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Arghhh... there is a bug in this version. I will release one later today without the bug. It is related to the inclusion of a chance for a woman to have stillborn children without including the fixed event file I made available in the download. If you want to fix the issue, download the file and place it in the events folder of Dark Ages or if you are playing with HIP, inside the HIP events folder. The women that are already stuck with pregnant traits/modifiers will not revert to a correct state however.
As for the hiding, I don't believe it is a bug of the mod.

Sorry for the troubles!

Question - So I see that you updated the mod. Do I still have to move the file over into the HIP events folder in order for it to work?. Just want to be sure

I assume it is as easy as copy and paste into the HIP events folder ?. ( do i need to delete it from your mod folder after ? )
 
At this time it works already from the Dark Ages folder. You just need to unzip Dark Ages into the mod directory and play.
 
At this time it works already from the Dark Ages folder. You just need to unzip Dark Ages into the mod directory and play.

Ah alright, thank you for the information!. Although looking around the map i do see some woman with the bug ( Final months of pregnancy but not pregnant ). Can not be sure if they were already there before the update to the mod or not. I did not notice my concubine gave birth to a stillborn and did not appear to have the perm in hiding bug ( Which i assume means the fix is now working! )

Anyway, keep up the good work!. Me and my brother both enjoy your mod
 
Ah alright, thank you for the information!. Although looking around the map i do see some woman with the bug ( Final months of pregnancy but not pregnant ). Can not be sure if they were already there before the update to the mod or not. I did not notice my concubine gave birth to a stillborn and did not appear to have the perm in hiding bug ( Which i assume means the fix is now working! )

Anyway, keep up the good work!. Me and my brother both enjoy your mod


Hopefully everything is sorted out already. I also needed to have dependencies declared in Dark Ages mod file to make birth_events overwrite the ones from HIP.

Thanks for your kind words, already working on next version with another major implementation.
 
1) So I got the nasty surprise of actually being Framed by one of my AI vassals through the mod's feature. Given that I am King of four kingdoms, let's say that it has been thrown a massive wrench into my reign and that I face massive threats of revolt, assassination, or claims on my kingdoms

The thing, however, is that it seems to be permanent. How long does it last? I suggest that if it is permanent, that a Decision allows to set in motion a way to clear my name through an event chain.


2) The mod' stability system makes the rebel whack-a-mole problem even worse. Really, crushing a revolt should lead to a cumulatively higher bonus in revolt risk : When I've been crushing an independence revolt for the tenth time, the message should really get across that maybe it's not such a good idea to revolt in a piecemeal fashion.
 
1) So I got the nasty surprise of actually being Framed by one of my AI vassals through the mod's feature. Given that I am King of four kingdoms, let's say that it has been thrown a massive wrench into my reign and that I face massive threats of revolt, assassination, or claims on my kingdoms

The thing, however, is that it seems to be permanent. How long does it last? I suggest that if it is permanent, that a Decision allows to set in motion a way to clear my name through an event chain.

Glad you have been Framed. It feels the world is more alive and plotting against you!
It lasts for 10 years.


2) The mod' stability system makes the rebel whack-a-mole problem even worse. Really, crushing a revolt should lead to a cumulatively higher bonus in revolt risk : When I've been crushing an independence revolt for the tenth time, the message should really get across that maybe it's not such a good idea to revolt in a piecemeal fashion.

What is your demesne size? Do you employ the Overseer? Do you regularly use your Marshal to clean Rebellious provinces? Do you change your focus to where it is needed the most? Do you use regularly the decision to go up one stability level in the focus province?

If I receive more complaints about this I'll address the issue in a more radical way.


Thanks for your feedback!
 
1. What is your demesne size?
2. Do you employ the Overseer?
3. Do you regularly use your Marshal to clean Rebellious provinces?
4. Do you change your focus to where it is needed the most?
5. Do you use regularly the decision to go up one stability level in the focus province?

If I receive more complaints about this I'll address the issue in a more radical way.

Thanks for your feedback!

1) Feudal King of Sweden, Gotaland, Denmark, and Norway. Demesne 3/1, realm size 23/13 (I play with Quartered Demesne Size and Vassal Limits), so I readily unload secondary Kindgoms to cousins when possible (Just did with Kingdoms of Ireland, Scotland, and given independence to the Northern England Jarls).

I usually also leave Denmark alone when it secedes upon succession. Just that this time, the brother who inherited Denmark died young and its electors decided that I should get it back. So I keep it not to unbalance too much the Gavelkind order of inheritence.

