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ShlP

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Feb 12, 2022
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Short summary of your issue
train commander task seem not to be working

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)?
No

How much "pain" is this causing you?
8

Please explain the issue you experienced in the most condensed way possible
train commander task seem not to be working for me after new game with royal court dlc for 3 generations of my king
I never recieved new knights or improving prowess massage.

Please explain how to reproduce the issue


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


I have attached a save game

No

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This is the case with all the random negative/positive events from councilor tasks as far as I can tell, the train commander one is just the most obvious. Hope it's fixed soon!
 
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I find it distasteful that Paradox would lock the previous more visible thread about this issue (containing information on how to fix the issue), not add it to their known issues list pinned at the top of this forum after individually acknowledging it in that thread, and then fail to patch a bug for weeks that was fixed within days by the community. Are they trying to minimise knowledge of their bugged releases following the negative reaction to some of their other recent offerings? Council events like this are not an insignificant part of the game, the lack of them makes for a markedly inferior experience.
 
I find it distasteful that Paradox would lock the previous more visible thread about this issue (containing information on how to fix the issue), not add it to their known issues list pinned at the top of this forum after individually acknowledging it in that thread, and then fail to patch a bug for weeks that was fixed within days by the community. Are they trying to minimise knowledge of their bugged releases following the negative reaction to some of their other recent offerings? Council events like this are not an insignificant part of the game, the lack of them makes for a markedly inferior experience.
First, it's not entirely "fixed by the community", I have checked their code and it contains an error (one of the side effect becomes too rare as the probability to happen is applied twice - eg. 5% becomes 5%*5%=0.25%). The code is also very hard to read as it doesn't follow the standards regarding indents and line breaks.

Secondly, it's not a fix per se. The real bug is not in Vanilla code of the councillors' tasks, but in the engine (implementation of the newly introduced monthly_on_action is not working). So the solution offered by the mod is to rely on the old on_monthly. There are not exactly the same:
monthly_on_action = key #This on-action will be fired once a month. It is delayed 1 to 30 days to ensure it doesn't keep falling on the same day. Using this is more performant than firing an on-action from on_monthly. For province and court tasks, it'll provide those scopes too (as outlined below). It will not fire in the first 30 days after a task starts or its councillor is switched out
So the mod partially works, but not as intended by Vanilla. It's more a band-aid than a real fix.
 
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Still a bug as of 1.5.1

I believe the bug isn't in code, but in script, specifically here
1647053353258.png


This on_action isn't supposed to be fired directly from the countil task, but from another on_action, train_commanders_monthly_on_action, along with train_commanders_success_effect

1647053447311.png


But train_commanders_monthly_on_action isn't fired from anywhere

1647053525412.png


and as a consequence, neither is train_commanders_success_effect, so we don't get the proper events, we only get the side effects which throw notifications.

Correcting the monthly_on_action parameter in the council task to fire train_commanders_monthly_on_action instead fixes the bug for me, I could confirm through debug_log that all events fire as they should.


Adding the fix to All That Glitters Is Not Glitterhoof
 
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Still a bug as of 1.5.1

I believe the bug isn't in code, but in script, specifically here
View attachment 817267

This on_action isn't supposed to be fired directly from the countil task, but from another on_action, train_commanders_monthly_on_action, along with train_commanders_success_effect

View attachment 817268

But train_commanders_monthly_on_action isn't fired from anywhere

View attachment 817269

and as a consequence, neither is train_commanders_success_effect, so we don't get the proper events, we only get the side effects which throw notifications.

Correcting the monthly_on_action parameter in the council task to fire train_commanders_monthly_on_action instead fixes the bug for me, I could confirm through debug_log that all events fire as they should.


Adding the fix to All That Glitters Is Not Glitterhoof

I appreciate the work you put into your mod, but Train Royal Guards ***still*** isn't improving knights prowess like it should -- and I've tried your mod and two other mods that also successfully fixed Train Commanders and other councillor tasks.

