|
Post by LancelotLoire on Jan 16, 2019 13:15:15 GMT
Wellp I've managed to fix the portrait stuff I've been working on and big news, I've made it a lot more compatible with other mods yay. Unless the culture is Dornish, Dothraki, Freefolk, Ghiscari, Shadowlander or Valyrian lol. Actually most of those are just doing repairs to vanilla bugs with those cultures (Dothraki, Ghiscari, Shadowlander)... (The forehead ears were really annoying me). I've yet to start on the events/decisions. And I've yet to start tweaking/transferring the improved genetic file. Also as a bit of a downside, my Notepad++ for some reason the compare tool doesn't want to work correctly and is deleting closing } brackets. That's what happened in the last update for the bugs. It was deleting a bracket or two when I transfer stuff over. Like if it's a missing line if I enter ANYTHING onto that line on the new file it gets deleted so am having to go through manually and do changes. Luckily though I can just search for certain key words to speed the process up. But am at my limit for the night. I didn't sleep well yesterday and am about half an hour from sleep
|
|
|
Post by crimson7 on Jan 16, 2019 13:31:27 GMT
Right, so intelligence is modeled after polygenic inheritance (not entirely biologically accurate, but works well lol.) As are height, attractiveness, and strength. (The other traits, deformities, are activated through recessive allele pairs, aabb so on, which uses a slightly different model.) So if you are using 3 allele pairs, then you have 7 levels depending on the number of dominant alleles. So.. yeah I do think fitting 12 traits into the 7 levels will be.. difficult. I'm using 6 (+1 for none.) I think 8 would be fine. 12 is probably too much. My intention for adding a tier to each trait group was so that the player could better see the system in action. Marrying two geniuses would often result in a non-quick or non-genius child, and for balance reasons I could not change the occurrence of quick and genius. Hence I added bright, so the player could still get feedback that yeah, the child still has the genius genes. More levels would reflect this even better. But 12 levels would mean you would have to fit that in the 7 gene possibilities. Definitely doable, but you'll end up having to use random lists to determine whether someone is genius level 2 or level 1 (for example). So ultimately its just a random choice between the two, and not really dependent on genes. You could add another allele pair. Not only would that mean you could fit in your 12 traits, it would make the inheritance system last another several generations. However, you would have to code a lot more so I would not advise it. So yeah, my advice is just use 8 levels. I mean, the standard deviation used for IQ scores is 15 points, and 160+ IQ is basically the highest reliably measured point anyway and is 1/30,000 rarity. (not that IQ = intelligence, but the distribution is probably similar.)
|
|
|
Post by crimson7 on Jan 16, 2019 13:44:11 GMT
Oh am planning on incorporating, although it's more taking a wrench to improved genetics and tweaking it a bit to fit a little better. I am considering dropping a tier from quick/genius/slow/imbecile though. Because right now it's genius_2, genius_1, genius, quick_2, quick_1, quick, nil, slow, slow_1, slow_2, imbecile, imbecile_1, imbecile_2. So it'd be 4 positive 4 negative instead of 6. Which would still be 1 higher than the 3 of everything else. The highest tiers of traits are supposed to be exceptionally rare cases like say Helen of Troy, Alexander the Great, Julius Caesar, Xi Shi, Wang Zhaojun, Diaochan,Yang Guifei. I would advise dropping only the middle portion of the outliers only, meaning the genius_1 and imbecile_1. I say this because, in my opinion, as the (awesome) "Brilliant" trait *should* be THE rarest of traits anyway, as well as total Hodor symptoms imbecile trait; to remove the middle genius_1 and imbecile_1 would already add to the possibility of removing its % chance occurrence and distributing that to the other "middle tiered" possibilities. Lesser % chance of anyone having "Brilliant" or "Imbecile" and still maintain a bigger % chance of them having "Normal" trait, but also adding exclusivity to that PEAKEST of traits that is "Imbecile". To promote this using the genetics