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melkor112

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Apr 29, 2011
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so i have a hard time understanding what weights actually work so lets take this code from trying to kill somebody after inviting them to Private Conversations as a example:

Code:
option = { #Run away
	name = EVTOPTA_LT_20441
	random_list = {
		25 = {
			custom_tooltip = { text = EVTOPTA_LT_20441_TT_escape }
			modifier = { factor = 3 trait = quick }
			modifier = { factor = 2 trait = genius }
			modifier = { factor = 5 trait = duelist }
			modifier = { factor = 2 trait = shrewd }
			character_event = { id = LT.20450 days = 3 }
			FROM = { character_event = { id = LT.20460 } }
		}
		50 = {
			custom_tooltip = { text = EVTOPTA_LT_20441_TT_wounded }
			add_trait = wounded
			set_character_flag = wounded_in_attempt
			character_event = { id = LT.20450 days = 3 }
			FROM = { character_event = { id = LT.20460 } }
		}
		25 = {  #Dead
			custom_tooltip = { text = EVTOPTA_LT_20441_TT_dead }
			character_event = { id = LT.20455 days = 3 }
			FROM = {
				character_event = { id = LT.20465 }
			}
		}
	}
		ai_chance = {
		modifier = { factor = 0.75 combat_rating_diff = { character = FROM  value = 50 } }
		modifier = { factor = 0.75 combat_rating_diff = { character = FROM  value = 40 } }
		modifier = { factor = 0.75 combat_rating_diff = { character = FROM  value = 30 } }
		modifier = { factor = 0.75 combat_rating_diff = { character = FROM  value = 20 } }
		modifier = { factor = 0.75 combat_rating_diff = { character = FROM  value = 10 } }
		modifier = { factor = 0.75 combat_rating_diff = { character = FROM  value = 55 } }
		modifier = { factor = 0.75 combat_rating_diff = { character = FROM  value = 45 } }
		modifier = { factor = 0.75 combat_rating_diff = { character = FROM  value = 35 } }
		modifier = { factor = 0.75 combat_rating_diff = { character = FROM  value = 25 } }
		modifier = { factor = 0.75 combat_rating_diff = { character = FROM  value = 15 } }
		modifier = { factor = 0.75 combat_rating_diff = { character = FROM  value = 05 } }
		modifier = { factor = 1.5 combat_rating_diff = { character = FROM  value < -05 } }
		modifier = { factor = 1.5 combat_rating_diff = { character = FROM  value < -10 } }
		modifier = { factor = 1.5 combat_rating_diff = { character = FROM  value < -20 } }
		modifier = { factor = 1.5 combat_rating_diff = { character = FROM  value < -30 } }
		modifier = { factor = 1.5 combat_rating_diff = { character = FROM  value < -40 } }
		modifier = { factor = 1.5 combat_rating_diff = { character = FROM  value < -50 } }
		modifier = { factor = 1.5 combat_rating_diff = { character = FROM  value < -15 } }
		modifier = { factor = 1.5 combat_rating_diff = { character = FROM  value < -25 } }
		modifier = { factor = 1.5 combat_rating_diff = { character = FROM  value < -35 } }
		modifier = { factor = 1.5 combat_rating_diff = { character = FROM  value < -45 } }
		modifier = { factor = 1.5 combat_rating_diff = { character = FROM  value < -55 } }
	}
}
option = { #Fight
	name = EVTOPTB_LT_20441
	set_character_flag = murder_fight
	FROM = { set_character_flag = murder_fight }
	random_list = {
		50 = {
			custom_tooltip = { text = EVTOPTB_LT_20441_TT_win }
			character_event = { id = LT.20465  }
			FROM = { character_event = { id = LT.20455 } }
		}
		50 = {  #Dead
			custom_tooltip = { text = EVTOPTB_LT_20441_TT_lose }
			modifier = { factor = 0.75 combat_rating_diff = { character = FROM  value = 50 } }
			modifier = { factor = 0.75 combat_rating_diff = { character = FROM  value = 40 } }
			modifier = { factor = 0.75 combat_rating_diff = { character = FROM  value = 30 } }
			modifier = { factor = 0.75 combat_rating_diff = { character = FROM  value = 20 } }
			modifier = { factor = 0.75 combat_rating_diff = { character = FROM  value = 10 } }
			modifier = { factor = 0.75 combat_rating_diff = { character = FROM  value = 55 } }
			modifier = { factor = 0.75 combat_rating_diff = { character = FROM  value = 45 } }
			modifier = { factor = 0.75 combat_rating_diff = { character = FROM  value = 35 } }
			modifier = { factor = 0.75 combat_rating_diff = { character = FROM  value = 25 } }
			modifier = { factor = 0.75 combat_rating_diff = { character = FROM  value = 15 } }
			modifier = { factor = 0.75 combat_rating_diff = { character = FROM  value = 05 } }
			modifier = { factor = 1.5 combat_rating_diff = { character = FROM  value < -05 } }
			modifier = { factor = 1.5 combat_rating_diff = { character = FROM  value < -10 } }
			modifier = { factor = 1.5 combat_rating_diff = { character = FROM  value < -20 } }
			modifier = { factor = 1.5 combat_rating_diff = { character = FROM  value < -30 } }
			modifier = { factor = 1.5 combat_rating_diff = { character = FROM  value < -40 } }
			modifier = { factor = 1.5 combat_rating_diff = { character = FROM  value < -50 } }
			modifier = { factor = 1.5 combat_rating_diff = { character = FROM  value < -15 } }
			modifier = { factor = 1.5 combat_rating_diff = { character = FROM  value < -25 } }
			modifier = { factor = 1.5 combat_rating_diff = { character = FROM  value < -35 } }
			modifier = { factor = 1.5 combat_rating_diff = { character = FROM  value < -45 } }
			modifier = { factor = 1.5 combat_rating_diff = { character = FROM  value < -55 } }


