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JEMLPro

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Sep 25, 2020
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Short summary of your issue
Missing Council (marshal) events & more

Game Version
1.5.0.1

What OS are you playing on?
Windows

What platform are you using?
Steam

What DLC do you have installed?
Royal Court,

Do you have mods enabled?
No

Have you tried verifying your game files (Steam only)?
Yes

How much "pain" is this causing you?
8

Please explain the issue you experienced in the most condensed way possible
1st issue - when assigning a council to being a marshal and train the commanders the events that would happen (found potential recruit, or the mini events where it mentions it improved a commander and which) are not happening at all, I've had a excellent marshals for 80% of the game in a span of 250 years now and still no improvements on my commanders. (extra note. I switched to improve control, and as soon as I switched to improve commanders I got an event where it improved the power of one of my commanders but after that it stopped completely again)

2rd issue - created an empire (not the create title option the one under decision) and wanted to guarantee it to my only son so I elected him and 5 years after I did he was not a valid candidate, I checked if he did something or changed houses, or I disinherited him by accident but nothing, he just stopped being eligible for being considered a candidate.

3nd issue - a few pop up events (both royal court & normal) miss the answer flavor text and its either a "." or a "," as the answer

Please explain how to reproduce the issue
1st - select a position for marshal > place him/her to improve commanders

2nd - create an empire from the "decisions" tab(I started on the China side owned 4 kingdom tiles all had the feudal elective law)

3rd - just play and a few will pop up and the decisions will bug out, not a major thing this one.

Is there anything else you think could help us identify/replicate the issue?


I have attached a save game
Yes

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I've noticed council "mini-events" in general seem a lot rarer. Not just the marshal ones.
yup that's the issue in general, but since the marshal one is I guess one of the most needed ones to expand and that many people knew about that's why I wrote about it xD but yea many people on a discussion I made as well are reporting this as well.
 
Nice, wanted to report this one as well.

Some additional info that may help:

1) Indeed I have zero councillor events in my games after "Royal court" release, including training commanders, any side effects or spouse councillor events. The only one I remember was removing county corruption during "Increase county control" which I had multiple times. But why?

Well, it seems that from 1.5.0 tasks were re-written to use new "monthly_on_action" function and I'm 99% sure this function simply doesn't work at the moment. "Increase county control" works because it is one of the few events that fires from "on_monthly_county" instead.

2) There is another typo that blocks specifically train commanders event even if "monthly_on_action" worked. Task goes:

task_train_commanders = {
...
monthly_on_action = train_commanders_marshal_task_side_effects
...

but it should be

monthly_on_action = train_commanders_monthly_on_action

which includes

on_actions = {
train_commanders_success_effect
train_commanders_marshal_task_side_effects
}

Otherwise "train_commanders_success_effect" that contains improvement events will never be fired as it has no reference anywhere else in scripts.

Hope it will help to solve the problem soon, thank you.
 
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Nice, wanted to report this one as well.

Some additional info that may help:

1) Indeed I have zero councillor events in my games after "Royal court" release, including training commanders, any side effects or spouse councillor events. The only one I remember was removing county corruption during "Increase county control" which I had multiple times. But why?

Well, it seems that from 1.5.0 tasks were re-written to use new "monthly_on_action" function and I'm 99% sure this function simply doesn't work at the moment. "Increase county control" works because it is one of the few events that fires from "on_monthly_county" instead.

2) There is another typo that blocks specifically train commanders event even if "monthly_on_action" worked. Task goes:

task_train_commanders = {
...
monthly_on_action = train_commanders_marshal_task_side_effects
...

but it should be

monthly_on_action = train_commanders_monthly_on_action

which includes

on_actions = {
train_commanders_success_effect
train_commanders_marshal_task_side_effects
}

Otherwise "train_commanders_success_effect" that contains improvement events will never be fired as it has no reference anywhere else in scripts.

Hope it will help to solve the problem soon, thank you.
glad to hear it is a code issue than! if that is it than im surprised some modders havent caught the issue yet....
 
Nice, wanted to report this one as well.

Some additional info that may help:

1) Indeed I have zero councillor events in my games after "Royal court" release, including training commanders, any side effects or spouse councillor events. The only one I remember was removing county corruption during "Increase county control" which I had multiple times. But why?

Well, it seems that from 1.5.0 tasks were re-written to use new "monthly_on_action" function and I'm 99% sure this function simply doesn't work at the moment. "Increase county control" works because it is one of the few events that fires from "on_monthly_county" instead.

2) There is another typo that blocks specifically train commanders event even if "monthly_on_action" worked. Task goes:

task_train_commanders = {
...
monthly_on_action = train_commanders_marshal_task_side_effects
...

but it should be

monthly_on_action = train_commanders_monthly_on_action

which includes

on_actions = {
train_commanders_success_effect
train_commanders_marshal_task_side_effects
}

Otherwise "train_commanders_success_effect" that contains improvement events will never be fired as it has no reference anywhere else in scripts.

Hope it will help to solve the problem soon, thank you.
Is there something we could do to make it work like before 1.5.0 while we wait for the patch?
 
I have noticed the issue with the Marshall as well. About 150 years in to my current game post Royal Court, no training of knights or other events when Marshall is set to that task.
 
Great that it's under review, pretty annoying issue. I have some modding experience, but it has been mostly graphics and simple balancing.
I agree with michx0 that the "monthly_on_action" function is the problem.
Changing the line to monthly_on_action = train_commanders_monthly_on_action, didnt help. One or more reference pointing errors, like that one, could remain.
I just cant figure out where they are...

