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Thread: [Chatting Thread]: political overhaul released into submod section - PIGS

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  1. #1

    Default Re: [Chatting Thread]: political overhaul coming soon - use this thread (only) for any political report/idea - PIGS_Fami_beta_00 for downloading

    Quote Originally Posted by Jake Armitage View Post
    Yes, there is an occuring difference between DeI and vanilla.

    The only thing for bastards are 2 campaign variable for random number.
    - family_base_illegitimate_child_chance
    - family_base_illegitimate_child_chance_reduction_per_child

    Revert them to 0 (as per vanilla and not 5 as per DeI) if you don't want them, which I personally prefer.
    You can do that inside DeI's campaign variables.
    I tried making a little submod that does just that, but still got an illegitimate child. Is it not the case with Rome 2 that tables are loaded alphabetically?

  2. #2
    Jake Armitage's Avatar Artifex
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    Default Re: [Chatting Thread]: political overhaul coming soon - use this thread (only) for any political report/idea - PIGS_Fami_beta_00 for downloading

    Have you done something like that? Remember to load it before DeI, that's the @ for. Should be automatically with the @.
    https://www.mediafire.com/file/6jae2...hild.pack/file

    If you still have bastards, means there is a basic hardcoded value to whom the variable will be summed.
    In this case X+0, but don't think so.
    Last edited by Jake Armitage; December 24, 2018 at 07:16 AM.

  3. #3

    Default Re: [Chatting Thread]: political overhaul coming soon - use this thread (only) for any political report/idea - PIGS_Fami_beta_00 for downloading

    Quote Originally Posted by Jake Armitage View Post
    Have you done something like that? Remember to load it before DeI, that's the @ for. Should be automatically with the @.
    https://www.mediafire.com/file/6jae2...hild.pack/file

    If you still have bastards, means there is a basic hardcoded value to whom the variable will be summed.
    In this case X+0, but don't think so.
    That is pretty much what I did. I did not, however, give the mod a name to make it load before DeI. I thought only the table name matters here.

  4. #4

    Default Re: [Chatting Thread]: political overhaul coming soon - use this thread (only) for any political report/idea - PIGS_Fami_beta_00 for downloading

    Any chance to get the children reduction submod tweaked to simply reduce the chance of having children and bastards rather than capping it at 1?

  5. #5

    Default Re: [Chatting Thread]: political overhaul coming soon - use this thread (only) for any political report/idea - PIGS_Fami_beta_00 for downloading

    I dont know really how this could be done but the one thing I would really want is a feature punishing the player for not following the bloodline for its faction leader.

    No idea if feasible but
    Maybe a temporary malus if leader was adopted
    Or if leader is on the "other nobles" section (has happened to me )

    or anything that makes you care about your royal bloodline

  6. #6
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    Default Re: [Chatting Thread]: political overhaul coming soon - use this thread (only) for any political report/idea - PIGS_Fami_beta_00 for downloading

    @kpagcha:
    try the file in the OP, I'm not sure how it will work, since the pack giving 1 child per couple should effectively give 2. Try it and, please, report.
    I've also lowered bonuses and maluses for the fertilty effect from starting traits.

    @Iequintal:
    Maybe a temporary malus if leader was adopted:
    don't think you can do that, there are a cople of functions for adoption but don't think this can be done through them. Not sure 100%
    Or if leader is on the "other nobles" section: are you sure it was the leader? Check if you can promote him or not, this is how you understand this. I had a primus inter pares into another party once, but had so through modding.
    Afaik primus inter pares is not necessarily the faction leader.

  7. #7
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    Default Re: [Chatting Thread]: political overhaul coming soon - use this thread (only) for any political report/idea - PIGS_Fami_beta_00 for downloading

    Quote Originally Posted by Jake Armitage View Post
    @kpagcha:
    try the file in the OP, I'm not sure how it will work, since the pack giving 1 child per couple should effectively give 2. Try it and, please, report.
    I've also lowered bonuses and maluses for the fertilty effect from starting traits.
    Μaybe it gives 1 child of each gender

  8. #8

    Default Re: [Chatting Thread]: political overhaul coming soon - use this thread (only) for any political report/idea - PIGS_Fami_beta_00 for downloading

    My greatest problem with the character tree currently is organization late game.