system as proposed by Crimson9 could be done by reverse-modelling I believe; you choose the kind of occurrence distribution you'd like, and prepare the number of the traits' dominant/recessive pairing codes (we call these alleles - the pair of which produce the trait that basically corresponds to a gene) to match each tier's percentage chance of occurrence. And this, I believe, means some, if not each (lotta trouble to do), of the traits could have more than a pair of alleles providing a few deeper interconnections - Brilliant/Imbecile and Immaculate/Hideous, for instance, requiring 2 pairs of dominance and that the other extreme isn't also dominant, to produce the trait . This is where layman notions of co-dominance and incomplete dominance could work, for example: - The occurrence of dominance of Genius_2 (AABB) and dominance of (Hodor) imbecile_2 (WWZZ) in the same character could nullify and produce a "normal" (NN) kid - no special trait. Meaning there's a middle-ground (middle ground here meaning absence of trait) achieved by the coexistence of dominances. - Another thing like dominant [genius_2] + dominant [ANY dumb-spectrum gene] = NO chance of getting "Brilliant" for instance would be possible and, in my opinion, logical... and still provide a chance to get either end of all other traits = [AABB ] AND [slow_1 code - single pair TT ] = AABB annulled but still allow single paired dominances of GOOD spectrum to occur. Anyway, I'm hyped to test out what you come up with (: This is interesting. There aren't really any interconnections in Improved Genetics. The reason for this is that I, despite having some background in biology, don't have enough knowledge in the field to determine which traits correlate with which others. And therefore, producing a more complex interconnected string of genes was not really possible. Adding it is not difficult. I should note. Implementing this into the system is as simple as changing a single allele pair in two traits. Its just the research that would take some time.
|
|
|
Post by roundrobin on Jan 16, 2019 15:00:07 GMT
Wellp I've managed to fix the portrait stuff I've been working on and big news, I've made it a lot more compatible with other mods yay. Unless the culture is Dornish, Dothraki, Freefolk, Ghiscari, Shadowlander or Valyrian lol. Actually most of those are just doing repairs to vanilla bugs with those cultures (Dothraki, Ghiscari, Shadowlander)... (The forehead ears were really annoying me). I've yet to start on the events/decisions. And I've yet to start tweaking/transferring the improved genetic file. Also as a bit of a downside, my Notepad++ for some reason the compare tool doesn't want to work correctly and is deleting closing } brackets. That's what happened in the last update for the bugs. It was deleting a bracket or two when I transfer stuff over. Like if it's a missing line if I enter ANYTHING onto that line on the new file it gets deleted so am having to go through manually and do changes. Luckily though I can just search for certain key words to speed the process up. But am at my limit for the night. I didn't sleep well yesterday and am about half an hour from sleep Use WinMerge for better Compare functionality
|
|
joca
Member
Posts: 29
|
Post by joca on Jan 16, 2019 15:32:55 GMT
I have knowledge in the field if there's something more you'd like to ask. AND researching a bit about any issue if it escapes my immediate knowledge won't exactly be counted as me getting too distracted to try and explain something, i.e. doesn't necessarily count as procrastinating other stuff xD
However, the interconections may not be an issue with how you produced the mod or how LancelotLoire can approach it; the interconnections would be more convoluted in adding situations where stuff like "brawny" would be an outcome for something like having a good "physical" parameter even though you don't have a dominance dna set for these.
Using this example, having AA for [Strong-af]; aa for [weak], Aa's result would be [not strong but not weak either], where you could add the exception that it CAN BECOME [brawny]. This, however was not what I was saying, even though it would be interesting. (I believe Paradox added all those in to "allow" players to strive for something outside the play_eugenics_game_to_get traits that provides similar bonuses.)
