• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Aethelwulf

Second Lieutenant
24 Badges
Feb 13, 2007
171
0
  • Europa Universalis: Rome
  • Stellaris
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Way of Life
  • Pride of Nations
  • Crusader Kings II: Holy Knight (pre-order)
  • Cities: Skylines Deluxe Edition
  • Cities: Skylines
  • 500k Club
  • Rome: Vae Victis
  • Rome Gold
  • Crusader Kings II
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Europa Universalis IV
  • Europa Universalis III
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Charlemagne
What (and where) is the variable that determines the dead of the leaders in a battle?

I need to modify it, but I can't find it.

Thanks
 
look at on_actions.txt at the common folder
this code>:

Code:
on_combat_pulse = {
	random_events = {
		3000 = 0
		[B]10 = 242 # Killed[/B]
		20 = 243 # Wounded
		10 = 244 # Maimed
		5 = 245 # Serious head injury
		20 = 246 # Improves martial education
		10 = 247 # Flat improvement to martial skill

		10 = 248 # Knowledge boost in capital from battle.
		10 = 255 # Marshal: Unnecessary violence
		15 = 270 # Gain Brave
		15 = 271 # Gain Craven
		10 = 272 # Gain Wroth
		10 = 273 # Gain Patient
		
	}
}
 
Thanks, Rodri.

I suppose that "10 = 242 # Killed" means: 10% possibility that results killed in the battle, isn't it?
 
Theres also the battle_events.txt in the events folder.
 
Thanks, Rodri.

I suppose that "10 = 242 # Killed" means: 10% possibility that results killed in the battle, isn't it?

No. The pulse system uses "shares" of probability, so that 10 is out of all possible shares, or going by on_combat_pulse defaults 3145 shares which leaves it at 1/314.5 or 0.0031796502384738% chance of occurring by pulse chance alone BUT within each event are also modifiers which change how likely the event is to fire and any event that would be impossible due to a trigger is ignored, so it's much more complicated than that. For instance, one thing I modded in was lower chance of being injured/maimed/wounded if the character had a higher martial skill, and I did that by adding a factor modifier in each of those events.

Example

Code:
modifier = {
	trait = strong
	factor = 0.7
}
modifier = {
	trait = weak
	factor = 2.5
}

Being strong reduces the value of shares by * 0.7, but being weak increases it by * 2.5 and thus makes it more likely.
 
Ouuuuuu... It seems too much complicated.

Thanks, sirDraco and ATP.

The fact is that I want to increase, to increase a lots, the possibility to be dead in the battle. What may I change?
 
Just change it to something like this
Code:
on_combat_pulse = {
	random_events = {
		3000 = 0
		100 = 242 # Killed
		200 = 243 # Wounded
		100 = 244 # Maimed
		50 = 245 # Serious head injury
		20 = 246 # Improves martial education
		10 = 247 # Flat improvement to martial skill

		10 = 248 # Knowledge boost in capital from battle.
		10 = 255 # Marshal: Unnecessary violence
		15 = 270 # Gain Brave
		15 = 271 # Gain Craven
		10 = 272 # Gain Wroth
		10 = 273 # Gain Patient
		
	}
}
[/QUOTE]