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richelieu1628

Violence Monopolist
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Dec 19, 2009
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Specifically, what do the numbers on the left hand side mean? Like so:

Code:
on_siege_pulse = {
	random_events = {
		200000 = 0
		100 = 62000

		100 = 62010
		25 = 62014
		100 = 62015
		1 = 62011	
		1 = 62012
		1 = 62013
	}

I'm assuming the higher, the more likely, but these are not straight percentages, right? In some cases, like above (this is all in the on_action file, btw), there is a really high number = 0 in the first line, I have no idea what that does. Background: I want to make it more likely for leaders and characters to die or get captured when they lose in a rout. There are triggers for battle lost and such, but I just don't quite get the syntax. Anyone know?
 
I've looked over this file and I'm fairly certain that the number on the RIGHT represents the EVENT ID or what happens if the pulse chooses that option. The numbers on the left I think work one of two ways:

Lets say we have three options...

OPTION A: 400 = 0
OPTION B: 100 = 1000
OPTION C: 200 = 2000
OPTION D: 300 = 3000

There's usually an extra option [in this case OPTION A] that represents the chance of no event [EVENT ID 0]. If we add up all the numbers on the left here we get 1000... The chance for nothing happening is 400/1000*100 [a percentage of the total amount] which in this case is 40%...

So the percentage chances for a yearly pulse on this would look like:

OPTION A: 40%
OPTION B: 10%
OPTION C: 20%
OPTION D: 30%

At least that's how I assume it works. For this particular event [the siege one you describe above]. I think the reason no event chance for sieges is so high is because the EVENT ID's that are 1 = control morale so they are meant to consistently fire.

OR

the number on the left represents a 1 out of whatever the number is chance of firing which now that I come to think about it seems just as if not MORE likely than my first theory.

To test this one would only need to make an event 1 = EVENT ID and 100 = 0 for a yearly pulse. If it fires EVERY YEAR without fail it's theory 2. If not it's probably theory 1.
 
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The first explanation is mostly correct. The first number is the base weighting for the event; higher numbers give the event a greater chance of being selected.

Additionally, though, the base weighting is modified by the MTTH factors listed in the event itself. So if Option B (event 1000) had a MTTH factor of 2 for a character with a martial of 10, then any character with martial 10 or higher would treat it was a weight of 200, rather than 100.
 
Last edited:
Eh, that's not...exactly right. The number on the left is actually the base chance, not the modifier; it's modified by the factors in the event itself, whose MTTH is actually ignored. (That's why all those triggered events have a MTTH of 1 day - the value isn't actually used).
 
Eh, that's not...exactly right. The number on the left is actually the base chance, not the modifier; it's modified by the factors in the event itself, whose MTTH is actually ignored. (That's why all those triggered events have a MTTH of 1 day - the value isn't actually used).

Ah alright, my bad.
 
Just to see if I got this right.

Taking a look at this:
Code:
#Toddler flavour events (age 2-5), not very common, but some will get them.
		10 = 1900 
		10 = 1901
		10 = 1902
		10 = 1903
		10000 = 1904 #### changed

I've changed the "weight" of event 1904 from 10 to 10000, which will make it almost 100% sure to fire through age 2 to 5 (as long as this is also specified in the event, with a MTTH of 1 day, for instance). Am I right in this assumption?
:unsure:
 
Thanks guys, this is super helpful.

So if the event is a one-off (like losing a battle), do we know what the base chance actually means? If it's not based on MTTH, it must be some sort of percentage chance of it firing, right?
 
Thanks guys, this is super helpful.

So if the event is a one-off (like losing a battle), do we know what the base chance actually means? If it's not based on MTTH, it must be some sort of percentage chance of it firing, right?
When a 'pulse' happens, the game picks a valid event from those listed. The base chance affects the probability that that specific event will be picked, rather than one of the other events the pulse might select.