Using the systems you already placed, through programming alone, I believe it is already possible to create those connections. Because we already have the possible "correlation" in traits, "attractiveness" (subjective as it is), "intellect", "physical robustness" being the main ones at work for the purposes of this. "Voice", and such likes would be the hardest ones to interconnect with others but it is possible although I don't find there's necessarily a direct interaction. A strong person may have a pleasing voice, and a weaker person can still have a booming voice. The possibility that eunuchs got a %chanceG of gaining a trait of high-pitched voice / lose powerfull associated voices traits would totally add to the immersion of the game.
All in all I think it may be possible to do in as "simple" as creating IF and THEN strings, though. Like (I'm the equivalent to a programming-Hodor, no sufficient knowledge here, so pardon me if I'm saying this is easy to do and it is actually a lot of hard work - most likely that it is): IF [character has total idiocy ingrained has_intelect_dna total_recessive], THEN [character can't be counted as the sharpest mind ever produced since Einstein] NEVER [has_trait genius_2]. It still can have an Olive Oil constitution though...
P.S.: Your applied-mathematics for this stuff seems way better than mine anyway!
|
|
|
Post by ahutch12 on Jan 17, 2019 19:56:34 GMT
when can we expect the update
|
|
|
Post by LancelotLoire on Jan 18, 2019 12:01:58 GMT
@ahutch: I dunno maybe this weekend, maybe longer. It depends. I've only got events left to do right now. But I haven't been sleeping well and am especially beat from work tonight. I also haven't even touched the Improved Genetics event yet at all which am saving it for last. I may work and release the old original style first and then work on that and release it later to speed the process up. I dunno, it'll depend how am feeling this weekend. I'm guessing some time saturday/sunday. I'm Pacific time zone btw so UTC -8 all: There are a few methods I am thinking of for cultural styled congenital traits Option A: Change the recruitment of very new officers to have the AABBCC flags that are more prevalent for certain traits. So like High/West Valyrian recruits would have better on FAIR and randomized for the others. Option B: cultural_congenital_trait_chance_effect. Tweak the effect so it takes into account this new system, and force the changes to alleles through this. Option C: Tweak the method of allele inheritance for certain graphical cultures. I think all methods would be appropriate but I think option A may be best. Brindle: Lean more towards strong, tall, ugly and dumb. Lengi/Sarnori: Lean more towards tall. Naathi: Lean more towards fair and smart. High Valyrian/Lysene: Lean more towards fair. Ibbenese: Lean more towards stocky and ugly. For Mantarys I think a more important question is do we want to actually make tweaks to the alleles or do we want to force the mutation/defects no matter what their alleles are?
|
|
|
Post by die55542 on Jan 18, 2019 12:18:36 GMT
@ahutch: I dunno maybe this weekend, maybe longer. It depends. I've only got events left to do right now. But I haven't been sleeping well and am especially beat from work tonight. I also haven't even touched the Improved Genetics event yet at all which am saving it for last. I may work and release the old original style first and then work on that and release it later to speed the process up. I dunno, it'll depend how am feeling this weekend. I'm guessing some time saturday/sunday. I'm Pacific time zone btw so UTC -8 all: There are a few methods I am thinking of for cultural styled congenital traits Option A: Change the recruitment of very new officers to have the AABBCC flags that are more prevalent for certain traits. So like High/West Valyrian recruits would have better on FAIR and randomized for the others. Option B: cultural_congenital_trait_chance_effect. Tweak the effect so it takes into account this new system, and force the changes to alleles through this. Option C: Tweak the method of allele inheritance for certain graphical cultures. I think all methods would be appropriate but I think option A may be best. Brindle: Lean more towards strong, tall, ugly and dumb. Lengi/Sarnori: Lean more towards tall. Naathi: Lean more towards fair and smart. High Valyrian/Lysene: Lean more towards fair. Ibbenese: Lean more towards stocky and ugly. For Mantarys I think a more important question is do we want to actually make tweaks to the alleles or do we want to force the mutation/defects no matter what their alleles are? I always seem to check this right when you respond haha. Feels like I'm doing the same thing as I did with the Holy Fury update. I really appreciate you working on this. It means a lot to players like me and I honestly would feel very lacking without this submod. I'm holding off on playing until it is done because it's just too important to me. Thanks for your hard work.
|
|
aconda
Modder (CK2)
Posts: 376
|
Post by aconda on Jan 18, 2019 14:34:09 GMT
Yes, thanks so much for all the work you put in Congenital Overhaul. This last v1.8 update was fun so far.