first of the ai_chance 'run away' i only see a modifier of 0.75 and 1.5 so why are there so many lines of code for how much more or less the combat rating is? shouldn't it just be 2, 0.75 if you have more then the other guy and 1.5 if the guy has more then you since the factor wont change if you have a lot more or just a little bit more combat rating.
also i dont see a ai_chance at the fight option so whats the weight that the ai will pick that?

then the option 'run away',
Code:
option = { #Run away
	name = EVTOPTA_LT_20441
	random_list = {
		25 = {
			custom_tooltip = { text = EVTOPTA_LT_20441_TT_escape }
			modifier = { factor = 3 trait = quick }
			modifier = { factor = 2 trait = genius }
			modifier = { factor = 5 trait = duelist }
			modifier = { factor = 2 trait = shrewd }
			character_event = { id = LT.20450 days = 3 }
			FROM = { character_event = { id = LT.20460 } }
if you have quick then the chance of successfully fleeing is 3 time less then if you dont since you then have the factor 3 weight, that seems a bit strange or do i not get the factor correctly?

then the other to events that can happen if you choose 'run away'.
Code:
                50 = {
			custom_tooltip = { text = EVTOPTA_LT_20441_TT_wounded }
			add_trait = wounded
			set_character_flag = wounded_in_attempt
			character_event = { id = LT.20450 days = 3 }
			FROM = { character_event = { id = LT.20460 } }
		}
		25 = {  #Dead
			custom_tooltip = { text = EVTOPTA_LT_20441_TT_dead }
			character_event = { id = LT.20455 days = 3 }
			FROM = {
				character_event = { id = LT.20465 }

if i am correct there is no modifiers for these chances wich seems a bit strange since the event text says that your combat score and intrigue will effect the success chance.

Code:
option = { #Fight
	name = EVTOPTB_LT_20441
	set_character_flag = murder_fight
	FROM = { set_character_flag = murder_fight }
	random_list = {
		50 = {
			custom_tooltip = { text = EVTOPTB_LT_20441_TT_win }
			character_event = { id = LT.20465  }
			FROM = { character_event = { id = LT.20455 } }
		}
		50 = {  #Dead
			custom_tooltip = { text = EVTOPTB_LT_20441_TT_lose }
			modifier = { factor = 0.75 combat_rating_diff = { character = FROM  value = 50 } }
			modifier = { factor = 0.75 combat_rating_diff = { character = FROM  value = 40 } }
			modifier = { factor = 0.75 combat_rating_diff = { character = FROM  value = 30 } }
			modifier = { factor = 0.75 combat_rating_diff = { character = FROM  value = 20 } }
			modifier = { factor = 0.75 combat_rating_diff = { character = FROM  value = 10 } }
			modifier = { factor = 0.75 combat_rating_diff = { character = FROM  value = 55 } }
			modifier = { factor = 0.75 combat_rating_diff = { character = FROM  value = 45 } }
			modifier = { factor = 0.75 combat_rating_diff = { character = FROM  value = 35 } }
			modifier = { factor = 0.75 combat_rating_diff = { character = FROM  value = 25 } }
			modifier = { factor = 0.75 combat_rating_diff = { character = FROM  value = 15 } }
			modifier = { factor = 0.75 combat_rating_diff = { character = FROM  value = 05 } }
			modifier = { factor = 1.5 combat_rating_diff = { character = FROM  value < -05 } }
			modifier = { factor = 1.5 combat_rating_diff = { character = FROM  value < -10 } }
			modifier = { factor = 1.5 combat_rating_diff = { character = FROM  value < -20 } }
			modifier = { factor = 1.5 combat_rating_diff = { character = FROM  value < -30 } }
			modifier = { factor = 1.5 combat_rating_diff = { character = FROM  value < -40 } }
			modifier = { factor = 1.5 combat_rating_diff = { character = FROM  value < -50 } }
			modifier = { factor = 1.5 combat_rating_diff = { character = FROM  value < -15 } }
			modifier = { factor = 1.5 combat_rating_diff = { character = FROM  value < -25 } }
			modifier = { factor = 1.5 combat_rating_diff = { character = FROM  value < -35 } }
			modifier = { factor = 1.5 combat_rating_diff = { character = FROM  value < -45 } }
			modifier = { factor = 1.5 combat_rating_diff = { character = FROM  value < -55 } }

then for the other option i have the same question as with the ai_chance part. why is there so much code if there are only 2 modifiers.

i hope somebody could help me
 
o why are there so many lines of code for how much more or less the combat rating is?
Because they stack, if the difference is more than 50 they get every single modifier to either run away or fight.

if you have quick then the chance of successfully fleeing is 3 time less then if you dont since you then have the factor 3 weight, that seems a bit strange or do i not get the factor correctly?
No it increase the chance of running away successfully without injury or dying by 3.