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
@neilios9999 I have not run into the behavior you described, but I'm fairly certain it's not from this mod. As stated in the technical section, I only changed one thing in the agent_actions_tables, and nothing in there corresponds to AI selection of spies iirc. Tbh, I don't think that's fixable with DB editing, and I don't know enough about lua editing to say whether that can fix it either.
"when your spy is the faction leader it then turns into a puppet state? And when he is a minisiter/heir a civil war? That would make more sense"
Exactly this. That would be like the whole point with keepng your spy in a top position and the endgame mechanic for a master spy. And it would be super cool if the spy then had a chance to either become your vassal or they have a chance to turn on you if they are stronger than you or equal power wize. I can't believe CA did not implement this as core mechanic.
It would be cool if the chance to either stay loyal as vassal or break relation would depend on personal traits etc.
I am not skilled as a modder myself, but this would be like the best spy mod ever if this was included. And it owuld make Cao Cao and similar playstyles an actual possibility.
I agree that the spy function is really unclear now. Took me a whole llegendary campaign to figure the basic out lol
My mod is Heroes of Three Kingdoms, a mod for record mode, I just want to make this game a more historical one.
I see your future notes are looking for chances of failure in the future. If that isn't possible (based on some other comments about the tables not doing anything), maybe consider making the action costs for those uber actions (like civil war) cost more than is normally available in the pool.
For example civil war could cost 110 out of the normal max of 100. That means to be able to reach it you would need some of the techs or items that add +10 to the max pool. Could be a cool interaction with those items and skills that are usually worthless.
I thought pursue admin and minster appointments were already available? What were they previously limited by?
As for save games, it should be compatible both activating and deactivating during a save, but I only did this once or twice. Not exactly a comprehensive test suite, so please let me know if this is not the case for you.