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Post by serjaecerysstorm on Jan 13, 2019 23:28:19 GMT
So, I've been playing the newest update, mostly as various members of House Targaryen throughout the history covered by Fire and Blood, and I've noticed something... odd. I first noticed when playing as Daemon in the Rouge Prince bookmark, an unusual number of dragons had died within the first two years (I mean, even one would be odd, but this was like 4-5). And each and every missing dragon was marked as killed in personal combat, by some random Maester. I thought maybe this was supposed to reflect the Grand Maester conspiracy theory, as a cool easter egg that can fire, but loosing that many dragons in a few years was a bit immersion breaking, so I swapped into another file. I loaded up as Aegon son of Aenys in the Faith militant bookmark, well outside of the scope of this theory, and found it hilariously easy to beak Maegor... almost too easy. Then when I looked I discovered that Balerion the black dread had been killed by some acolyte in Oldtown. I'm wondering if this is just some sort of bug, or if this is an intentional thing from the new update, but personally I found it a bit immersion breaking when the strongest Dragon alive got offed by some nobody in Oldtown within months of starting up. If this is a feature, I'm wondering if anyone knows a way to stop if from happening, like a game setting I'm missing or a flag I could remove from a save file to stop the dragons from dropping like flies at the hands of the Maesters? Edit:So after doing some digging in the files, I've discovered an event in the maester_events file detailed as a 'Kill Dragon Mission'. I'm guessing this is part of it, but I'm still unsure of how to disable this event/mission from firing. If anyone knows more about the coding and modding that could suggest a way to disable this mission, or even simply make it alot less likely to fire/succeed that'd be greatly appreciated. As is, I've found that it seems to pop up pretty frequently. Attachments:
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Post by seamist on Jan 14, 2019 0:05:49 GMT
Scroll down to this code section:
#Choose attack option
character_event = { id = maester.82 desc = EVTDESCmaester.82 picture = GFX_tamingdragon border = GFX_event_normal_frame_religion Scroll down further and you'll see a block that says:
after = { random_list = { 20 = { #Success modifier = { factor = 2 OR = { trait = scholar trait = physician trait = herbologist } } The number preceding the = { #Success or = { Fail is the percent chance of that occurring.
Change that to an integer number that matches what you'd like (make sure the sum is 100). I included a full copy paste if you want it with the success chance set to 1%, 5% for the poisoned event, and 94% chance of failure baseline, which is to say the Maester has a 1% chance of successfully killing the dragon, a 5% chance of failing and accidentally poisoning himself in the process, and a 94% chance of failing.
The modifiers mean that if a Maester has 24 or more learning, his chance of success will be around 4.16%. If a Maester has less than 9 learning, he's essentially guaranteed to fail.
after = { random_list = { 1 = { #Success modifier = { factor = 2 OR = { trait = scholar trait = physician trait = herbologist } } modifier = { factor = 1.33 learning = 12 } modifier = { factor = 1.33 learning = 15 } modifier = { factor = 1.33 learning = 18 } modifier = { factor = 1.33 learning = 21 } modifier = { factor = 1.33 learning = 24 } character_event = { id = maester.83 tooltip = TOOLTIPmaester.83 } }
94 = { #Fail modifier = { factor = 1.5 NOT = { learning = 9 } } modifier = { factor = 1.5 NOT = { learning = 5 } } character_event = { id = maester.84 tooltip = TOOLTIPmaester.84 } } 5 = { #Poisoned! modifier = { factor = 1.5 NOT = { learning = 9 } }
modifier = { factor = 1.5 NOT = { learning = 5 } } character_event = { id = maester.85 tooltip = TOOLTIPmaester.85 } } } }
To effectively "disable" the event, set the chance for success to 0 and the chance for failure to 100. It'll have secondary effects, whenever the mission is assigned the recipient will lose some society currency, but they'll never succeed at assassinating dragons. There's probably a more elegant way to disable the mission from being triggered, but I don't have time to look for the trigger for the mission assignment at the moment.