The three counties are all in the Jarldom of Svealand, so these is my absolute minimum demesne I allow myself to have.

2) Yes, but it does not seem to have any noticeable effect.

3) Yes. IMHO, the delay in using Contest Rebels should be a bit shorter, though.

4) Yes. No problem on this side, though. They are all Serene unless war happens or my attention goes somewhere else. That one is balanced, IMHO.

5) Yes. Perhaps it should be usable in provinces outside my demesne, as well?
 
1) Feudal King of Sweden, Gotaland, Denmark, and Norway. Demesne 3/1, realm size 23/13 (I play with Quartered Demesne Size and Vassal Limits), so I readily unload secondary Kindgoms to cousins when possible (Just did with Kingdoms of Ireland, Scotland, and given independence to the Northern England Jarls).

I usually also leave Denmark alone when it secedes upon succession. Just that this time, the brother who inherited Denmark died young and its electors decided that I should get it back. So I keep it not to unbalance too much the Gavelkind order of inheritence.

The three counties are all in the Jarldom of Svealand, so these is my absolute minimum demesne I allow myself to have.

2) Yes, but it does not seem to have any noticeable effect.

3) Yes. IMHO, the delay in using Contest Rebels should be a bit shorter, though.

4) Yes. No problem on this side, though. They are all Serene unless war happens or my attention goes somewhere else. That one is balanced, IMHO.

5) Yes. Perhaps it should be usable in provinces outside my demesne, as well?


Thanks for the info.

Hummm... Do you have a few strong vassals or do you favor lots of weak ones? In my experience strong vassals organize themselves an army to fight the rebels.

1) You play even with strictest rules than me. I play half demesne. But ok, with a smaller demesne it is easier to keep higher stability even with lousy Stewardship, that's why you experience 4). My question was just to check if you were playing in NK mode... the implementation is not balanced for such experiences.

2) Do you ask your overseer to Plan Missions? Well, given your small demesne you probably don't need this.

5) I'll see what I can do... probably a new decision with a couple of events attached to affect provinces of vassals... but only after what I am coding for May 3.


Again, thank you. If someone else want to say something about the stability system and its generation of rebels, please be my guest.
 
Thanks for the info.

Hummm... Do you have a few strong vassals or do you favor lots of weak ones? In my experience strong vassals organize themselves an army to fight the rebels.

1) You play even with strictest rules than me. I play half demesne. But ok, with a smaller demesne it is easier to keep higher stability even with lousy Stewardship, that's why you experience 4). My question was just to check if you were playing in NK mode... the implementation is not balanced for such experiences.

2) Do you ask your overseer to Plan Missions? Well, given your small demesne you probably don't need this.

5) I'll see what I can do... probably a new decision with a couple of events attached to affect provinces of vassals... but only after what I am coding for May 3.


Again, thank you. If someone else want to say something about the stability system and its generation of rebels, please be my guest.

I find it still too easy to build a strong Empire and blob at half demesne. Quartered for me is more realistic, it keeps me a bit weaker and forces both me and AI to partition land and stay relatively within borders. Besides, a 2/1 to 4/1 demesne still leads to relatively manageable relations with my vassals - except when all goes unhinged.

Because I play with Quartered rules I have no choice but to favour a few strong vassals. All my Thegns are assigned to a Jarl to keep my Vassals under their limit and I try to balance them out but, you know, Norsemen tend to go at war easily with one another. As they are constantly at war or gone raiding and conquering, they tend either to do nothing or attack rebels piecemeal with small units.

2) I do that, as well.
 
I like to play with reduced demesne as well, and while I enjoy the difficulty of rebels, it seems the AI has a hard time handling it. I usually see copts, shias, zoroastrians, etc breaking away.
 
I take it the mod is comptaible with Furry 6 ( Which was just a hotfix with Furry 5 )

Hmm I still think it happens still with final months of pregnancy modifier but them being pregnant and staying in hiding perm. I see a neighbors wife is in perm hiding and i am not sure if she was always their or not. But eh I really hope paradox fixes the issue.
 
I take it the mod is comptaible with Furry 6 ( Which was just a hotfix with Furry 5 )

Hmm I still think it happens still with final months of pregnancy modifier but them being pregnant and staying in hiding perm. I see a neighbors wife is in perm hiding and i am not sure if she was always their or not. But eh I really hope paradox fixes the issue.