Ive been looking thru these files, (whilst gulping coffee), looking for any obvious { } errors or typos. Couldnt find any, there still could be one ofc.

00_council_positions
councillor_on_actions
00_marshal_tasks
marshal_task_events

Tried to force the events by setting random_events = { chance_to_happen = 50 } for some events in "councillor_on_actions"

No events fired for 7 years, so then we know that they dont even trigger. The problem is probably that tasks are incorrectly referenced, likely in the files above. Could also be that a crucial reference is missing altogether, then it's not easy to come up with a quick fix.
This mess is beyond me...
It also surprises me that the mod community havent fixed this yet. C'mon guys, let's squash this one! :D
 
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idk if it helped or what but i tagged this on CK3's twitter page earlier this morning on their spiel about RC DLC. i can handle crashing now and then but i need my marshal handing out those skills, those mean berserkers ain't no joke after they wipe out half my commanders in one fight.
 
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idk if it helped or what but i tagged this on CK3's twitter page earlier this morning on their spiel about RC DLC. i can handle crashing now and then but i need my marshal handing out those skills, those mean berserkers ain't no joke after they wipe out half my commanders in one fight.
from the tag on this discussion bug report it looks like they have acknowledged this issue, but all help is appreciated anyways! now they know its not a minor error, they now know its a decent chunk of people having this error :3, I paused from playing any further just to fully experience the DLC when its working but hopefully there is a mega patch soon!
 
Great that it's under review, pretty annoying issue. I have some modding experience, but it has been mostly graphics and simple balancing.
I agree with michx0 that the "monthly_on_action" function is the problem.
Changing the line to monthly_on_action = train_commanders_monthly_on_action, didnt help. One or more reference pointing errors, like that one, could remain.
I just cant figure out where they are...

Ive been looking thru these files, (whilst gulping coffee), looking for any obvious { } errors or typos. Couldnt find any, there still could be one ofc.

00_council_positions
councillor_on_actions
00_marshal_tasks
marshal_task_events

Tried to force the events by setting random_events = { chance_to_happen = 50 } for some events in "councillor_on_actions"

No events fired for 7 years, so then we know that they dont even trigger. The problem is probably that tasks are incorrectly referenced, likely in the files above. Could also be that a crucial reference is missing altogether, then it's not easy to come up with a quick fix.
This mess is beyond me...
It also surprises me that the mod community havent fixed this yet. C'mon guys, let's squash this one! :D

Not referencing errors. I mean monthly_on_action = train_commanders_monthly_on_action needs to be fixed but first problem is - "monthly_on_action" function just doesn't work at all.


Is there something we could do to make it work like before 1.5.0 while we wait for the patch?

It is possible to rework all council task events back to "on_monthly" I guess, like it was before 1.5.0. If anyone has enough time and energy for it :)
 
Not referencing errors. I mean monthly_on_action = train_commanders_monthly_on_action needs to be fixed but first problem is - "monthly_on_action" function just doesn't work at all.




It is possible to rework all council task events back to "on_monthly" I guess, like it was before 1.5.0. If anyone has enough time and energy for it :)
Yeah, you are right, no wonder I couldnt find any more ref errors. It puzzled me, but if "monthly_on_action" simply doesnt work it's not so strange.
I had too much coffee and hoped to find an easy quick fix.o_O
Yup, I guess one could get the 1.4.4 files for comparison and use them as templates, but no thanks...
 
Here again with some news...

Tried to move on_action to on_monhtly like it was in 1.4.4 - didn't work.

Tried to trigger_event (not on_action one) from on_monthly - didn't work.

New theory - councillor tasks can't proc any form of events from whatever block. "Increase county control" I mentioned earlier that still works - not an event, scripted effect.
 
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Here again with some news...

Tried to move on_action to on_monhtly like it was in 1.4.4 - didn't work.

Tried to trigger_event (not on_action one) from on_monthly - didn't work.

New theory - councillor tasks can't proc any form of events from whatever block. "Increase county control" I mentioned earlier that still works - not an event, scripted effect.
Hey, I think I did it. Rearranged two files a little, and pop, it worked!

1. Copied this bit from 1.4.4 and put it under "on_monthly" and deleted "monthly_on_action" in 00_marshal_tasks:
liege = {
random = {
chance = scope:councillor.marshal_train_commanders_monthly_chance_value
trigger_event = {
on_action = train_commanders_monthly_on_action ###Changed this ref pointer###
}
}
}

2. Deleted the "chance_of_no_event" under "train_commanders_success_effect" in councillor_on_actions
3. Did 1 hr normal gameplay test and events are triggering at normal rate, more or less? - and maa efficiency is going up monthly.

Hopefully I didnt mess up the "ai_will_do". So train commanders task seems to be fixed.

I didnt see the other marshal and councillor tasks spawning any events. Maybe similar rework on those could fix it, but I need a lunchbreak now.:p
(I hope they will patch it soon, coz I dont have time to do much more this week.)

Here are the edited files:
 

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Hello Everyone here!

I have been taking a look over all the comments posted here so far.
We actually already reported a similar issue about Councilor Marshal "Train commanders" not triggering any events, but after reading some of the comments here I have gone ahead and updated my previous internal report to reflect that this does not JUST affect Marshal events, but any councilor event.


Also I would like to ask JEMLPro (the Original Poster) if you can resubmit bug 2 and 3 in each their own threads? It makes it a lot easier for us to keep track of individual reports!
 
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