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
About the coding, there are two different random lists for each skill level, one that is triggered with the Easy Mode enabled, and the normal one. They have different outcomes and I believe they're both located at "00_ckas_diplomatic_actions.txt". Your case was coded, as the condition used is "dip = x", which checks if the ruler has at least x diplomatic skill. Your ruler will have the outcomes of someone that doesn't even have "dip = 1", so what you will find in the file is "NOT = { dip = 1 } ".
Atlas [Autor] Vor 3 Stunden
@mb1095 It's ok, english isn't my first language too. Also, I really appreciate that you are trying to help me to improve my mod, so there's no need to apologies.
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."
(just it is clear what i am answering to :D )
@oder for "easy_mode": Im very very sure its wrong.
@money: There could be a option to chose how much money one will pay. The paid money would stand for the probability of the event of being betrayed. Would need some coding though.
PS: I cant/dont want to promise, but if you want, i can look if i can do another location for this mod.