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I inspected the data pack and it has 10 changes that change the effect_keys this mod alters, which might have caused your issue, although nothing that would have plummeted success rates to 5%....
Not really sure if there's a solution - I'll have a think :)
Here is my mod-collection too, maybe you find a mod, which sounds like it could conflict.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=915834313
Can you recall what faction / class these agents were? Possible something slipped through the cracks but I thought I'd been pretty thorough.
Keep up the good work :)
Might it be possible to simply cause a critical failure to any agent who tries to assassinate a lord, and maybe just a failure if they try to assassinate a player agent? Even allowing a critically successful assassination if a lord is attacked without an army!?!
great mod :D
This mod gives you a fighting chance while keeping things fair enough, and without doing away with any intended gameplay mechanics. I give it a solid +1 for being so nonintrusive yet effective, and will not be unsubscribing any time soon. I highly recommend it, if any of that appeals to you.
IMO you're on the right track as to the way to fix this problem--by giving the player a fighting chance. The problem is that there is some internal cheating going on within the game engine even beyond what you're addressing. Low-level AI agents succeed on their actions at a ridiculously high rate, whereas player actions even with this mod still have a frustratingly low chance. Again, this is at Legendary, I can't speak for the other difficulties.
The problem is that the chance displayed on the tool tip is clearly not indicative of what the odds truly are. Maybe 16 attempts is too small a sample size, but the odds of failing even 5 in a row at 20% is .0028. Failing 16 in a row is infinitestimal. Whether your mod is active or not, there clearly is a disconnect within the game. It's a frequently reported problem.
Thank you for the response, BTW.
In practice, however, the fundamental problem still seems to exist. The percentages displayed on agent actions bear very little resemblance to reality. I just got a grudge to assassinate a Greekskin character and had 16 attempts at odds between 16% and 38% and failed every single one of them, including 4 critical failures. With this mod. This is on Legendary, I cannot speak for whether it's easier on lower difficulties.
So I tip my cap to the mod's author for trying. But I will very grudgingly now install the mod that disables aggressive AI actions entirely. It's still not going improve the chances of my own agents, but it will help remove some of the insane levels of frustration in this game involving agents.
Yeah.... that sucked.
@cwake - Mod is now fully compatible with Molay's magic, unless he does something weird to his data packs.
I'm not sure how it works regarding how the game loads mods, such as if we make yours higher priority, it would override his vanilla attributes, or whether it simply loads the highest priority mod and ignores the other completely. I've posted a comment on his mod page, in the hopes he can remove them (as he doesn't edit any) so both of these mods can work together.
However bear in mind anyone editing that file to make changes to any of the passives will likely leave the success chances there (as I assume it's a pain to remove all of them). For any users, if you cannot get this mod to work, that is likely why.