So instead of placing in the DarkAges mod folder, I have to replace the 00 job_actions file in the HIP folder with the one I downloaded? Just for clarification purposeYou need to do it by hand in the HIP jobs folder (inside common).
So instead of placing in the DarkAges mod folder, I have to replace the 00 job_actions file in the HIP folder with the one I downloaded? Just for clarification purposeYou need to do it by hand in the HIP jobs folder (inside common).
No, you need to manually modify the file in your HIP installation. Go to the HIP installation folder, find the 00_job_actions.txt file and change the line "events = { 916 917 }" (without quotation marks) into "events = { 916 917 darkages.1972056 }" (again, no quotation marks).So instead of placing in the DarkAges mod folder, I have to replace the 00 job_actions file in the HIP folder with the one I downloaded? Just for clarification purpose
No, you need to manually modify the file in your HIP installation. Go to the HIP installation folder, find the 00_job_actions.txt file and change the line "events = { 916 917 }" (without quotation marks) into "events = { 916 917 darkages.1972056 }" (again, no quotation marks).
No, you need to manually modify the file in your HIP installation. Go to the HIP installation folder, find the 00_job_actions.txt file and change the line "events = { 916 917 }" (without quotation marks) into "events = { 916 917 darkages.1972056 }" (again, no quotation marks).
It looks like you're right, sorry for not testing it myself.And its still not there![]()
It looks like you're right, sorry for not testing it myself.The event ID reported in the OP appears to be either wrong or outdated, the actual event is darkages.72056, just replace darkages.1972056 with darkages.72056.
This is my fault. A couple of months ago I changed the ids of all the events in the mod and forgot to change that one.
Thank you @UrsusAtlanticus for answering this question. Again, sorry for the trouble to all. Will fix it later today.
I think the rebellions are too often in default setting... HIP holy war + stability is good to curb over expansion but at the same time, I think its just too much :/ For some reason some peasant revolts I had dont give the -100% revolt risk, just had 7 revolts in a row. Along with the fact that conversions are slow, AI is bad at managing revolt risk, province stability tend to go rebellious very quickly...
Otherwise, I think the mod is good for flavors![]()
Just a feedback, anddd you cant change the rules mid game, can you?I think you can tune them down in the game rulers.. can't you?
In other news, I have been helped by @tahlaskerssen and can assure everybody the new hidden genetic traits on newborn children will be released this Friday.
We tested it all yesterday and it is working already, even if at this time it is missing the notification events for parents. At release everything will be complete.
Each trait has its own tailored stage of disclosure with a sizeable random element to it (i.e. dwarfism reveals much faster than a quick personality), we included all genetic traits from HIP (of course, the mod continues to be compatible with everything but in this case we also made it 100% compatible with HIP by catching their genetic traits too) and what we discover is that the vanilla game generates children sometimes outside the normal pregnancy cycles.
These rare children generated in script through create_character will not have the genetic traits hidden as we are catching everything using the on action on_birth.
Anyway, just an heads up, next week I'll be working again in Councillors events, coding the Marshal ones.
I think the rebellions are too often in default setting... HIP holy war + stability is good to curb over expansion but at the same time, I think its just too much :/ For some reason some peasant revolts I had dont give the -100% revolt risk, just had 7 revolts in a row. Along with the fact that conversions are slow, AI is bad at managing revolt risk, province stability tend to go rebellious very quickly...
Otherwise, I think the mod is good for flavors![]()
Sounds really good buddy and I'm really grateful you made it 100% compatible with HIP's latest genetics additions.
Cheers![]()
I think the problem lies where sometimes revolts dont give the -100% risk. I had 1 province at 42% revolt risk had revolts breaking out twice in a year just right after I defeated the first one... Not sure if its HIP or this mod tho...I will code something in next week that makes it easier for the players of large realms to address stability in their realms - not their demesne - because that is where the problem shows up. Probably will end up using the Overseer to pacify internal realms...
I think the problem lies where sometimes revolts dont give the -100% risk. I had 1 province at 42% revolt risk had revolts breaking out twice in a year just right after I defeated the first one... Not sure if its HIP or this mod tho...
Keep the good work up![]()
I think the problem lies where sometimes revolts dont give the -100% risk. I had 1 province at 42% revolt risk had revolts breaking out twice in a year just right after I defeated the first one... Not sure if its HIP or this mod tho...
Keep the good work up![]()
A couple genetic traits will be immediate as it's pretty obvious since birth if a child has an harelip, for instance. So harelip will show up as a trait since birth. There are other traits that only develop during late childhood... every trait will have its own time window to develop.
Very interesting. Can't wait to test it and see how it goes.