There's certainly many bugs in latest version but it is for me fully playable. Though it crashes very often when resigning games...
Have you tried load your savegame ?
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.There's certainly many bugs in latest version but it is for me fully playable. Though it crashes very often when resigning games...
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.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.
#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.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 } } } } }
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 ?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 )
Why there is only westeros in the map? I think the name of the other continent is Essos.
btw its still a great mod
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.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.