I do not understand what is so complex about fixing Train Royal Guards in comparison to Train Commanders. How come Train Commanders fires fairly often with all three councillor side effect "fix" mods, but Train Royal Guards doesn't work in any of them?

(I'd only ever use one of the same type of mod at a time, I'd never overlap multiple mods that alter the same coding.

If you could somehow fix Train Royal Guard in the same/similar way you fixed Train Commanders, I'd personally be very grateful.
 
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I appreciate the work you put into your mod, but Train Royal Guards ***still*** isn't improving knights prowess like it should -- and I've tried your mod and two other mods that also successfully fixed Train Commanders and other councillor tasks.

I do not understand what is so complex about fixing Train Royal Guards in comparison to Train Commanders. How come Train Commanders fires fairly often with all three councillor side effect "fix" mods, but Train Royal Guards doesn't work in any of them?

(I'd only ever use one of the same type of mod at a time, I'd never overlap multiple mods that alter the same coding.

If you could somehow fix Train Royal Guard in the same/similar way you fixed Train Commanders, I'd personally be very grateful.

There doesn't seem to be any bug report about this, at least none that I could find, so not only can't modders magically guess that there's an issue, but Pdx can't either, and it might be worth making one =)
 
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There doesn't seem to be any bug report about this, at least none that I could find, so not only can't modders magically guess that there's an issue, but Pdx can't either, and it might be worth making one =)


Sorry to come across the way I did. I was sleep deprived and also quite frustrated. That doesn't excuse my rudeness, though. I apologize.

To be honest, I was hoping you could fix that issue as well - considering it's probably as easy as the Train Commanders bug, if not easier.

I will make a separate thread about the bug, however I did mention Train Royal Guards being bugged several times prior to now in threads about Train Commanders.
 
As a fairly aged and not so-tech-savvy player who knows nothing about coding, I can understand the frustration. I gave up playing the game after the unfortunate patch, and hoped to resume it now. Unfortunately, as we can see above, those task bugs are still there. There seems to be a lack investigating initiative on the part of the developer, only picking up single forum threads without a comprehensive systemic approach. When I pay for a game, I expect a product that works, not being badgered to help fix somebody's half-baked effort over a couple of botched updates. I can't fathom why it's up to the players to show the devs how to fix a broken game, and why the latter fail to act on their advice.

I'm still thankful for the 260 hours I spent playing as Vikings after the Northern Lords DLC. Spring is coming, the evenings are getting shorter, so I expect my favourite game to work by November.
 
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As a fairly aged and not so-tech-savvy player who knows nothing about coding, I can understand the frustration. I gave up playing the game after the unfortunate patch, and hoped to resume it now. Unfortunately, as we can see above, those task bugs are still there. There seems to be a lack investigating initiative on the part of the developer, only picking up single forum threads without a comprehensive systemic approach. When I pay for a game, I expect a product that works, not being badgered to help fix somebody's half-baked effort over a couple of botched updates. I can't fathom why it's up to the players to show the devs how to fix a broken game, and why the latter fail to act on their advice.

I'm still thankful for the 260 hours I spent playing as Vikings after the Northern Lords DLC. Spring is coming, the evenings are getting shorter, so I expect my favourite game to work by November.

I hear you bro, I hear you.

Not sure why the devs are struggling to fix councillor tasks but it could stem from new or different coders?
 
Just want to clarify one thing here.

There are two types of "Knight Improved" event.
As main function of Train Commanders that has a good chance to fire every month.
And as side effect of Train Commanders & Train Royal Guards which has like 2% chance a year to be picked amongst other side effects which is almost never.

Train Royal Guards task only improve Knight Effectiveness, not knights themselves.

Train commanders main function indeed is not working still because they forgot to fix train_commanders_monthly_on_action. Side effects are working now as far as I can see.
 
Train Royal Guards task only improve Knight Effectiveness, not knights themselves.

Train Royal Guard has two side effects: it can improve a knight, or it can expose the existence of a scheme.

I'm not talking about the passive effect which takes time to build up, e.i. Train Royal Guard increasing knight effectiveness by your Mashal's martial skill x 2.

