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Here is an updated version that includes 5 star education traits and so far also includes More Lifestyles mod compatibility.
https://steamcommunity.com/sharedfiles/filedetails/?id=2845252484&tscn=1659842029
Sounds like a awesome submod! please post the link if you decide to upload it!
Do you mind if I release that submod?
I have no knowledge of how to do that, sorry
Sorry for the late response. I don't think it's doable in any "easy" way. I guess you could try setting a flag/variable for every 100 years dynasty survived, though I don't know if it's possible to add these on dynasty scope. maybe pass this flag/variable from parent to children? And I don't think it's possible to "lower" cost of a perk, instead you could go for adding 100/200/300/etc exp in some way after a perk is selected? Or making a trait that adds +10/+20/+30% lifestyle exp, this would reach the same effect of getting new perks faster
basically what you want is something very specific, there are no built-in tools to do directly that, and it's completely not related to how my mod is created
do have a question, if you don't mind, about modding for this sort of thing: if i wanted to have/make a mod essentially dynamically check if your family line is alive every 100 years, then lower the total required experience to level a lifestyle (from 1000 to 900, then 900 to 800, etc), would that be doable? in my mind, it's an interesting way to reward the player (and playable AIs) for surviving the game in a single bloodline/household. kind of like genetic memory, allowing for things to be picked up faster. or roleplayed as family secrets or journals teaching how to learn from their mistakes.
so, yeah, long vacation I guess xd
thanks for this mod.
is there any default value you recommend to avoid to be a bit too easy ?
it's been some time since I have been properly modding, so please let me know if everything works fine
so, expect update including that fix in a few minutes :)
I tested it in a game, where i had a couple AI characters that already had some points for other trees.
My test approach was: switching to observer mode, going into their trees and just pumped the speed to maximum since i had a feeling that the Ai might only check every now and then if they can use their points.
And indeed that seems to be the case since as i mentioned they used about 1 perk point per year. So if you want to check yourself you might have to watch a few years to see them using other perk points than their main tree, especially if you set the multiplier for this line rather low. So changing that file willl be enough as long as they get less than 1 point in total per year. I didnt investigate where they are actually assigning the points and probably wont will since for my own purposes the fact that they now use them at all is sufficent.
In each file for the lifestyle trees you will find this code:
if = {
limit = {
can_start_new_lifestyle_tree_trigger = no
}
multiply = 0
}
Which basically tells the AI: If you are not finished with your current tree: Dont start a new one. However that can_start_new_lifestyle_tree_trigger is stupidly simple and does not take into consideration that different lifestyle trees might use diferent perk points.
So as soon as the AI puts 1 point into for example a intrige tree it MUST finish that tree, even if it has unlimited points for stewardship, martial and learning. Which leads to the fact that if an AI starts a tree outside their lifestyle they are pretty much stuck forever.
Maybe 5 perk points per skill point?