Reclaiming land event seems obsolete in this version, perhaps because with a proper setup of the files the event isn't really needed so.
Bloodlines turned out alot more interesting as first expected. It really is a fun system, adding alot of achievements to the game. So yes, the first few "vanilla ish" gameplays were fun,but they just aren't complete without your mod. Did manage to get the Draces back in though.... so that was fun, just not with their original sigils.
|
|
|
Post by LancelotLoire on Jan 19, 2019 14:17:46 GMT
So it's 6am and time for bed basically, but gonna take a quick minute for an update Like 99.99999999% of event files are completed. 2 remain unedited... valyrian_steel_events.txt birth_events.txt valyrian_steel_event I need to rewrite the reforging stuff which won't take long. They changed the style format of a couple things so just need to do a couple tweaks to the stuff from CO to fit and squeeze in. birth_events is a bit more difficult as I haven't fully decided what kind of changes to do it if any. Maybe put allele requirements for certain trait changes that can take place in it's scripts. There are also 89 other event files that need a quick cruise through to see if they've changed/modified them so that I need to touch them, do a quick peruse to check if other files have had changes that need to get a little bit of touch ups... Update a few of the history files (IE: Tyrion into dwarf_2 and make sure siblings get the update to hate dwarf_2 sibling instead of dwarf.. Very minor stuff). And then get improved genetics tweaked for CO + a couple other minor things. As another bit of an update, I need to do a little bit of work on my car tomorrow. I thought I had fixed the leak causing water to get into my trunk but apparently not so I gotta see if I can fix that (If the water level gets too high, if I brake it goes through my back seat and soaks my rear floor GGRRRRRRR). ANNND my eldest cat who is a few months away from 19-20 is going in for a check up and depending on what the vet says may be needing to say goodbye to him. If that happens I'll be skipping the improved genetics for later because I'm already a little bit emotional over the idea already (Got him as a month old kitten).
|
|
joca
Member
Posts: 29
|
Post by joca on Jan 19, 2019 14:41:08 GMT
As another bit of an update, I need to do a little bit of work on my car tomorrow. I thought I had fixed the leak causing water to get into my trunk but apparently not so I gotta see if I can fix that (If the water level gets too high, if I brake it goes through my back seat and soaks my rear floor GGRRRRRRR). ANNND my eldest cat who is a few months away from 19-20 is going in for a check up and depending on what the vet says may be needing to say goodbye to him. If that happens I'll be skipping the improved genetics for later because I'm already a little bit emotional over the idea already (Got him as a month old kitten). Holy crap mate :s That's a very "Garfield" age to achieve for a real cat Just take care of your IRL things and then you can worry about this...
|
|
|
Post by die55542 on Jan 19, 2019 16:37:49 GMT
Damn dude sorry about your cat. What is their name? 20 years is very commendable and knowing the love you probably have for them, it's been a very luxurious life. Regardless, you take care of your real life stuff first and let us know what happens, thanks dude.
|
|
|
Post by crimson7 on Jan 19, 2019 22:03:52 GMT
If you like, I can just tailor the Improved Genetics events file for this mod.
Not sure if I'll be able to work on your schedule though, since I have my GRE in a week.
Regardless, if you need help I'm reading this topic once a day at least.
> Option A: Change the recruitment of very new officers to have the AABBCC flags that are more prevalent for certain traits. So like High/West Valyrian recruits would have better on FAIR and randomized for the others. > Option B: cultural_congenital_trait_chance_effect. Tweak the effect so it takes into account this new system, and force the changes to alleles through this. > Option C: Tweak the method of allele inheritance for certain graphical cultures.
