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There's certainly many bugs in latest version but it is for me fully playable. Though it crashes very often when resigning games...
Apart from what you've said I've also noticed that the Kingdoms and even High Lordships become independent without any fighting at all. I keep having the realm dissolve two generations after the start date at most. The crown lands are far too weak to keep the realm together.
 
Hi,

Don't know if this has been addressed already but I tried to play the Jon Snow scenario after reading a great AAR on it. I took Stannis up on his offer and it looks at first as if his army is marching down from the wall to deal with Bolton but then his army magically boggers off somewhere and I look and see that Stannis is now leading troops in Rainhouse and his 10k stormlander army is nowhere to be found. Just magically disbanded and leaving me to try and retake the north with 500 men. So I help a few of the bigger armies siege (although no are close to the size Roose or the Freys have) and even manage to capture Ramsay Snow for a 50% boost in war score. But that is all that I am able to do and then Stannis ends up losing in the south and bam now my war ends inconclusively and I'm left with 500 men and no kingdom at all. Am I missing something here that I was supposed to do?
Stannis starts off with territory being sieged in the south. So he loads his northern army into ships and sails off. You just have to hope a lot of northern lords join Stannis in the war or you're pretty much hosed.
 
Hotfix 0.4.7.2 is now available to download on the front page, this one fixes the nasty save game CTD problem. Full changelog:

Changelog:
Version 0.4.7.2
===============
Events, jobs, plots and decisions:
- Daenerys/Aegon marriage event can now happen in AFFC
- A character can now ask for liege intervention in a war if it would result in their title leaving their liege's realm
- Event where you can burn infidels at the stake can now only be received by Rhllor worshipers

Character setup (WARNING, SPOILERS AHEAD):
- Added some DNA for Drogo

Balance:
- Baron tier characters can no longer be funded by the Iron bank
- Young Griff and Iron Throne are now hostile with eachother in AFFC

Graphics and portraits:
- CoA-s: House Tully has a new CoA, minor fixes in a few images, and cadet "House Blackrose" got slightly modified.

Misc:
- Removed the religion requirement for forming the Iron throne, Westerlands and North titles

Bugfixes:
- Fixed some history errors that were causing saved to break
- Fixed a duplicated event id error
- Fixed some faulty namespace event ids
- Dead babies will no longer be sent as hostages after a mega war
- Characters should no longer get messages about mega wars ending in external 'empires'
- Characters banished to the Nightswatch should now always be released from prison
- Fixed problem where bastards of your spouse appeared to become your own legit children
- Fixed bug where wildlings/thenn had no access to their merc companies
- Any missing Stark children that are located in AFFC should now have the blood feud with the Freys
- Fixed lowborn denounced bastard problem
- Fixed Dayne capital location
- Fixed problem where lower level vassals were not being re-integrated into the realm after the Iron Throne is usurped
 
Can some one explain this code to me please i get the triggers but i dont get the modifiers and what the outcome of the option is . Sorry if its a real simple question but im a real novice .
Code:
#Novice advances to rank of Maester
character_event = {
	id = 999900005
	desc = "EVTDESC999900005"
	picture = GFX_evt_library
	
	min_age = 21
	capable_only = yes
	prisoner = no
	only_men = yes

	trigger = {
		host = { has_landed_title = c_the_citadel }	
		has_character_modifier = maester_education
		NOT = { trait = kingsguard }
		NOT = { trait = maester }
		NOT = { trait = archmaester }
		NOT = { trait = ill }	
		NOT = { trait = pneumonic }	
		NOT = { trait = drowned }
		NOT = { trait = septon }
		NOT = { trait = septa }
		NOT = { trait = red_priest }
		NOT = { trait = silent_sister }
	}