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Post by serjaecerysstorm on Jan 14, 2019 1:24:06 GMT
Thanks so much! I took a look at that, and tried to set the line "ai_chance = { factor = 0 }" to a 90 hoping that'd make it way less likely for them to accept the mission, but this makes more sense to me, so I'll definitely change that! Thanks again!
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Post by tarnish on Jan 16, 2019 19:32:00 GMT
I worry that the addition of the maester society is a bad idea. The game is performance heavy enough, but with every Westerosi count having their own Maester and each Maester having their own missions, that’s potentially hundreds of events firing at once. Instead, I feel like only non-maester dilettantes and Archmaesters should be part of the society.
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Post by rufff1 on Jan 16, 2019 20:40:42 GMT
I worry that the addition of the maester society is a bad idea. The game is performance heavy enough, but with every Westerosi count having their own Maester and each Maester having their own missions, that’s potentially hundreds of events firing at once. Instead, I feel like only non-maester dilettantes and Archmaesters should be part of the society. I agree, also it's worth noting that even if the Grand Maester Conspiracy is true and Marwyn isn't wrong, it would have been a very select number of maesters trying to kill the dragons, with common maester not trusted to not leak what they were up to
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Post by ptolemy on Jan 18, 2019 6:17:21 GMT
Ooh, yeah, this seems like something that could do with some balancing. Maybe crosspost in bug reports and suggestions?
As for the Maesters guild being a bit too much of a performance hog, I think the solution might be to introduce a game rule determining whether or not they were present.
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Post by ptolemy on Jan 18, 2019 7:39:29 GMT
Scroll down to this code section: #Choose attack option
character_event = { id = maester.82 desc = EVTDESCmaester.82 picture = GFX_tamingdragon border = GFX_event_normal_frame_religion Scroll down further and you'll see a block that says: after = { random_list = { 20 = { #Success modifier = { factor = 2 OR = { trait = scholar trait = physician trait = herbologist } } The number preceding the = { #Success or = { Fail is the percent chance of that occurring. Change that to an integer number that matches what you'd like (make sure the sum is 100). I included a full copy paste if you want it with the success chance set to 1%, 5% for the poisoned event, and 94% chance of failure baseline, which is to say the Maester has a 1% chance of successfully killing the dragon, a 5% chance of failing and accidentally poisoning himself in the process, and a 94% chance of failing. The modifiers mean that if a Maester has 24 or more learning, his chance of success will be around 4.16%. If a Maester has less than 9 learning, he's essentially guaranteed to fail. after = { random_list = { 1 = { #Success modifier = { factor = 2 OR = { trait = scholar trait = physician trait = herbologist } } modifier = { factor = 1.33 learning = 12 } modifier = { factor = 1.33 learning = 15 } modifier = { factor = 1.33 learning = 18 } modifier = { factor = 1.33 learning = 21 } modifier = { factor = 1.33 learning = 24 } character_event = { id = maester.83 tooltip = TOOLTIPmaester.83 } }
94 = { #Fail modifier = { factor = 1.5 NOT = { learning = 9 } } modifier = { factor = 1.5 NOT = { learning = 5 } } character_event = { id = maester.84 tooltip = TOOLTIPmaester.84 } } 5 = { #Poisoned! modifier = { factor = 1.5 NOT = { learning = 9 } }
modifier = { factor = 1.5 NOT = { learning = 5 } } character_event = { id = maester.85 tooltip = TOOLTIPmaester.85 } } } }
To effectively "disable" the event, set the chance for success to 0 and the chance for failure to 100. It'll have secondary effects, whenever the mission is assigned the recipient will lose some society currency, but they'll never succeed at assassinating dragons. There's probably a more elegant way to disable the mission from being triggered, but I don't have time to look for the trigger for the mission assignment at the moment. Looking at what you've written for a second time, it really is very impressive. Maybe you should suggest it as a change to the devs? It seems like they could basically just copy and paste your changes for the most part.
