Also it'd be good to have the marriage interaction fully moddable.
Yeah, but that would presumably be a massive undertaking...
Also it'd be good to have the marriage interaction fully moddable.
As they seem to be unhardcoding a number of diplo actions we'll hopefully get something for marriage logic in 2.9, even if not complete scriptability.Yeah, but that would presumably be a massive undertaking...
As they seem to be unhardcoding a number of diplo actions we'll hopefully get something for marriage logic in 2.9, even if not complete scriptability.
We will be getting fully scriptable divorce requests now and already have scriptable third-party interactions, so it isn't completely out of the picture. Here's hoping.We can always hope, but the marriage interaction (and betrothal interaction, for that matter) seems to be a bit removed from the theme of HF and the announced features (which included "New Succession Laws") to be guaranteed to be something they've really looked at (though they've of course tweaked divorces a bit, even if that's a separate interaction), much like the war declaration interaction, the title grant interaction, and various other interactions that would be very nice to have access to but that I suspect we won't get in script.
We will be getting fully scriptable divorce requests now and already have scriptable third-party interactions, so it certainly isn't completely out of the picture. Here's hoping.
The marriage interaction is still hardcoded, unhardcoding all the interactions would be a nice thing, but doing all of them and making sure the performance does not suffer would be a pretty big undertaking.
I'll look at that, will likely not make it in for Holy Fury though if I do get time to do it.Could we at least have (as someone has said before) an option to toggle whether nomads can skip "infidel" marriage restrictions? And even better, a parameter (something like "can marry infidel nomads = ") settable on religion, culture, government, etc that would forbid marriage with nomads of other religions.
They would default to vanilla parameters so no files would be needed to be changed for vanilla.
I mean, even though marriage is hardcoded, religions have quite a degree of control ("intermarry =", "hostile_within_group =", game rules, etc.) yet nomads skip all this so it'd be good to be able to control it.
Regards.
Will we at least get something for women who're able to have kids past 45? An elimination of that hard rule on the AI behavior rejecting all marriages involving women past a certain age? That's a big problem for any game with female rulers and anything where women can live and have children significantly longer than in vanilla.The marriage interaction is still hardcoded, unhardcoding all the interactions would be a nice thing, but doing all of them and making sure the performance does not suffer would be a pretty big undertaking.
There is a define that handles that already, unless you mean you want more custom behavior for fantasy mods with multiple species?Will we at least get something for women who're able to have kids past 45? An elimination of that hard rule on the AI behavior rejecting all marriages involving women past a certain age? That's a big problem for any game with female rulers and anything where women can live and have children significantly longer than in vanilla.
Oh does the AI not take that into account? It should be doing so I think so if it doesn't that would be an oversight/bug.Are you referring to NDefines.NCharacter.MAX_CHILD_BIRTH_AGE? That affects the maximum age at which women can give birth, but doesn't seem to affect how the AI handles marriage - they will still claim women approaching 45 are too old. If there's a different define controlling that, it doesn't seem to be on the wiki.
It might be a good idea to make it check the fertility stat directly, at least if it's 0%. That way we can manipulate that value in case different women/races/cultures have menopause at different times or if there's special publicly know barren traits. So the block on marriage becomes, 'Unable to have children' if the woman is either past menopause age OR has 0% fertility. The no fertility isn't necessary, since we can just put a flag trait that blocks marriages entirely for random courtier women past menopause as a work around.Oh does the AI not take that into account? It should be doing so I think so if it doesn't that would be an oversight/bug.
That seems to be the case - my mod bumped the max age really high then added menopause via trait so some fantasy races can be fertile longer, but marriage proposals still get rejected for the woman being too old.Oh does the AI not take that into account? It should be doing so I think so if it doesn't that would be an oversight/bug.
I'll take a look, won't make it in for HF but can probably get it in for a patch after it.That seems to be the case - my mod bumped the max age really high then added menopause via trait so some fantasy races can be fertile longer, but marriage proposals still get rejected for the woman being too old.
Oh please yes.2. Currently soundtracks for societies can only be defined in interface\sound.sfx, which kind of means that it isn't possible to have 2 mods that add societies to be installed at the same time, if both these mods have custom sounds.
3. When a character fails the potential trigger for their society, the game fires the MNM.10021 event, which kicks them from the society. Problem is, if the character is a member of a society from a mod, then this event will have some weird text, as if the character is being kicked from the Assassins. Besides that, modders have to modify vanilla files to fix this, which again ruins cross-compatibility for different society mods. There is an easy way to fix this - just add a trigger to the MNM.10021 event, which fails if the character is not a member of one of the vanilla societies.