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i opened a thread, where i got some things right (as example, i discovered the case where you cared about dip lower than 1).
Forgot to put an info here, sry. Would be really nice if you would take a look.
The diplomatic skill still affects the outcome, so yes, you're quite right. I'm sorry, I should have put that in the description after the update, but I forgot eventually. I'm still considering an update to reduce the chances of being caught, though, as the diplomatic skill is something that the player doesn't have much power over if the government is not a republic, so it would be really hard to play with my mod anyway, as the chances of getting a 5 diplo guy aren't the highest.
I looked into your mod myself, and i realized the mechanic with the diplomatic skill of the ruler is still part of it? Or am i wrong here?
That would explain what always would cause the problem to me, because then it would be (in the game where i tried your mod, i had 5 kings but never one with diplomatic over 3 (two had even 0 diplo). This would mean, i had never a chance over 50 % to succeed, and my chance to succeed without getting caught was like 15 % even in easy mode. Am i right here? Cause this is a bit diffrent from what your mod description says. Plus you dont mention clearly, that the diplomatic skill of my ruler is important. It stands in the first changelog entry, but afterwards you state, its reworked completely. So i tought that was removed?
But if this is still part of it, i think your mod works pretty properly.
Two things i am not really sure about, your code works like "ruler has 2 diplo skill", so the checks until diplo = 2 are gone through. There he choses the random action, based on the appropiate chance. But your first checks only ask for diplo skill, so even with "easy mode" on, it would take the check without easy mode.
As example: I have a ruler with 3 diplo skill, easy mode enabled, he would have a match in the check for diplo = 3, easy mode disabled, cause nothing looks if easy mode is disabled or not. The way i understand the working of your code the check for diplo = 3, easy mode on now wont be visited.
I dont know, if i am completely right here, cause i never made a mod for eu4, but i think this may have a point.
Second: I think i had a ruler with 0 diplomatic pionts. Im pretty sure. But the code never mentions such a case.
Anyway, thanks for playing with my mod, I'm going to try to reduce the chances of getting caught and it should be fixed by the next update. :)
I searched for a mod, where you dont just kill every heir like you want, but where you can do something that way while paying a lot of effort. I wouldnt care, if it was hard, lke if i had to build up 100 spy network and maybe pay a amount of money based on the size of the target country, but it should be possible.
To be specific, i guess it would be fair, that with growing efforts you invest, the chances of success (and be caught) should get less, maybe even went down to zero at the highest effort available.
As example, you have a spy network of 25, and no money support, failure chance is at 75 % and chance to get caught, is 85 %. With money support on lowest level, chance to get caught could lower to 80 %.
The money support would stand mostly for the effort to prevent the involved partys from talking, and the spy network would stand for the efforts made to be sure to kill the heir.
That are just some ideas which would make the mod pretty balanced, with the option to be pretty much save not to be caught/solve the problem "skooma dealer" and myself are expecting.
If this is no option to you, i would kindly ask for an option to disable failure and discovery at all, if this is possible, because it would at least make the mod playable for me.
I'm sorry, but I can't seem to find any way to make a version of it to multiplayer. Thanks for using my mod, though, I really appreciate it! :)
The way that EU4 works with scopes makes it impossible for someone like me to determine a target and a plotter, so I have to use flags and events that trigger for countries with these flags. You and everyone else in the game would share the same flags as I can't make unique flags for each country (it would require a lot of work and would compromise the compatibility with other versions and mods) and all the plots would work randomly with some of the plotters and targets.
@bosco8179 should work, there's no reason why it wouldn't. Didn't test, though...
@Sk00ma dealer bad luck I guess :/ thanks!
@iCrux_ Ordo Heraldica Regum et Ducum (flags) with Square Shields REMAKE
So far I see only the potential to reduce Mana, to force a Regency Council, or to threaten a Dynasty with an old Ruler, sniping their Heir. I am unsure on the actual impacts of that however.