	mean_time_to_happen = {
		months = 150
		modifier = {
			factor = 0.5
			age = 34
		}
		modifier = {
			factor = 0.5
			age = 32
		}
		modifier = {
			factor = 0.75
			age = 29
		}
		modifier = {
			factor = 0.9
			learning = 10
		}
		modifier = {
			factor = 0.9
			learning = 12
		}
		modifier = {
			factor = 0.9
			learning = 14
		}
		modifier = {
			factor = 0.9
			learning = 16
		}
		modifier = {
			factor = 0.9
			OR = { 	trait = detached_priest
				trait = martial_cleric
				trait = scholarly_theologian
				trait = mastermind_theologian
			}
		}
		modifier = {
			factor = 0.9
			OR = { 	
				trait = scholarly_theologian
				trait = mastermind_theologian
			}
		}
		modifier = {
			factor = 2
			OR = { 	trait = stressed
				trait = depressed
			}
		}
		modifier = {
			factor = 0.8
			trait = genius
		}
		modifier = {
			factor = 0.9
			trait = quick
		}
		modifier = {
			factor = 1.1
			trait = slow
		}
		modifier = {
			factor = 0.9
			trait = scholar
		}
		modifier = {
			factor = 1.2
			trait = slothful
		}
		modifier = {
			factor = 0.9
			trait = diligent
		}
		modifier = {
			factor = 0.9
			trait = ambitious
		}
		modifier = {
			factor = 1.1
			trait = content
		}
	}	


	option = {
		name = "EVTOPTA999900005" #Yes
		prestige = 20
		add_trait = maester
		#add_trait = bastard
		give_minor_title = title_maester
		remove_trait = knight
		remove_trait = squire
		remove_spouse = spouse
		remove_character_modifier = maester_education
		if = { 	limit = { 	OR = { 	trait = skilled_tactician
									trait = brilliant_strategist
							}		
				}
				change_martial = 4
		}
		if = { 	limit = { 	OR = { 	trait = intricate_webweaver
									trait = elusive_shadow
							}		
				}
				change_intrigue = 4
		}
		if = { 	limit = { 	OR = { 	trait = fortune_builder
									trait = midas_touched
							}		
				}
				change_stewardship = 4
		}
		if = { 	limit = { 	OR = { 	trait = charismatic_negotiator
									trait = grey_eminence
							}		
				}
				change_diplomacy = 4
		}
		hidden_tooltip = {
			remove_trait = amateurish_plotter
			remove_trait = flamboyant_schemer
			remove_trait = intricate_webweaver
			remove_trait = elusive_shadow
			remove_trait = naive_appeaser
			remove_trait = underhanded_rogue
			remove_trait = charismatic_negotiator
			remove_trait = grey_eminence
			remove_trait = indulgent_wastrel
			remove_trait = thrifty_clerk
			remove_trait = fortune_builder
			remove_trait = midas_touched
			remove_trait = misguided_warrior
			remove_trait = tough_soldier
			remove_trait = skilled_tactician
			remove_trait = brilliant_strategist
			remove_trait = detached_priest
			remove_trait = martial_cleric
			remove_trait = scholarly_theologian
			remove_trait = mastermind_theologian
		}
		
		random_list = {
			25 = {add_trait="detached_priest"}
			50 = {add_trait="martial_cleric"}
			50 = {add_trait="scholarly_theologian"}
			25 = {add_trait="mastermind_theologian"}
		}
		#any_claim = {
			#remove_claim = ROOT
		#}
		set_character_flag = new_maester
		recalc_succession = yes
		# Inform the father
		if = {
			limit = {
				father = {
					is_alive = yes
				}
			}
			father = { character_event = { id = 999900006 days = 1 } }
		}
		# Inform the mother
		if = {
			limit = {
				mother = {
					is_alive = yes
				}
			}
			mother = { character_event = { id = 999900006 days = 1 } }
		}	
	}
}
 
Can some one explain this code to me please i get the triggers but i dont get the modifiers and what the outcome of the option is . Sorry if its a real simple question but im a real novice .
Code:
#Novice advances to rank of Maester
character_event = {
	id = 999900005
	desc = "EVTDESC999900005"
	picture = GFX_evt_library
	
	min_age = 21
	capable_only = yes
	prisoner = no
	only_men = yes

	trigger = {
		host = { has_landed_title = c_the_citadel }	
		has_character_modifier = maester_education
		NOT = { trait = kingsguard }
		NOT = { trait = maester }
		NOT = { trait = archmaester }
		NOT = { trait = ill }	
		NOT = { trait = pneumonic }	
		NOT = { trait = drowned }
		NOT = { trait = septon }
		NOT = { trait = septa }
		NOT = { trait = red_priest }
		NOT = { trait = silent_sister }
	}