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Post by seamist on Jan 18, 2019 17:51:00 GMT
Oh, I didn't write anything. I just tweaked the numbers; the credit for the coding goes to the AGoT team members.
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Post by soulbourne on Jan 20, 2019 18:10:22 GMT
That does explain a lot why before I even finished the conquest 2 of the 3 dragons were slain in combat. I feel a few more gates could do well if it's left included, like maybe requiring the archmaester trait or maybe having 2-3 missions to "innitiate" you before becoming part of the conspiracy, with flags being applied to each step culminating with access to the kill dragon mission.
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Post by knuckey on Jan 25, 2019 18:07:03 GMT
Scroll down to this code section: #Choose attack option
character_event = { id = maester.82 desc = EVTDESCmaester.82 picture = GFX_tamingdragon border = GFX_event_normal_frame_religion Scroll down further and you'll see a block that says: after = { random_list = { 20 = { #Success modifier = { factor = 2 OR = { trait = scholar trait = physician trait = herbologist } } The number preceding the = { #Success or = { Fail is the percent chance of that occurring. Change that to an integer number that matches what you'd like (make sure the sum is 100). I included a full copy paste if you want it with the success chance set to 1%, 5% for the poisoned event, and 94% chance of failure baseline, which is to say the Maester has a 1% chance of successfully killing the dragon, a 5% chance of failing and accidentally poisoning himself in the process, and a 94% chance of failing. The modifiers mean that if a Maester has 24 or more learning, his chance of success will be around 4.16%. If a Maester has less than 9 learning, he's essentially guaranteed to fail. after = { random_list = { 1 = { #Success modifier = { factor = 2 OR = { trait = scholar trait = physician trait = herbologist } } modifier = { factor = 1.33 learning = 12 } modifier = { factor = 1.33 learning = 15 } modifier = { factor = 1.33 learning = 18 } modifier = { factor = 1.33 learning = 21 } modifier = { factor = 1.33 learning = 24 } character_event = { id = maester.83 tooltip = TOOLTIPmaester.83 } }
94 = { #Fail modifier = { factor = 1.5 NOT = { learning = 9 } } modifier = { factor = 1.5 NOT = { learning = 5 } } character_event = { id = maester.84 tooltip = TOOLTIPmaester.84 } } 5 = { #Poisoned! modifier = { factor = 1.5 NOT = { learning = 9 } }
modifier = { factor = 1.5 NOT = { learning = 5 } } character_event = { id = maester.85 tooltip = TOOLTIPmaester.85 } } } }
To effectively "disable" the event, set the chance for success to 0 and the chance for failure to 100. It'll have secondary effects, whenever the mission is assigned the recipient will lose some society currency, but they'll never succeed at assassinating dragons. There's probably a more elegant way to disable the mission from being triggered, but I don't have time to look for the trigger for the mission assignment at the moment. If you look at subsequent events you will find this mission doesnt actually kill dragons, it only adds a modifier. There is some other wierdness not related to this event going on.
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Post by soulbourne on Feb 18, 2019 3:56:50 GMT
This is a necro, but I feel I need to note(And in case anyone else runs a similar mod list) that the mod chivalric orders seems to have been causing several of my issues, since the societies it adds(Which are focused on combat) do not actually gate for dragons(Who knew a completely unrelated if compatable mod would not have very specific tags to prevent dragon silliness), so seems some of my dragon deaths have actually(Presumably) been from society duels-or so I'm thinking after a recent incident. Some of the evidence I'm basing this on is slightly less than solid, but I do know meraxes decided to join the amazon warrior order.
However, since I dont truly know whats going on, and some of the deaths seemed to not be in any society, I'm not gonna say that's the whole story, but it may of been a large part for me. Luckily I think I can fairly easily tweak the society joining rules to fix this, and when I get time to play some more I may be back if I'm still having dragons dropping like flies to denounce my denouncement of my previous claims.
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