Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem






Error: add_opinion effect [ Leyla 富达勒希 of c_fudalhi (Internal ID 55460) is trying to add an opinion of themself ]
Script location: file: common/scripted_effects/00_marriage_interaction_effects_new_mod.txt line: 33 (marriage_interaction_on_accept_effect)
file: common/character_interactions/00_marriage_interactions.txt line: 671 (arrange_marriage_interaction:on_accept)
1,Compared to the original version, proposing an alliance is too easy
2. There should be a mechanism for canceling alliances: alliances can be reviewed every 5 years and can be cancelled to a certain extent
What comes to your last comment the actions you saw are actually some base game mechanisms and this mod doesn't (shouldn't) effect on that. Just for curiosity I replicated what you described without using any mods and it worked same way. Also, he would not have joined you againts his spouse because there is a significant "will not fight spouse" penalty.
Thanks for your comments.
Sure, I can update the mod so that the player can break proposed alliance without the opinion number restriction. I will keep the AI behavior as it is for now. Lets see if we get other comments later on. I will release the update in the coming days.
This mod actually doesn't remove the alliance created between the spouses because based on my tests the core game mechanisms requires this. I did some tests without it, but it just made a huge mess (or I didn't code it right...) and I left as it is. There will be "Too many alliances" -penalty if spouses are both landed (alliance between spouses comes active) and if there is also one other alliance active (two active alliances in total). The penalty hits pretty hard after two alliances because the idea of this mod is also to make the game a bit harder and thus prevent player from creating too many alliances. This penalty can be adjusted if people think it is too harsh.
Now I wonder if I could have had him join me against his wife by calling him to war before she did.
Roleplayers will roleplay and powergamers will powergame regardless.