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unmerged(6777)

Field Marshal
Dec 10, 2001
12.470
5
With 1.03 now released and the main balance/play issues now being (largely) on track, Cat Lord and I want to embark on a major revision/overhaul/revamping of the events for a future 1.04. Our desire is to balance processor demand with event variety, so the existing events might fire less often but a number of interesting new ones would be added. Hopefully this should make the game even more entertaining for the human player.

There are rather a lot of good ideas in this forum and it's very hard to keep tabs on the progress of them all (i.e. our time is limitied and precious). We try to keep an eye on what you folks are doing but I'm sure that there are a number that should really get some serious consideration for inclusion in the official release version of CK but that we either haven't looked at closely or have loooked at and then subsequently lost track of.

I've started this thread, therefore, as a place for the public event scripters to propose the "best of the best" of your events and discuss their merits. We will look at your favorites and then see if they are appropriate in light of the developers' stated design intentions (i.e. there are some events that we might not be able to use because the developers have stated that they don't want the official version to use them for whatever reason) and, if so, will propose them for inclusion in 1.04. If the developers agree, you would have the pleasure of knowing that a pievve of your work is in the official release and, to as great a degree as possible, we will try to ensure that you are given scripting credit for your efforst (ie we'll try to include a header in the event files that identifies you as the author).

Keep up the great ideas and good work folks. :cool:
 
Can we nominate other people's events as well?

M
 
Bismarck said:
Can we nominate other people's events as well?

M
Absolutely!

Ideally it might be a bit like a POTM nomination. You'd discuss the events in question in their own thread and once they'd reached a point of excellence, you'd nominate them here.
 
The only events of mine that I think might be ready for prime time at the moment are my tourney events and my 2 papacy ones...

M
 
Bismarck said:
The only events of mine that I think might be ready for prime time at the moment are my tourney events and my 2 papacy ones...

M
They are, indeed, looking good. :cool:
 
My hunt events don't look so harmful to me. Well, there's a thing about them that I actually DO like. They are the only way outside of warfare to get a person wounded, and one of few ways for him to die (which I think should be much, much more plentiful). No tweaks for 1.03 are needed.
 
LUCK, SECK and other events mod package

Be aware that some public events' ideas have found their way into the latest public beta patch. :cool:

The pseudo of the creator of the original idea is written in the event files :), but I generally always tweak the events I incorporate... Mostly because most of you are over-generous in the MTTH values, and people in MP always complain too many events are clogging their screen. :p

Cat
 
Cat Lord said:
Be aware that some public events' ideas have found their way into the latest public beta patch. :cool:

The pseudo of the creator of the original idea is written in the event files :), but I generally always tweak the events I incorporate... Mostly because most of you are over-generous in the MTTH values, and people in MP always complain too many events are clogging their screen. :p

Cat

True, true. Willing creators' events are included with proper credit. Come on guys, help Paradox! ;)
 
One thing that caught my eye, is the long lists of MTTH modifiers, that sometimes have some rather unimportant parts. Take for exapmle the tech advances, there are modifiers for rulers attributes being 14, 17 and 20. At first I thought that this would mean the ruler+courtier combined values, but it doesn't. I doubt that those very few rulers who ever have an attribute of 20 on their own justify that extensive checking for modifiers. Ok, this is only a small thing, but small things tend to add up.
 
Cat Lord said:
Be aware that some public events' ideas have found their way into the latest public beta patch. :cool:

The pseudo of the creator of the original idea is written in the event files :), but I generally always tweak the events I incorporate... Mostly because most of you are over-generous in the MTTH values, and people in MP always complain too many events are clogging their screen. :p

Cat

Perhaps we could have a MTTH condition for soloplayer/multiplayer like we have already for difficulty...
 
Ilkhold said:
there are modifiers for rulers attributes being 14, 17 and 20. At first I thought that this would mean the ruler+courtier combined values, but it doesn't.
Doesn't it? Event effects.txt says that it's the combined effect ("type = ruler_stewardship value = V, Note: True if (Ruler+Steward) stewardship >= V").

And is it even possible to have a statistic of 20 or higher? Isn't there a cap on these?

Edit: So I checked and it is indeed possible to have a stat higher than 20 but it's extremely rare - in my current game (about 150 gameplay years) I found only 1 character who had a statistic of 20.3. But still, isn't there a cap on these?
 
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robin74 said:
Doesn't it? Event effects.txt says that it's the combined effect ("type = ruler_stewardship value = V, Note: True if (Ruler+Steward) stewardship >= V").
Ah, I haven't checked there, only in the console. But there was no effect for my Ruler (stewardship 7) and my Steward (stewardship 8). MTTH was at 1500 days where it should be 50 months modified by 0.9 for stewardship >= 14.
Obviously 1500 is 50 months unmodified. Maybe I check again if I find a ruler who has that high value on his or her own.
 
I posted this on the Bug forum.

You can trigger any event and if the conditions for it are met the console will display the current mtth value with all modifiers applied.
Use "charevent" with ID for character events and "provevent" with ID for province events.