These events are happening too often for me. In the beginning it was about once every 10 turns but at the moment (second vilage, about 1000 turns played) I have every round at least one new request, resulting in my vilages and camps being spammed by new people (have already about 25 new scavengers alone and 15 slavs). This doesn't feel very balanced. Is there a way to change that? Or is my game just broken?
I find it very odd that these occured that often, they have the same chance to occur as any other event that occurs at villages. Did you change something yourself? Because you mentioned your camps gaining people from these events and these attraction events don't occur at camps, only villages.
Lately I had a similar issue with some game events as well... like some animals attacking or the rich guy who was trapped and needed rescue... Had them for at least 5 times in a playthrough with less than 100 turns now. So I'm not sure it is related to your mod or to the game itself.
I will keep you posted if I find out anything.
About the camps: You are right, your events only occur in villages. I mistakened it with camps because in said playthrough I had a group of more than 120 characters which I divided in more than 5 groups - hence some confusion happened.
By the way: I changed the FMO_SetTurnTags now to much higher numbers to have these events not occur that often. With numbers of 200 (Slavyan, Scavenger), 275 (Lightbringer, Forest Demon), 300 (Alpha Clan, Night Demon, Water Demon, Ice Demon, Pirate Orcs, Unliving), 325 (Shadowkin, Earthbound), 350 (Woodland Kin, Shadowkin) and 400 (Spirit talker, Stingers) turns they now turn up more or less well balanced and my villages are not overrun by people wanting to join me anymore.
I have to report a bug: When using the Xeno's Attraction Pirates, the game will not use it properly but instead always throw a bug error. Considering the games Log it turns out that there is a variable called "TAG-LOYALTY_HUMAN_PIRATES" is missing. Is this a bug? Or does this mod rely on another mod to function properly?
Sorry for the slow reply. Turns out Nexus Mods doesn't like responses with code in them and I didn't realize it.
You can look for each faction loyalty line by looking for LOYALTY and changing its parameter number from 75 to 100
To change the chance of the event triggering search for FRA_Chance and change its parameter number from 7 to a number between 1-99 to set its chance of activating when the event can activate.
You can also look for FMO_SetTurnTag and change its parameter number from 20 to whatever you feel is best. This is the amount of time between the events being allowed to potentially trigger again.
I just got into Thea 2 this past week and have gotten the hang of it pretty well. I downloaded this mod a few days ago, and i've had a village for a few hundred turns now and i have yet to see anything from this mod happen. is that normal? should i have started a new game? i know the info says i don't have to but like i said i haven't seen anything from this mod yet. i have seen a few events from your other events mod though. only about 5 different ones, but they're there at least
You don't have to start a new game, the chances are just quite low. Finding that sweet spot so to speak is pretty hard I'm afraid. I'm still working on it (amongst other things) and I'll upload something better before the end of the year.
Might be something else but.. my spawns from towns and hives have stopped? Never did that before I downloaded this mod? No wandering scavengers, no ice demons or orcs, zip.
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Is there a way to change that? Or is my game just broken?
None the less I will look into this.
I will keep you posted if I find out anything.
About the camps: You are right, your events only occur in villages. I mistakened it with camps because in said playthrough I had a group of more than 120 characters which I divided in more than 5 groups - hence some confusion happened.
When using the Xeno's Attraction Pirates, the game will not use it properly but instead always throw a bug error. Considering the games Log it turns out that there is a variable called "TAG-LOYALTY_HUMAN_PIRATES" is missing. Is this a bug? Or does this mod rely on another mod to function properly?
You can look for each faction loyalty line by looking for LOYALTY and changing its parameter number from 75 to 100
To change the chance of the event triggering search for FRA_Chance and change its parameter number from 7 to a number between 1-99 to set its chance of activating when the event can activate.
You can also look for FMO_SetTurnTag and change its parameter number from 20 to whatever you feel is best. This is the amount of time between the events being allowed to potentially trigger again.
Just afraid I had to uninstall the mod, I like it! :)