If memory serves right, in Diplomacy the option to get divorced is somewhere in the camp menu. Not sure whether you have to enable the cheatmenu or not.Fultic said:
We're further veering offtopic here but, such emptiness mainly derives from the fact that people usually start trying out mods when bored of Calradia. PoP is one of the few mods available with such a deep conversion from the original setup. This why some people may feel dissapointment when going from PoP to other mods. On a side note, I never really appreciated those two skills in Brytenwalda. I disabled and/or modded several of the morale penalties and overall realism added by Idibil to better appreciate the bigger picture. Ahh, the nostalgia of it.Roberto3371 said:
I believe you should consider contacting SD to delete the source of the problem like it should've been.MadVader said:
Adventurers, Rogue Knights, Heretic Magnus, etc.Falkner92 said:
Lady Raubrey said:
Why they decided to ruin his thread by trolling is beyond me.Lady Raubrey said:
Lady Raubrey said:
Most lord's attributes are randomized when starting a new game, including relationship. This is why you can see defections as early as day 2.Lady Raubrey said:
kaz_unite_bro said:
Yes, their respective factions have a relation of -100.mr48 said:
No, household troops are unique troops designated to certain lords in each faction. These troops are fixed and do not change with the lord's culture (e.g., Duke Brennus: KotL, Duke Alexis: KotD, Earl Aedin: Adventurers.) You can the identify household troops by closely observing a war party. Also, bear in mind that although certain companions have special troops, these are not considered as household. Companions made into lords obtain household troops when they found an order in one of their holdings. There were changes made to household troops between 3.5 and 3.6, so the list above is not accurate. However, in that same topic Raubrey linked, this list seems fairly accurate with 3.6 changes.thunderfire said:
No, it doesn't. Their dislike is part of both lore and their respective factions parties.mr48 said:
As already pointed out, the surgery skill adds up to 56% to the survivability of you troops. However this is added upon the base 25%, which means when this skill reaches 14, your troops have 25 + 56 = 81% survivability rate. The engine calculates this each time a troop is fatally wounded. Here is a reference from the wiki, but if you read carefully the in-game description of the three medical skills you'll get a better understanding of how they work.fidoman1272 said:
Never in the least when I teased you back then did I expect for you to come out with such a display of creativity and inspiration. Shortcomings expected from a first-timer aside, there is only one thing for me to say,nirkoj said:
They are usually depicted as wise beings in deep relation with nature and a strong sense of cybernetics, something I believe one should strive for.nirkoj said:
Hahaha, indeed it does.Epicrules said:
Ohh... gotcha!Lady Raubrey said:
Lady Raubrey said:
I'm getting a bad feeling about this...Lady Raubrey said: