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Adding a random childhoot trait based on their existing adult education trait seems like a good idea.Or could simplify even more and add for the character's highest stat.
A bit of this and that that I can't recall right off my head; "some enable" generally includes things that make AI more 'competent' like higher chance to undo corruption that lowered their holdings' control. If you're interested, I will compile a list and put it in Rule Mechanics
As for the performance question, I've experienced no noticeable difference. The mod replaces the vanilla trait, so the exp bar will be there even with the game-rule disabled, it just won't ever progress. I definitely can add them to adult characters but I have not think of a way to assign them without proper historical expertise. I have thought to give them at random, depending on their education. If you have a idea, feel free to let me know :)
I like the tiered childhood education trait: are there any performance impacts of adding it to everyone? Would you be able to also apply it to existing adult characters on game start?
You should live longer but if you don't keep stress down, drinks a lot of alcohol, have no relationships, and is lone survivor in a big but dead family, you'll die much quicker.
@ck3user7748, no I was not aware, thanks for letting me know
Poor health around 45
I change focus to medicine to live a few more years
Skull icon after 3-5 years ~50
Death within a year or two ~52
So actually I had noticed this issue some months ago but I let it pass cause it actually made the games fun and historically accurate to died in mid-forties early 50s.
I stopped playing for some months and returned now with 1.18.
The issue continued as before, it is still fun and not that game breaking but is a bit annoying when you have everyone you play as getting the "- Aged" modifier in the little heart icon when they are only around 45.
I don't think this character even got to second stress level, and looked healthy, not obese nor malnourished
If you even want your character to reach 55 you have to have the medicine focus and some good health modifiers.
I hope you can fixe it, I would love to turn Decline of Health on again, I love the illness progression detail, it's so cool and realistic
Is it always at age 50? Post your QOL rules set and I'll investigate, thank you for the report
Sorry for the very late response, the rule's mechanics never explicitly kill a character, only degrade their health. As to why notification didn't pop for you, I have no answer :(
Thank you for the support!
And to answer your question, that covers all grounds, I believe. Note that ambitious or arrogant character can't abdicate through this interaction(well, it wouldn't make sense they would do so willingly).
Would it be possible to add a regulation increasing the number of possible personal schemes?
I like this mod so much that I made a Japanese translation mod!
Thanks again!
JapaneseTranslationMOD
https://steamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3432721964
(I can't use the abdication system in my environment, is there any requirement other than co-monarch for character age, personality, and a good successor?
None: No change.
Player: Player armies will slow down within a month from when a siege starts, making it harder to move away.
All: All armies will slow down within a month from when a siege starts, making it harder to move away.
Can you also add an option of "Raiding Slows Down Army"...getting tired of chasing those bastards
The code definitely works, good job on the task! I'll be updating the mod soon as I can.
Here's the fixed mr_QOL_health_on_actions.txt https://pastebin.com/FveLaeDW
Some added conditions under illness_progression may be redundant since dragons never get illnesses, so you can remove those if you implement the changes in the base mod.
I use your mod as an alternative to Dark Age, which is currently extremely broken when paired with AGOT.
Thanks for the response! From what I've told in the CK AGOT Discord, there needs to be a trigger to exempt any character with the "dragon" trait from being given negative health modifiers from the mod. Similar to how Population Control added exceptions to those with the "dragon" trait. I was also warned that the mod might kill the ruins character although it appears unaffected by the gamerule in my testing.
This would have to be done in the on_action txt files and I tried to do it myself but I genuinely have 0 knowledge in CK3 mod code and how or where to add trait exceptions.
That is wholeheartedly not what the game rule was mean to do, and I would happily help with the case if there is anyway to distinguish a dragon(or any long living character) from other characters. Maybe an internal flag, variable, or special trait?
Sorry I can't do more, but time is - most unfortunately - a finite resource.
You mean play as holy order? You can't.
You can make a mod for it if you really want to, but it would be bland without flavor(I'm not even sure what you can do in this state of game).
Since both mods modifies the same script, I've not found a way to make it work without a patch; you can try making a patch-mod to override both mods containing only the conflicting scripts and load it after both mods(very important). Then, the two mods should work fine together, but if that is too complicated, feel free to go into the mod folder of this mod and delete the conflicting script and simply disable the game-rule for knight or just make a private copy of this mod for yourself :)
I've totally forgot the new DLC allows adventure to basically fit anyone from anywhere. This was meant to be for landed rulers only. I'll make a quick fix of that.