What do you mean by very new officers?
My earlier solution (just edit the startup characters) will not work on generated characters so that is a big consideration. But for generated characters, what I do is assign genes on the birth of their first child. So an additional conditional block can be added that first checks their culture and gives them big buffs or nerfs to the related genetic string if they are a particular culture.
But maybe the second solution is better? Just change the genotype to phenotype conversion for other cultures? So for example if someone is Lysene, they might have a 50% chance to get fair if they are AABbCc rather than the 20% chance people normally get.
Tweaking allele inheritance will take a lot longer than that. As in, a lot more coding!
|
|
|
Post by LancelotLoire on Jan 19, 2019 23:26:55 GMT
crimson: Ah sorry, the "recruitment of very new officers" I meant to say "Employ a new courtier". For example... if = { limit = { culture = stone_dornish } random_list = { 1 = { dynasty = 209001 } 1 = { dynasty = 209004 } 1 = { dynasty = 209010 } 1 = { dynasty = 209015 } 1 = { dynasty = 209036 } 1 = { dynasty = 209037 } 1 = { dynasty = 209038 } 1 = { dynasty = 209039 } 1 = { dynasty = 209040 } 1 = { dynasty = 209041 } 1 = { dynasty = 209042 } 1 = { dynasty = 209043 } 1 = { dynasty = 209044 } 1 = { dynasty = 209045 } } } That's part of the event already, so just add in some new bits of if graphical culture high valyrian with a random list point towards alleles Of 3+ or 4+ only. This would be the option A method. Only effecting new courtiers. Option B is basically pretty similar to option A... In fact combining the two actually might be the better option. If you're up for tailoring it that'd be awesome! Can always do a normal release now (or at least in a few hours when the rest of the events are updated) and then provide an update later for improved genetics. I've released a version "a" a few times in the past to bring in new stuff that wasn't ready yet. Almost had to do that for the valyrian steal artifacts... Which I mean I think people maybe would've gotten a kick out of the badly made paint artifacts I would have included as placeholders lol. Appearance fair_2, fair_1, fair, nil, ugly, ugly_1, ugly_2 Intelligence genius_1, genius, quick_1, quick, nil, slow, slow_1, imbecile, imbecile_1 Flexibility/Energy agile_2, agile_1, agile, nil, lazy, lazy_1, lazy_2 Strength strong_2, strong_1, strong, nil, weak, weak_1, weak_2 Height tall_2, tall_1, tall, nil, dwarf, dwarf_1, dwarf_2 Fertility fertile_2, fertile_1, fertile, nil, infertile, infertile_1, infertile_2 The vocal based things... melodious_voice_2, melodious_voice_1, melodious_voice, nil powerful_voice_2, powerful_voice_1, powerful_voice, nil calm_voice_2, calm_voice_1, calm_voice, nil stutter_2, stutter_1, stutter, nil lisp_2, lisp_1, lisp, nil mute Vocal based stuff I've got a bit of an ambitious idea... So using the same allele voc_AABBCC (for example) on all. 6 alleles (30% for calm_voice) (15% for calm_voice_1) (5% for calm_voice_2), 5 alleles (20% for calm_voice), (5% for calm_voice_1) then jump to 1 allele (20% for stutter), (5% for stutter_1) and no allele (30% for stutter), (15% for stutter_1), (5% for stutter_2). If character has fair/fair_1/fair_2 then they can get melodious_voice. If character has strong/strong_1/strong_2 then they can get powerful_voice. If character has none of the fair/strong then they can get calm_voice. Maybe tie stutter or lisp into the intelligence based traits (slow/slow_1/imbecile/imbecile_1)... And if a character has "mute" then they have a 0% chance of any voice traits. die55542: His name is or should say was Stripe. Just got a phone call about 10 minutes ago saying that it's time I'm functional but my eyes have been leaking at random.
|
|
|
Post by rufff1 on Jan 19, 2019 23:53:05 GMT
Really sorry to hear that
|
|