1/2/2024 0 Comments Ck3 trainer![]() ![]() Train_commanders_success_effect - main improvement event which you see on councillor screen as "N% chance of improving or finding a new commander or knight each month". Train_commanders_marshal_task_side_effects That's conjecture, but it seems intuitive. ![]() Now as for how often Train Commanders fires vs Train Royal Guard? I'm guessing since Train Commanders is split between finding new commanders per month, improving commanders, and improving knights, that Train Royal Guard would fire about as often as Train Commanders does - minus the monthly events. This is everything that Train Royal Guard does, and more (also helping to keep you not murdered). There comes a point where, if you're focusing on Knights, you don't care so much about Martial skill and Commander Traits, and all you want at this point is more prowess, more blademasters, and more knight effectiveness. I believe its something like 2% a month until it hits cap, which if you're at 30 martial skill that's taking 30 months to hit the 60% cap ( 2 x martial skill = 60% knight effectiveness, and dividing 60 by 2 is 30. However, modders have figured out how to fix Train Commanders so that it works, but apparently no one can figure out how to fix Train Royal Guard.Īnd the reason this is important, besides the fact that zapping bugs is important for overall game quality, is that Train Royal Guards takes a LONG TIME to passively increase Knight Effectiveness to its maximum. The issue at the moment is that Train Royal Guard does not fire the secondary effect of "Improve Knight" and neither does Train Commanders. and Knights use Prowess while fighting, and traits that improve Prowess. The difference is that Commanders use Martial and Commander Traits (with Prowess only determining their chance of getting wounded or killed). The side effect "Improve Knight" - a side effect which is shared by both Train Commanders and Train Royal Guard - gives Prowess, and a low chance to give Aspiring Blademaster or it (if the knight already has it) can improve to Blademaster / Legendary Blademaster. I've seen it give anywhere from a mere 1 Martial, to giving 2 Martial and a Commander Trait. The side effect "Improve Commander" gives Martial Skill and/or Commander Traits. I'm talking about the "Improve Knight" side effect that can fire from both "Train Commanders" and "Train Royal Guard." Train Royal Guard increasing knight effectiveness by your Mashal's martial skill x 2. I'm not talking about the passive effect which takes time to build up, e.i. *These get set to 0 before entering the main menu.Īny chance you could do a modded pointer like before ?, this would help so much since there's already a wide arrange of mods.Train Royal Guard has two side effects: it can improve a knight, or it can expose the existence of a scheme. The lower 2 checks might be a check for alterations in the save file and whether steam is running or not, but I'm still testing. + 100*, No idea yet, but it has to be set to 0 in order for the achievements to work. + FB, No idea yet, but it has to be set to 1 in order for the achievements to work. Now I just need to make sure I replace every necessary function and we're all set The debug pointer (ck3.exe+29B076A) alters the checksum, so it's linked to +F9 and +F8 for that reason.Įdit: By manually setting all these pointers and overwriting the debug check in the checksum I can now get achievements with debug mode and mods active (and with the rules mod I just made you can also change game rules). *These get reset to 0 before entering the main menu by the game itself. + 100*, Possibly Ruler Designer? (It hasn't been implemented yet). + FB, Perhaps savegame integrity or steam check? It has to be set to 1 in order for the achievements to work. + F9, Checksum during gameplay, regular checks for integrity There is a whole list of checks, I'm currently writing a debug-mode switch for in-game use and an achievement-with-mods function.Ĭk3.exe+29B1BF0 is indeed base, but these are all the checks with what I think they do: Unlike in CK2, running console commands does not flip the integrity switch, instead it only checks against the debug/console enabled flag.The +F9 check seems to be a rollup of all the different checks that are done (mod checksum, save file modification, debug mode enabled) that were independent flags in CK2Ĭk3.exe+29B076A is the debug/console enabled flag (normally enable by setting -debug_mode as a flag in a shortcut to the exe).+F9 = checksum/integrity, 0 disables achievements Looks like this is the place to dump CK3 info.Ĭk3.exe+29B1BF0 is the base address of the structure containing ironman flag & the integrity/checksum flag ![]()
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