	mean_time_to_happen = {
		months = 150
		modifier = {
			factor = 0.5
			age = 34
		}
		modifier = {
			factor = 0.5
			age = 32
		}
		modifier = {
			factor = 0.75
			age = 29
		}
		modifier = {
			factor = 0.9
			learning = 10
		}
		modifier = {
			factor = 0.9
			learning = 12
		}
		modifier = {
			factor = 0.9
			learning = 14
		}
		modifier = {
			factor = 0.9
			learning = 16
		}
		modifier = {
			factor = 0.9
			OR = { 	trait = detached_priest
				trait = martial_cleric
				trait = scholarly_theologian
				trait = mastermind_theologian
			}
		}
		modifier = {
			factor = 0.9
			OR = { 	
				trait = scholarly_theologian
				trait = mastermind_theologian
			}
		}
		modifier = {
			factor = 2
			OR = { 	trait = stressed
				trait = depressed
			}
		}
		modifier = {
			factor = 0.8
			trait = genius
		}
		modifier = {
			factor = 0.9
			trait = quick
		}
		modifier = {
			factor = 1.1
			trait = slow
		}
		modifier = {
			factor = 0.9
			trait = scholar
		}
		modifier = {
			factor = 1.2
			trait = slothful
		}
		modifier = {
			factor = 0.9
			trait = diligent
		}
		modifier = {
			factor = 0.9
			trait = ambitious
		}
		modifier = {
			factor = 1.1
			trait = content
		}
	}	


	option = {
		name = "EVTOPTA999900005" #Yes
		prestige = 20
		add_trait = maester
		#add_trait = bastard
		give_minor_title = title_maester
		remove_trait = knight
		remove_trait = squire
		remove_spouse = spouse
		remove_character_modifier = maester_education
		if = { 	limit = { 	OR = { 	trait = skilled_tactician
									trait = brilliant_strategist
							}		
				}
				change_martial = 4
		}
		if = { 	limit = { 	OR = { 	trait = intricate_webweaver
									trait = elusive_shadow
							}		
				}
				change_intrigue = 4
		}
		if = { 	limit = { 	OR = { 	trait = fortune_builder
									trait = midas_touched
							}		
				}
				change_stewardship = 4
		}
		if = { 	limit = { 	OR = { 	trait = charismatic_negotiator
									trait = grey_eminence
							}		
				}
				change_diplomacy = 4
		}
		hidden_tooltip = {
			remove_trait = amateurish_plotter
			remove_trait = flamboyant_schemer
			remove_trait = intricate_webweaver
			remove_trait = elusive_shadow
			remove_trait = naive_appeaser
			remove_trait = underhanded_rogue
			remove_trait = charismatic_negotiator
			remove_trait = grey_eminence
			remove_trait = indulgent_wastrel
			remove_trait = thrifty_clerk
			remove_trait = fortune_builder
			remove_trait = midas_touched
			remove_trait = misguided_warrior
			remove_trait = tough_soldier
			remove_trait = skilled_tactician
			remove_trait = brilliant_strategist
			remove_trait = detached_priest
			remove_trait = martial_cleric
			remove_trait = scholarly_theologian
			remove_trait = mastermind_theologian
		}
		
		random_list = {
			25 = {add_trait="detached_priest"}
			50 = {add_trait="martial_cleric"}
			50 = {add_trait="scholarly_theologian"}
			25 = {add_trait="mastermind_theologian"}
		}
		#any_claim = {
			#remove_claim = ROOT
		#}
		set_character_flag = new_maester
		recalc_succession = yes
		# Inform the father
		if = {
			limit = {
				father = {
					is_alive = yes
				}
			}
			father = { character_event = { id = 999900006 days = 1 } }
		}
		# Inform the mother
		if = {
			limit = {
				mother = {
					is_alive = yes
				}
			}
			mother = { character_event = { id = 999900006 days = 1 } }
		}	
	}
}
nice to see you still trying your best to learn.
as a shortcut answer:
the modifiers (in the mean time to happen) affect the likelihood of the event firing
the effect(s) of the option is... rather detailed and complex. to simplify your study, treat each if-limit as a separate effect.
can't help you with more details though since I'm not really free right now, so consider this a quick-shot freebie.