    I would like an easier way to compare or even search generals and diplomats. Something like a vertical list with basic traits like zeal, age, and upgrades. Anything to make it easier to find the right person for the job.

    Also, is there anyway to to make marriage a random event? Micromanaging my characters love life gets old fast. Divorce being random would be interesting too.

  9. #9
    Jake Armitage's Avatar Artifex
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    Default Re: [Chatting Thread]: political overhaul coming soon - use this thread (only) for any political report/idea - PIGS_Fami_beta_00 for downloading

    I would like an easier way to compare or even search generals and diplomats. Something like a vertical list with basic traits like zeal, age, and upgrades. Anything to make it easier to find the right person for the job.
    Don't really think you can do that, most of the UI are hardcoded

    Also, is there anyway to to make marriage a random event?
    Don't think either, but I'll keep that in mind when I'll begin doing some scripts through events and understand better those mechanics

  10. #10
    Jake Armitage's Avatar Artifex
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    Default Re: [Chatting Thread]: political overhaul coming soon - use this thread (only) for any political report/idea - PIGS_Fami_beta_00 for downloading

    no, gender is a variable coming after the random spawn calculation

  11. #11

    Default Re: [Chatting Thread]: political overhaul coming soon - use this thread (only) for any political report/idea - PIGS_Fami_beta_00 for downloading

    My suggestion is to improve Roman politics.
    Like a system that promote the subjugation of a region (with a mod that prevent the satrapy to field any army), than with the spreading of roman culture, a triggered event to annext the region, instead of conquering it. It can be done raising the malus from occupying and giving bonus to this system

  12. #12
    Jake Armitage's Avatar Artifex
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    Default Re: [Chatting Thread]: political overhaul coming soon - use this thread (only) for any political report/idea - PIGS_Fami_beta_00 for downloading

    I get the concept but can you describe better how it would work in game?

  13. #13
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    Default Re: [Chatting Thread]: political overhaul coming soon - use this thread (only) for any political report/idea - PIGS_Fami_beta_00 for downloading

    I've uploaded a pack into OP with the influence variables related to intrigues, keeping the vanilla's values.
    If someone has time to spare, please make a couple of tests and see how they work.

    I know them since months but I was planning to erase them, since I would like to link custom events to intrigues.
    Also they are described as events, so could be there are hidden mechanics which will trigger one effect or the other.
    To tell the truth, for some other event-based variables, I've never seen anything affected, another reason to erase them for me.

    Check aslo "politics_power_ratio_political_contribution" 'cause could be a basic multiplier for influence, never had time to test it.
    Last edited by Jake Armitage; December 28, 2018 at 06:16 PM.

  14. #14

    Default Re: [Chatting Thread]: political overhaul coming soon - use this thread (only) for any political report/idea - PIGS_Fami_beta_00 for downloading

    Hey Jake. I think I found a strange behavior (bug?) regarding Influence values after using Intrigues.

    First of all, I'm using DeI 1.2.4 version without any pack or any other mod. I will need to explain the steps I took, so here it is:

    First step, I promoted the faction queen of my party.
    Screenshot - Before promotion: https://imgur.com/a/hoLx3VX

    After the promotion, the 3rd opposition party (Noble Families) took an 1% decrease in Influence (From 41% to 40%). So far is ok.
    But then, after this promotion, in the same turn I decided to Send a Gift with one of my Other Nobles (Prokopios) to the leader of the 1st opposition party.
    Screenshot - After promotion/Before sending a gift: https://imgur.com/a/HYLBM7Q

    Then something strange happened. The 3rd party Influence increased by 2% (???) and the other parties took a 1% decrease in the Influence. Even the 1st party (that I sent the gift to) took a 1% influence hit (???).
    Screenshot - After sending gift: https://imgur.com/a/9g1BeGK

    I reloaded the same turn 3 or 4 times to confirm this. It seems that this happens ONLY when I use the the "Send Gift" after I promoted someone.
    If I just start the turn and use the Send Gift without the promotion nothing odd in the 3rd party Influence happens so it may be related to how many Intrigues happens in the same turn or something?

    Would be nice to someone else try to replicate something like that to check what is the actual trigger.
    Last edited by RoninSan; December 29, 2018 at 03:42 PM.

