Thanks for the reply.That would still do nothing about what you want.
if they are born in year 1 then you set them to be 25 that does not make them still born in year 1, it would push their birth date to be in the year -25 (-24 more likely as 0 will count as a year as our date class is just a wrapper for an integer I believe)
So you will still get the issues of a negative date not being supported.
Could something like an 'offset' for age work, then? Or would that require too big a change to the game?
Like "GameAge = RealAge + AgeOffset" (so a character would still be '1' in RealAge, but look 1+20 and be treated as such by anything that checks their age?
Yeah, I've noticed some stuff like that. What I've got now "appears" to be working OK in general. The few bugs I've noticed I have managed to mainly work around, but... :shrug: There could be a load more issues I'm not seeing :SEven a 1.1.1 start won't work well AFAIK. Because of the way the engine deals with dates, 1.1.1 is (again AFAIK) unsafe. See for instance how Augustus in the vanilla files is given as being born on 3 AD instead of 1 AD. Or how title history for things that should be set for the title from the get-go (e.g. whether a title is initially active) is set to 20.1.1 in the vanilla files.
A work around I've found for that is a combination of "create_character" and "inherit". It's not exactly the best (hence why I'd like a better solution), but it can work OK.The force_age idea can also be nice for situations where you don' want a historical character to exist in one start date, but need them to be a certain age in the next start date and that age is larger than the gaps between the dates.
On starting the Game in a suitable era, Scope to the character, create a new character with the 'real' data you want, and then inherit+kill the historical character. If it's done right, it even works for the player character.
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