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Yes, absolutely.



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.
Thanks for the reply. I guess it's confirmation bias or my vassals suck at managing their domains. Is there any chance to link the stability losses with troops dying rather than with war happening somewhere far away?
 
Thanks for the reply. I guess it's confirmation bias or my vassals suck at managing their domains. Is there any chance to link the stability losses with troops dying rather than with war happening somewhere far away?

Notice the Realm Diplomacy directly impacts stability, as well as intelligence traits (both positive and negative). Also the traits Cruel, Arbitrary, Greedy and Wroth indirectly impacts negatively stability. Being at war is just another factor indirectly impacting stability, much like the traits.
 
Concerning the Murder system.

Would you consider adding a "pardon" option ?

e.g. : My wife murdered someone, I'm not exactly the most just person and I'm in good terms with her. Maybe I don't want to arrest her.
Giving a pardon could give you a bad trait like arbitrary.
 
Concerning the Murder system.

Would you consider adding a "pardon" option ?

e.g. : My wife murdered someone, I'm not exactly the most just person and I'm in good terms with her. Maybe I don't want to arrest her.
Giving a pardon could give you a bad trait like arbitrary.

You mean a "pardon" option immediately when the liege is notified about the murder? Sure, it might provide for a good extra option... I am finishing the Paranoid events this week and then will consider adding it.
 
You mean a "pardon" option immediately when the liege is notified about the murder? Sure, it might provide for a good extra option... I am finishing the Paranoid events this week and then will consider adding it.

Something along those lines yes. Maybe have different "results" depending on your traits. Say you have high diplomacy maybe the pill will be easier to pass for your subjects.
 
Is it intentional that I can't arrest my vassals for murdering people through this mod's events?
 
Is it intentional that I can't arrest my vassals for murdering people through this mod's events?

If they are discovered in the act, you have the chance to arrest them. From the modifiers file and the events file, the opinion modifier "opinion_murder_attempt" is set. Can you confirm you have this modifier applied to the assassin/attempted assassin discovered?
 
The specific cases I was thinking of were some time ago, and I'm not sure right off hand where in the saves to start looking for them now. But I'll check for that if it comes up again in the future. Probably won't take too long, with all the murders going around. Dark Ages indeed...
 
The specific cases I was thinking of were some time ago, and I'm not sure right off hand where in the saves to start looking for them now. But I'll check for that if it comes up again in the future. Probably won't take too long, with all the murders going around. Dark Ages indeed...

Actually, for the AI to perform an assassination it must follow a relatively strict set of rules:

It must have one of the following:

- Opinion of target less than -24
- Be Paranoid
- Be Lunatic
- Be Possessed
- Be Cruel
- Be Envious

Then there are modifiers that consider a large host of circumstances that reduce the base chance to perform the murder. For instance even if at -100 opinion, a would be murderer than is neither Arbitrary, Cruel, Wroth or envious and is (pick one) Content, Kind, Just or Honest will not attempt to murder anyone. There are many, many more modifiers...
 
@Cardolam

Hey, buddy :)
Just wanna say hi, after a long absence. All your latest updates are looking very interesting!
I'm going to download ASAP plus HIP's latest Bastard 2 Update and start a game during the rainy weekend. I should keep up with all the things I have missed, as it seems.

Thanks for your continuous additions and fixes to the mod!

Cheers,
G.S
 
@Cardolam

Hey, buddy :)
Just wanna say hi, after a long absence. All your latest updates are looking very interesting!
I'm going to download ASAP plus HIP's latest Bastard 2 Update and start a game during the rainy weekend. I should keep up with all the things I have missed, as it seems.

Thanks for your continuous additions and fixes to the mod!

Cheers,
G.S


Hey!

Glad you come back! I have been missing your enthusiasm and frequently catch myself remembering the pleasant messages we exchanged.
Hope in time you'll make the switch to CK3. I certainly have big plans for it in terms of Dark Ages...

Feel free to contribute with your comments, as always!
 
Version v.1.1.87 - Download HERE

Fixes & Tweaks:


New Content:

- Finished Paranoid event pool (now on to other stuff!)


Here are the latest changes...

Now, if the character, thanks to other events, is found to have a dangerous behaviour (*), the court & vassals may start having some ideas to finish him...

There are different kinds of plots with varying degrees of effectiveness, depending on the main plotter stats... and luck, of course!

(*) - Just to be clear, this event will not happen out of the blue if your character is simply Paranoid. It can only happen if you also have the modifier "Insane Behaviour".

i1rxDO9.jpg
 
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Hello. Trying your mod with HIP project and notice one thing. When I put my military adviser in province to reinforce the levy it increases levy amount but dont give random modificator for levy increase speed. I've played more than 30 years with 10-20% a year chance and nothing had hapenned. Last HIP version, 15.11 version of the mod.
Thanks for your job. As addition to HIP its very nice mod.
P.S, Sorry for my english, Im not very good at it.
 
Hello. Trying your mod with HIP project and notice one thing. When I put my military adviser in province to reinforce the levy it increases levy amount but dont give random modificator for levy increase speed. I've played more than 30 years with 10-20% a year chance and nothing had hapenned. Last HIP version, 15.11 version of the mod.
Thanks for your job. As addition to HIP its very nice mod.
P.S, Sorry for my english, Im not very good at it.

Hi,

You english is perfect. Thanks for the nice comment on Dark Ages.

The issue you report has absolutely nothing to do with Dark Ages, sorry. Either HIP has a bug or some other mod you are using causes conflicts with HIP.
 
Hi,

You english is perfect. Thanks for the nice comment on Dark Ages.

The issue you report has absolutely nothing to do with Dark Ages, sorry. Either HIP has a bug or some other mod you are using causes conflicts with HIP.
Tried new version of Dark Ages and new game and it works fine. I dont know maybe it just didnt get a chance or something. Thanks for the feedback and again for mode you made.
 
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Hey!

Glad you come back! I have been missing your enthusiasm and frequently catch myself remembering the pleasant messages we exchanged.
Hope in time you'll make the switch to CK3. I certainly have big plans for it in terms of Dark Ages...

Feel free to contribute with your comments, as always!

Hey!

I couldn't stay away for long as it seems...
Yeah, me too buddy! Hopefully, I'll take 2 days off from work and I'll play-test the latest updates during the weekend, so we'll catch up soon ;)
Of course, I'll switch to CK3, can' wait to hear your plans and thoughts about it.

Cheers!
 
Is the new version savegame compatible ?
I'll playtest the new version either way but I'd rather not break my current campaign

Sure. Unless stated in the release of a new version, Dark Ages new installments are always save game compatible.
 
@Cardolam
Hey buddy! I was wondering how is the compatibility with
Norse Heritage Overhaul? (it's main part mostly)
I'm not sure if we have talked about it before or if you have checked it at some point.
Cheers!
 
With the Paranoid events and the whole mental instability implementation - covering Paranoid, Possessed and Lunatic traits - behind us, I am now working on the possibility of giving the player the capability to lend money to other characters. This will start in a targeted decision (RMB character menu) and will lead to a new event pool, with all kinds of nice (and nasty) consequences...

This week only the basic framework will be implemented as I am designing the system. Picking the actual targeted decision will lead to nothing significant in this week's release. But in due time, it will be fun! :)