I tested extensively by placing the modified birth_events.txt file inside the HIP folder when the Dark Ages .mod file didn't have the dependencies on HIP. At that time it was working without problems.
I didn't test extensively since I included the birth_events.txt file inside the events folder of Dark Ages and included the dependency on HIP inside Dark Ages .mod file. After all it was only released yesterday... lets give it more time.
 
I like to play with reduced demesne as well, and while I enjoy the difficulty of rebels, it seems the AI has a hard time handling it. I usually see copts, shias, zoroastrians, etc breaking away.

I can give bonuses to the AI to keep the provinces at higher stability. However, at this time the distribution of the different stability levels is not very different.
 
Still really enjoying the mod but I'm not a fan of the trait limiting mechanic. In principle I support it both for ease of actually telling what someone's traits are, and also for realism. But capping it at five seems too low, and seems to devalue quite a few events that give the opportunity to acquire a new trait. It (IMO) needlessly neuters characters that are or should be especially capable. And then there's the fact that a well educated child could quite easily develop five traits, meaning that for the rest of their life they never change-- not very RP or immersive, I don't think.

I would propose limiting it at ten-- that allows you still to see traits without getting out of hand. But if not ten how about seven? That would support realism in that someone could collect all virtues, but are then limited to that.

Is there a way (and how) for me to mod it myself while you decide whether or not to reform the mechanic so as to remove the cap?
 
Hey,

@Cardolam

A quick question if I may, how is compatiblity with HIP_improved_genetics submod? I'm asking because of your custom traits and the various changes.
I'm also not agaisnt a small increase to the trait's limitation, around 8 maybe?

Thanks again for taking the time to improve the game! I'm sure we all appreciate it!

Cheers,
G.S
 
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Still really enjoying the mod but I'm not a fan of the trait limiting mechanic. In principle I support it both for ease of actually telling what someone's traits are, and also for realism. But capping it at five seems too low, and seems to devalue quite a few events that give the opportunity to acquire a new trait. It (IMO) needlessly neuters characters that are or should be especially capable. And then there's the fact that a well educated child could quite easily develop five traits, meaning that for the rest of their life they never change-- not very RP or immersive, I don't think.

I would propose limiting it at ten-- that allows you still to see traits without getting out of hand. But if not ten how about seven? That would support realism in that someone could collect all virtues, but are then limited to that.

Is there a way (and how) for me to mod it myself while you decide whether or not to reform the mechanic so as to remove the cap?

Thanks for your comment.

Just to correct one aspect of your post, when you say "there's the fact that a well educated child could quite easily develop five traits, meaning that for the rest of their life they never change", this is incorrect. In fact the traits will change along the life of each character as when one gets added and the cdharacter has more than 5 personality traits, another one is randomly removed.

It is very easy for you to remove this feature: At its simplest, take out the file dark_ages_traits.txt from events. This however will also remove the new personality traits included in the mod. If you want to specifically take out the event that randomly removes the traits, open that file and delete event darkages.72182.
 
Hey,

@Cardolam

A quick question if I may, how is compatiblity with HIP_improved_genetics submod? I'm asking because of your custom traits and the various changes.
I'm also not agaisnt a small increase to the trait's limitation, around 8 or 10 maybe?

Thanks again for taking the time to improve the game! I'm sure we all appreciate it!

Cheers,
G.S

I don't know about this genetics submod. If it affects the traits a child aquires, all is ok. If it changes the traits along the life of the characters, if more than five are aquired, it will have them randomly removed.

I will point you to the previous post with instructions about how to remove this feature of the mod.
 
I don't know about this genetics submod. If it affects the traits a child aquires, all is ok. If it changes the traits along the life of the characters, if more than five are aquired, it will have them randomly removed.

I will point you to the previous post with instructions about how to remove this feature of the mod.

Thanks for the quick reply.
It's this one. It's quite popular actually. I don't have anything against the limitation and I could tweak it personally to a lower number if needed, so I'm keeping your traits ;)
 
Thanks for the quick reply.
It's this one. It's quite popular actually. I don't have anything against the limitation and I could tweak it personally to a lower number if needed, so I'm keeping your traits ;)

Just to clear up the issue, Dark Ages has no conflict with this mod as personality traits are not covered in genetics.
 
Just to clear up the issue, Dark Ages has no conflict with this mod as personality traits are not covered in genetics.

Yeah, I got it. Thanks again ;)
Btw if I want to just change the limitation from 5 to 8 or something, I should only change ''6'' to 1 above the number I want, 9 for example if want them to have 8, right?

Code:
trigger = {
        personality_traits = 6
    }
 
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