• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
One option for miscarrages would be to give a women an event which appears to be the normal pregnant event, granting the correct trait, but simultaniously setups a miscarage event to fire in 4, 5, or 6 months time. That event would tell the lady what had happened, have a risk that she dies too, and then remove the pregnancy trait.

Again it sufferes from being predefined, but its the best I can think of at the moment. This would also have the benefit of not effecting the number of "live" births very much. Unsure what would happen if they got a real pregnancy while this fake one was in effect...
That sounds like a great idea. Would you know how to script such an event?
 
One option for miscarrages would be to give a women an event which appears to be the normal pregnant event, granting the correct trait, but simultaniously setups a miscarage event to fire in 4, 5, or 6 months time. That event would tell the lady what had happened, have a risk that she dies too, and then remove the pregnancy trait.

Again it sufferes from being predefined, but its the best I can think of at the moment. This would also have the benefit of not effecting the number of "live" births very much. Unsure what would happen if they got a real pregnancy while this fake one was in effect...

I thought that it wasn't the trait but the specific character flag that established when a pregnancy began and ended (with birth). You only get the trait at 2 months besides. It's a good idea, Fawr, but I don't expect that it would work. You could have an event that ends in the mother's death of course, but ending the pregnancy by event does not seem possible. I would be happy if someone could prove me wrong, of course.
 
I'm trying to reduce the time before a duchy switch to another kingdom. Anyone could help?

It's in defines.lua, in the common folder, you have to change the variable DE_JURE_ASSIMILATION_YEARS = X. (It's 100 for vanilla)
 
What determines how long an AI character will pursue the same ambition/plot? Does the "chance" part of an objective only determine the picking of an ambition (that is, when a character has no ambition and is picking one), or will an ambition with a high factor remain selected for a longer period of time?
 
What determines how long an AI character will pursue the same ambition/plot? Does the "chance" part of an objective only determine the picking of an ambition (that is, when a character has no ambition and is picking one), or will an ambition with a high factor remain selected for a longer period of time?

I've seen it drag on for a while. There is an 'abort' section in each objective (or you can have one) that cancels the objective. For example, I set my pilgrimage decision to auto-cancel this way if you go to war.
 
In this case though I want the AI to continue to use an objective under certain circumstances. I've added an ambition to ward a child, and the character completes this objective on the kid's graduation day, and everything works, but sometimes the AI abandons before the kid grows up. I'm wondering if I can have the AI continue to stick with it when it has a kid as a ward. I've toyed with the chance section, but it's hard to determine if the changes I made are working. Just wondering if anyone has determined how an AI character decides when it is time to change its objective.
 
Hey thanks for this thread.

I have been able to add some custom music to the game for the AGoT mod by adding a music folder to the mod folder and adding some .ogg music files and adding a songs.txt to change the modifiers for the songs as so
Code:
 song = {
	name = "thekingsarrival.ogg"
	
	chance = {
		modifier = {
			factor = 1
		}		
	}
}

However all of the songs from the vanilla game are still being played along with my new songs when I use the mod. I tried changing the factor for them as so

Code:
 song = {
	name = "akingisdead.ogg"
	
	chance = {
		modifier = {
			factor = 0
		}		
	}
}



song = {
	name = "asimplesongforcommoners.ogg"
	
	chance = {
		modifier = {
			factor = 0
		}		
	}
}

This didn't change anything however and the vanilla songs are still played. Does anyone know what I have to do to change it so the vanilla songs are not played and only the custom songs I want are played when using the mod???
 
AFAIK, no. You could have say Bogomils and Cathars merge into one Gnostic religion, conceivably.
Wouldn't be too hard. If ruler and province are of the same heresy, change religion to Gnostic.

So does nobody know if you can have more than 4 options in an event?
 
In this case though I want the AI to continue to use an objective under certain circumstances. I've added an ambition to ward a child, and the character completes this objective on the kid's graduation day, and everything works, but sometimes the AI abandons before the kid grows up. I'm wondering if I can have the AI continue to stick with it when it has a kid as a ward. I've toyed with the chance section, but it's hard to determine if the changes I made are working. Just wondering if anyone has determined how an AI character decides when it is time to change its objective.

I'm sure that there is a timer. How about dividing things up into multiple objectives, in a series? Like:
  1. Become a guardian (success: guardian = yes)
  2. Have a ward who is ten years old
  3. Have a ward who is sixteen years old
Just an idea if the AI proves too stubborn. Could mix it with things going in the ward's life. For example, 'See one of my wards become a squire' or 'Make my ward a knight'. And then once he or she turns sixteen, your former ward still has the 'mentor' opinion modifier towards you so you could create objectives/decisions/events for an ongoing relationship. 'Get my protege a job' for example.
 
So does nobody know if you can have more than 4 options in an event?
The game cannot display more than four, but you can have more than four. This means you could potentially have dozens of mutually exclusive options displaying based on various conditions.
Beyond that, you could use an event tree, as each of the four options could give you an event giving you four more.
 
The game cannot display more than four, but you can have more than four. This means you could potentially have dozens of mutually exclusive options displaying based on various conditions.
Beyond that, you could use an event tree, as each of the four options could give you an event giving you four more.

Oh, Meneth, you modding evil genius, you. ;)
 
I'm sure that there is a timer. How about dividing things up into multiple objectives, in a series? Like:
  1. Become a guardian (success: guardian = yes)
  2. Have a ward who is ten years old
  3. Have a ward who is sixteen years old
Just an idea if the AI proves too stubborn. Could mix it with things going in the ward's life. For example, 'See one of my wards become a squire' or 'Make my ward a knight'. And then once he or she turns sixteen, your former ward still has the 'mentor' opinion modifier towards you so you could create objectives/decisions/events for an ongoing relationship. 'Get my protege a job' for example.

Sorry, Redrooster, but you're quite the evil modding genius yourself.

This just opened up so many interesting possibilities!:ninja:
 
Sorry, Redrooster, but you're quite the evil modding genius yourself.

This just opened up so many possibilities!:ninja:

I think that we need more objectives, among other things of course, with events to 'make it happen'. Things like 'become a poet': a troubadour wanders in. Right now, provided you have an heir of either sex, you can plot to murder your wife or provided you are not already overly pious or prestigious become a 'paragon of virtue'.

'Have a son': Well, in vanilla you could wait around twenty years for this one. I think the required action to meet your objective could be prompted by an event or decision. :happy:
 
I think that we need more objectives, among other things of course, with events to 'make it happen'. Things like 'become a poet': a troubadour wanders in. Right now, provided you have an heir of either sex, you can plot to murder your wife or provided you are not already overly pious or prestigious become a 'paragon of virtue'.

'Have a son': Well, in vanilla you could wait around twenty years for this one. I think the required action to meet your objective could be prompted by an event or decision. :happy:
I like this design philosophy. Passive ambitions outside of the player's control are senseless. These are supposed to give the player something to do, not something to wait for.

And it might actually hem the god damn AI in and not have it go on a murderspree for lack of a better thing to do.