that said, you really should ask these questions in the modding quick-questions or make an own thread for certain questions (yeah I know you regularly ask there - just keep asking there as well. you should avoid asking general modding questions in threads of specific mods )
 
nice to see you still trying your best to learn.
as a shortcut answer:
the modifiers (in the mean time to happen) affect the likelihood of the event firing
the effect(s) of the option is... rather detailed and complex. to simplify your study, treat each if-limit as a separate effect.
can't help you with more details though since I'm not really free right now, so consider this a quick-shot freebie.

that said, you really should ask these questions in the modding quick-questions or make an own thread for certain questions (yeah I know you regularly ask there - just keep asking there as well. you should avoid asking general modding questions in threads of specific mods )
Yeah im still working away trying to learn . Thanks for your quick reply so in the mean time modifiers if you have these certain traits the event will fire ? And in the options if you have certain traits then your learning or martial ect would be changed ?
 
So ehrm, why is there a decision for wildlings to become pirate king of the stepstones? And why does it make you into the king beyond the wall? Seems like two mutually exclusive things got mixed up there.
 
A rather dark anticlimax for that once so promising and hopeful khaleesi...

Screen%20Shot%202013-09-08%20at%2021.23.34.png
 
Question: if I want to give all the First Men cultures celtic sprites for their units, how do I do it?

I tried to change the First_Men cultures file and put celticgfx in every graphical_culture field, but while that indeed changed the sprites, it also changed the portraits and headgear.

How can I change only the sprites and leave the portraits the way they are right now?
 
I have a small suggestion. Titles for Hill Clansmen should be "the [surname]" (i.e. The Liddle) rather than "Lord of [province]." I'm not sure, but it seems that this wouldn't be too difficult to program, and it would more accurately represent the culture as described in the books.
 
Got a question here, maybe i am wrong or confusing parts, but why do the wildlings only have succession laws based on direct blood-relation? I mean as far as i was aware, there was no direct inheritance from father/mother to son/daughter on just the grounds of being their descendant. In short, shouldnt the Wildlings actually use Open/Turkish Succession that is available for the ironborn by default? Granted its still based on dynastic inheritance but at least it would be closer to the concept of the ruler actually proving that he is strong enough to rule, rather than ruling simply because of the name which is what all the "southeners" do.

Addendum: Why is it that i can invade and take the Wall, yet i can not destroy the title. As of right now, i am bombarded with black brothers who are entirely a waste of space even though the wildlings control the damn wall now. And to make matters worse, i cant imprison them and kill them because it incurs tyranny. Do i NEED the horn of winter somehow to literally destroy the wall before taking it?!
 
Last edited:
Addendum: Why is it that i can invade and take the Wall, yet i can not destroy the title. As of right now, i am bombarded with black brothers who are entirely a waste of space even though the wildlings control the damn wall now. And to make matters worse, i cant imprison them and kill them because it incurs tyranny. Do i NEED the horn of winter somehow to literally destroy the wall before taking it?!
The Night's Watch is tied to a few wildling events, most notably the Wildling invasion, so I assume that's why it cannot be destroyed. As for how to deal with it, just find the "Night's Watch kill Wildlings at the Wall" event, copy it, reverse the traits, and now you have an event that will systematically execute every black brother.
 
The Night's Watch is tied to a few wildling events, most notably the Wildling invasion, so I assume that's why it cannot be destroyed. As for how to deal with it, just find the "Night's Watch kill Wildlings at the Wall" event, copy it, reverse the traits, and now you have an event that will systematically execute every black brother.

At the rate they are coming in that'd just bombard me with event popups though. The problem isnt even that they appear, but rather that they leave and come back, basicly they keep switching out of my court and right back in. Any idea which events are required to destroy the title so i can manually fire them to get rid of it?

Though it has to be said that its quite hilarious how the AI works for me right now. Jaime Lannister was killed in personal combat by Sandor Clegane, Eddard Stark declared war on Robert Baratheon for the iron throne and won, Robert was then killed by Jorah Mormont in personal combat at the trial, Cercei Lannister died in the dungeons and the High Septon led a war to install Joffrey on the iron throne, which he lost so Joffrey is now a black brother at the wall.
 
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