  15. #15
    Jake Armitage's Avatar Artifex
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    Default Re: [Chatting Thread]: political overhaul coming soon - use this thread (only) for any political report/idea - PIGS_Fami_beta_00 for downloading

    Thanks for the report.

    There are 2 "events" set through campaign variables.
    first one: political_event_gift_received_accept_influence_gain_perc (vanilla value is 1)
    second one: political_event_gift_received_accept_influence_lose_perc (vanilla value is 2)

    So, for what I can guess, since everything else about this situation is hardcoded, there is a random chance the char (and so the party) will accept or not the gift.
    Accepting it should give 1%, and instead it's giving 2, for what you have reported into another thread
    Not accepting it should give -2%, and instead it's giving -1, -1 to the other weaker party and +2 to the stronger

    Reason why you're always getting the lose one could be 'cause it's a fixed random seed for that turn (so decided on turn start and can't change through loading the same turn)

    The only thing coming to my mind is that the hardcoded script is just written badly. Why it has this behaviour? We can't know.
    We can just make trials and deduce consequences.
    There is a pack into OP, try to change the values and see what happens, I'll do the same when I'll be back working on this.

  16. #16

    Default Re: [Chatting Thread]: political overhaul coming soon - use this thread (only) for any political report/idea - PIGS_Fami_beta_00 for downloading

    Wow, I didn't think about that possibility of the party acepting or not a gift, such douchebags lol.
    Actually, random acepting or not a gift is actually a good thing for the sake of the politics difficulty in the game, I like that feature as long as the possibility of not accepting the gift is not too high. (Maybe this could be explained in the tooltip though)

    The interesting part is that this negative impact only happened when I promoted my party member before sending the gift. I double checked by loading the same turn and when I didnt promote the effect of sending the gift was actually positive. So maybe is actually not that random and it takes some other factors in the calculation.

    I'm thinking about starting a new campaign because that 3rd party influence is already higher than mine own party lol...

    I'll check the pack and run some new tests when I have some time!
    Again, imo the random part is not that bad in the politics as long as the tooltips of the Intrigues at least mention these possible outcomes. But I guess it's a pain to figure out which are the triggers or calculations behind the Intrigues.
    Last edited by RoninSan; December 29, 2018 at 11:11 PM.

  17. #17

    Default Re: [Chatting Thread]: political overhaul coming soon - use this thread (only) for any political report/idea - PIGS_Fami_beta_00 for downloading

    Did you only try by reloading the save and doing only these actions?
    Either:
    -promoting the character and then sending the gift or
    -only sending the gift

    Have you tried doing something else (a variable set of other intrigues) between the promotion and the gift?

  18. #18

    Default Re: [Chatting Thread]: political overhaul coming soon - use this thread (only) for any political report/idea - PIGS_Fami_beta_00 for downloading

    Quote Originally Posted by ivanpera View Post
    Did you only try by reloading the save and doing only these actions?
    Either:
    -promoting the character and then sending the gift or
    -only sending the gift

    Have you tried doing something else (a variable set of other intrigues) between the promotion and the gift?
    Unfortunately I no longer have that specific turn in my saves to make further tests in the same conditions.

  19. #19
    Jake Armitage's Avatar Artifex
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    Default Re: [Chatting Thread]: political overhaul coming soon - use this thread (only) for any political report/idea - PIGS_Fami_beta_00 for downloading

    Could be that CA put a limitator inside the hardcoded script, and set 2 different "events" to prevent a party having too much or too few power in a single turn.
    So, if the same party has already reached a power threshold (let's say 2) any other action regarding power will be set to lower it.
    Some tests could enlight us about this aspect, or at least limit our current ignorance.

    Btw, if you check the uploaded pack, you'll see gather support has the same mechanics plus a basic variable to increase influence.
    Last edited by Jake Armitage; December 30, 2018 at 07:29 AM.

  20. #20

    Default Re: [Chatting Thread]: political overhaul coming soon - use this thread (only) for any political report/idea - PIGS_Fami_beta_00 for downloading

    An idea that just came to me after playing Stellaris 2 is the way they handle factions by having certain attributes that have to be met in order to gain or lose support. This could be applied to each general or specific faction, or better yet some hybrid way. Can generals change factions based on these attributes? Am I asking for Rome 3 here?

    Some attributes could be things like favoring sacking cities over simply occupying, numbers of slaves or no slaves, etc

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