• 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.

unmerged(2456)

Pure Evil Genius
Mar 29, 2001
11.211
0
www.hero6.com
This is essentially redoing the events in CK to make them better. As of right now, this does not add or remove any events.
Mostly thiis version will go through the files and correct triggers, both hard and soft, and assign ai chance modifiers to all events with more than choice that the AI can chose.
I may in the future chance effects, but i'd prefer for now to keep this more conservative.
Currently I have only done 1 file.

NOTE: Do not use the following files in your CK game! These are only meant for the purposes of discussion and may cause problems!

Please discuss your opinions of what i've done here.
trait_events
templar_events
steward_events
sin_events
religious_events
 
Last edited:
While we are on the topic, I've added some stuff to the events in character_health.txt.

Firstly all action_a have been changed to immidiate.
Secondly MTTH for death of old age is now affected by the character's health as well, while death of illness is affected by age.
Thirdly, I've reduced the age values in MTTH modifiers for death of old age by 5 (so it's now 50, 55, 60, 65 instead of 55, 60, 65, 70).
Fourthly, acquiring basic illness and stress is now also affected by age.

These changes cause older and weaker people (50+) to get ill/stressed and die somewhat earlier, which IMO gives a more medieval flavor (as well as minimizes the number of 70+ year old rulers who just won't die).
 
its still saved in ASCII format.

As i said though, atleast for event_traits file all ai_chance modifiers are new. I've changed nothing so far for effects and i've mostly changed hard and soft trigger conditions (including all of the children's child events now have modifiers to their MTTH scores). There are other stuff but i don't know them all offhand right now.
 
added ai chances to templar events.
Ignore the 1 blue piece of the bottom event. That is no longer considered removed...i just don't feel like uploading the file right now for such a minor update.
 
Last edited:
both your links lead to trait events. I have to say that for the trait events most of the red changes (additions) seem good, but I'm not sure why you took out most of the blue lines. A lot of them seem very rational - like "wise and lazy children don't ride horses through the woods".
 
Cagliostro said:
both your links lead to trait events. I have to say that for the trait events most of the red changes (additions) seem good, but I'm not sure why you took out most of the blue lines. A lot of them seem very rational - like "wise and lazy children don't ride horses through the woods".
Sorry i will correct that link.

Most of the ones i took out were because the events were made to fire only for certain types of people that didn't have those traits to begin with. So that meant if you had even 1 trait that 1 choice could possibly give you, you'd not be given the event.

That said, i moved lazy children from a hard modifier to a soft one for that event because you're right, they're not likely...as for wise...i guess they might also be less likely, but not entirely.
 
I've uploaded sin events file. This one is the 1st one i've editied something in the effects, but it really did not make sense to not add a removal of zealous trait if you ignored the church.

As always, please respond with suggestions or comments on this file or any others posted here.
 
Uploaded Religious Events. This one i added 1 event because it was missing imo for consistancy. Cat Lord was notified of this as a bug so imo it was okay to add.
Also all action_a stuff is now set to "immidite" to put them in line with advance spread and improvement additions.
The other major thing is the change to the sainting event which now happens much less frequently and has a bunch of modifiers.
I wanted to add grandchildren, but i don't know if threading any_child into any_child csc works like that...

Anyway can i get some responses to that last question and just in general about these events? I've had 1 person respond a while ago so its hard to know what else people might like to see if i don't get feedback.
 
I'm just looking over trait_events now. I'd probably say detached_priest should have a higher modifier as well - something like 2. This seems to be more for the lonely types who spend most of their days locked away. For some of the events you seem to be saying that numbers under 1 in ai chance make it more likely and for others you seem to be saying that it makes it less likely. Generally, the changes do look good.
 
Last edited: