Crusader Kings III

Crusader Kings III

Random Invasions
37 Comments
bosco8179 13 Mar @ 8:49pm 
Update?
Altoninus 28 Sep, 2024 @ 1:54pm 
@Ramuné Honestly don't like the base game implementation so I will most likely disable it and continue using this mod. Also, I don't know if you've already been asked this but, would it be possible to maybe make some random invaders go for kingdoms instead of empires?
Ramuné  [author] 25 Sep, 2024 @ 9:39am 
@blazeknave It just means that Paradox has added their own implementation of the mod into the base game. So depending on which implemention you like the most, this mod might no longer be interesting to you.
blazeknave 25 Sep, 2024 @ 5:47am 
Part of base game now?
Crimson ReapeR 7 Aug, 2024 @ 4:50am 
yeah im not even gonna try that im gonna end up breaking stuff, ill just disable mod for now
Crimson ReapeR 7 Aug, 2024 @ 4:38am 
wow thats complicated thought id just be able to open some folder and change some words around
Crimson ReapeR 7 Aug, 2024 @ 4:14am 
thx, i understand ive never done anything to change a game or mod like that before but ill see if i can
Ramuné  [author] 6 Aug, 2024 @ 1:16pm 
@Décimo Thanks for the report, but I don't cross test my mods with third party mods in mind.

@bosco8179 How high would you want to go?

@gengisares @Crimson I looked into it a little bit and the culprit seems to be the defined geographical region "randominvasions_world_region". You can replace the entire duchies = { ... } entry with regions = { ... } and within it add whichever region your total conversion mod has assigned as their world region.
Perhaps there is a better way I could deal with total conversions, but that is not a priority for me at the moment.
Crimson ReapeR 6 Aug, 2024 @ 8:15am 
dont think this work with ek2 as the AI become invaders but never use the invasion cb :[
gengisares 5 Jul, 2024 @ 9:34am 
does this mod work with total conversion mods like after the end?
SKIBIDI_RIZZLER123 19 Jun, 2024 @ 4:29am 
work with saves?
bosco8179 6 May, 2024 @ 1:55am 
how to enable game rules of higher then 25% Spawn rate
Décimo 30 Apr, 2024 @ 2:40pm 
There's a mod conflict between the COW3 mod and the Random Invasions mod. The problem occurs when the decision to build an special building appears whenever a burge is ended. I reported this alredy to Valaddar.
Toilet 30 Mar, 2024 @ 4:59pm 
you sir, are absolute gem
gunndigs 12 Feb, 2024 @ 5:34pm 
Will this mod work with total conversion worlds, like After the End?
Ed Balls 23 Jan, 2024 @ 1:11pm 
i see, thanks for the explanation
Ramuné  [author] 23 Jan, 2024 @ 10:58am 
@Neonmeatdream That value only applies to levy reinforcements which are spawned through use of the casus belli. It does not affect the initial amount of troops they receive.
Ed Balls 23 Jan, 2024 @ 9:29am 
"Off / Landless Only" option doesn't work, landed dudes will still get massive armies if they get selected
Ramuné  [author] 26 Dec, 2023 @ 12:30am 
@Alchemist5588 That's... odd? I just checked both instances of "INVADER_TARGET_TITLE_TIER" in script and they are both defined as kingdoms. Non-scripted wars may only target kingdoms as well.
Krement 25 Dec, 2023 @ 11:46pm 
Well, i saw they invade empires, strange
Ramuné  [author] 25 Dec, 2023 @ 2:20pm 
@lmeow Thanks for the suggestion, I'll consider it when I work on the mod the next time.

@Alchemist5588 They only conquer kingdoms.
Krement 25 Dec, 2023 @ 1:00pm 
Will the invaders only invade for empire or it can on kingdom too?
ay lmeow 7 Dec, 2023 @ 1:58pm 
If you could add a gamerule so that you can pick the maximum realm size a random invader event could trigger on that would be awesome! I like watching duchies and counts explosively expanding with 'fated' armies

00_basic_values.txt already has realm sizes you could work off of :)
Ramuné  [author] 18 Nov, 2023 @ 10:32am 
@nakaz101 That decision was made so that their realm wouldn't break apart after every succession.

@El Chapo, @The_Shrike I'm currently taking a closer look at the mod. Previous rough testing runs went fine though.

@Luigi_ I'll look into it!
The_Shrike 18 Nov, 2023 @ 7:36am 
Are there plans to update the mod? I personally prefer it to HI
Luigi_ 12 Nov, 2023 @ 11:18am 
think it broke i have invasions on every 5 years and havent got a pop up for it in like 40-50 years
El Chapo 11 Nov, 2023 @ 8:30am 
does it need updating or is it still functional?
nakaz101 10 Nov, 2023 @ 1:55pm 
Awesome mod love the Historic mod as well! Have you considered lowering the Random conquest NPC picked to Kingdom tiers instead of Empires? Or would that be possible with the game rule options? Besides that, probably one of the best mods that add in so much flavor and works very well with the 700 bookmark mod.
Ramuné  [author] 17 Oct, 2023 @ 5:54am 
@chevisbarros They work in parallel.
chevisbarros 11 Oct, 2023 @ 9:01pm 
does this mod work with historic invasions or do they conflict?
Ramuné  [author] 8 Sep, 2023 @ 11:25am 
@猪尼娜 It's a completely new entry, other mods won't influence or affect that. Did you make sure to start your game in debug mode? Then right click on a ruler.
chemiker07 8 Sep, 2023 @ 11:09am 
I'm doing exactly this and there seems to be nothing I need on the list. Could it be due to compatibility issues or sth?
Ramuné  [author] 8 Sep, 2023 @ 11:05am 
@猪尼娜 Right click on a character to view the interaction window while the game is in debug mode.
chemiker07 8 Sep, 2023 @ 10:39am 
How do you make a character an invader via debug interaction, I just can't seem to find it
Ramuné  [author] 30 Aug, 2023 @ 11:51am 
@Taken Vandal There is a grace period after game start that stops invaders from appearing. The yearly chance for one to appear starts at 1% and gradually goes up to 5% after less than 100 years have passed.
Iron Tiger 30 Aug, 2023 @ 11:06am 
What are the odds of a ruler getting selected?
blazeknave 14 Aug, 2023 @ 8:16pm 
I went full ant farm last night and went into debug and activated all invasions.. wish this was running too :D