basically for any character to be eligible to receive the pact it needs to have at least 25% of your Power.
 
Ok, its done for next release.

Only I didn't compare the titles but instead the power of the characters. Basically for any character to be eligible to receive the pact it needs to have at least 25% of your Power.

Yeah, thanks! :D
 
Version v.1.1.85 - Download HERE

Fixes & Tweaks:

- Removed two modifiers that were cutoff from the mod a long time ago
- Fixed a typo on four events of the paranoid event pool
- Placed a restriction to Offer a Pact between characters. Now only available if the target character has at least 25% power of the one making a proposal

New Content:

- Continue to develop the Paranoid event pool


Observations:

- There were changes made to the mod manual in the chapter about Stability. Check it inside the game dir or in https://steamcommunity.com/sharedfiles/filedetails/?id=1803562750
 
It is not screwing with the pregnancy mechanics at all.

It is there to keep the game having characters with the "final months" modifier forever, thus preventing further pregnancies when a certain define (NDefines.NCharacter.INFANT_DEATH_CHANCE) is not 0. It is coded to be compatible with the HIP mod, but also compatible with vanilla.
It does make it incompatible with over overhaul mods, like AGOT.
 
Could you make it possible to disable province stability system? Or at least tell me how can I do this myself? Since I really like this mod, just not this one feature...

Before starting a new game you just need to go to the events folder of the mod and delete the file "dark_ages_stability_system".
 
It does make it incompatible with over overhaul mods, like AGOT.

Feel free to delete the file then. It does not cause any troubles if deleted and as I play with AGOT with this file on, never noticed anything strange at all.
 
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Version v.1.1.86 - Download HERE

Fixes & Tweaks:

- Fixed some types in the Paranoid events texts
- Fixed wrong scopes in Paranoid event pool that were causing effect to not bge applied and modifiers to not be considered

New Content:

- Continue to develop the Paranoid event pool (almost finished!)
 
Could it be that a child killing three adults in one day had to do with Dark Ages's murder mechanics? It never occurred to me in HIP.
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Is it compatible with new HIP Bastard2?
On a separate note, it would seem that most vassals suck at managing the stability of their provinces and are stuck with rebellious/restless modifiers, which makes them pretty worthless. Does AI know how to handle the system?
 
Is it compatible with new HIP Bastard2?
On a separate note, it would seem that most vassals suck at managing the stability of their provinces and are stuck with rebellious/restless modifiers, which makes them pretty worthless. Does AI know how to handle the system?

In my experience it works well enough
 
Is it compatible with new HIP Bastard2?

Yes, absolutely.

On a separate note, it would seem that most vassals suck at managing the stability of their provinces and are stuck with rebellious/restless modifiers, which makes them pretty worthless. Does AI know how to handle the system?

Last time I checked the statistics more than 60% of the provinces in the world were stability neutral or positive, so I guess everything is fine.