I'm talking about the "Improve Knight" side effect that can fire from both "Train Commanders" and "Train Royal Guard."

The side effect "Improve Commander" gives Martial Skill and/or Commander Traits. I've seen it give anywhere from a mere 1 Martial, to giving 2 Martial and a Commander Trait.
The side effect "Improve Knight" -- a side effect which is shared by both Train Commanders and Train Royal Guard -- gives Prowess, and a low chance to give Aspiring Blademaster or it (if the knight already has it) can improve to Blademaster / Legendary Blademaster.

The difference is that Commanders use Martial and Commander Traits (with Prowess only determining their chance of getting wounded or killed)...
...and Knights use Prowess while fighting, and traits that improve Prowess.

The issue at the moment is that Train Royal Guard does not fire the secondary effect of "Improve Knight" and neither does Train Commanders. However, modders have figured out how to fix Train Commanders so that it works, but apparently no one can figure out how to fix Train Royal Guard.

And the reason this is important, besides the fact that zapping bugs is important for overall game quality, is that Train Royal Guards takes a LONG TIME to passively increase Knight Effectiveness to its maximum. I believe its something like 2% a month until it hits cap, which if you're at 30 martial skill that's taking 30 months to hit the 60% cap ( 2 x martial skill = 60% knight effectiveness, and dividing 60 by 2 is 30. Thirty months, nearly 3 in-game years.)

There comes a point where, if you're focusing on Knights, you don't care so much about Martial skill and Commander Traits, and all you want at this point is more prowess, more blademasters, and more knight effectiveness. This is everything that Train Royal Guard does, and more (also helping to keep you not murdered).

Now as for how often Train Commanders fires vs Train Royal Guard? I'm guessing since Train Commanders is split between finding new commanders per month, improving commanders, and improving knights, that Train Royal Guard would fire about as often as Train Commanders does - minus the monthly events. That's conjecture, but it seems intuitive.
 
No no no. I'll try again.

Train commanders has

train_commanders_monthly_on_action = {
trigger = {
exists = cp:councillor_marshal
}

on_actions = {
train_commanders_success_effect
train_commanders_marshal_task_side_effects
}
}

train_commanders_success_effect - main improvement event which you see on councillor screen as "N% chance of improving or finding a new commander or knight each month". It includes prowess improvements for knights and martial for commanders.

Now, train_commanders_marshal_task_side_effects (and any other councillors side_effects) is totally separate thing that has fixed 2% chance to fire between these:

train_commanders_marshal_task_side_effects = {
trigger = {
NOT = { has_variable = had_marshal_task_side_effect }
exists = cp:councillor_marshal
}
random_events = {
chance_to_happen = 2
350 = 0
#Bad side effects
100 = marshal_task.2001 #Commander is Wounded
100 = marshal_task.2002 #Commander is Maimed
50 = marshal_task.2003 #Commander is Killed
#Good side effects
100 = marshal_task.2101 #Teach Commander Trait
100 = marshal_task.2102 #Improve Knight
}
}

If you look closely, not only it has 2% chance to fire, but also weight 350 to do nothing, with combined 450 weight something to happen between all other events.

Now, Manage Royal Guards does not have main effect of improving anything except montly knight effectiveness and scheme power reduction. It only has side effects:

manage_guards_marshal_task_side_effects = {
trigger = {
NOT = { has_variable = had_marshal_task_side_effect }

exists = cp:councillor_marshal
}

random_events = {
chance_to_happen = 2
400 = 0

#Bad side effects
100 = marshal_task.4001 #Knight is Wounded
100 = marshal_task.4002 #Disorganized Royal Guards

#Good side effects
100 = marshal_task.4101 #Knight Improved
100 = marshal_task.4102 #Scheme Distupted
}
}

So, 2% and 400/400, of which only 100 (total 1/16% each month) is Knight Improved and no commander effects even exist.

This task just does not serve the function you want it to do, by design. It's main function is to protect royal courts from easy kills by random plotters. With bonus double Knight Effectiveness as you can get from Train Commanders (maybe good to empower small kingdoms a little, don't know).