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Thread: Quick modding questions

  1. #681
    Primus Inter Pares AKronblad's Avatar
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    Quote Originally Posted by jdrou View Post
    That probably is being treated as "losing control of your capital" which always causes such a prestige hit.
    Yes, that is most likely the case. So excluded that region from being seceded....
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  2. #682
    Can anyone tell me what I did wrong when coding this decision? It doesn't show in game.

    Code:
    province_decisions = {
    	increase_garrison = {
    			potential = {
    				owner = has_idea = { engineer_corps }
    				NOT = { has_province_modifer = inceased_garrison }
    				has_building = fort1
    			}
    			allow = {
    				owner = {
    					war = no
    					treasury = 250
    					officials = 1
    					}
    			}
    			effect = {
    				owner = {
    				owner = {
    					treasury = -250
    					officials = -1
    				}
    				add_province_modifier = {
    					name = "increased_garrison"
    					duration = 3650
    				}
    			}
    			ai_will_do = {
    				factor = 0
    				modifier = {
    					factor = 1
    					any_neighbor_province = {
    					owner = {
    						not = { 
    							relation = { who = this value = 0 } 
    							truce_with = THIS
    						}
    					}
    				}
    			}
    	}
    }

  3. #683
    Temporary Chosen One DanubianCossak's Avatar
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    In effect you have 2X owner = { owner = {

    and proper trigger:

    owner = { idea = whateveridea } not has_idea
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  4. #684
    First Lieutenant Ritterkreuz's Avatar
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    Quote Originally Posted by AKronblad View Post
    Sorry, was sloppy. didn't see your initial suggestion. next try :

    trigger = {
    any_owned_province = { culture_group = altaic }
    NOT = { any_owned_province = { has_province_modifier = support_nomad_raids } }
    }
    Thanks Now is working properly

  5. #685
    Primus Inter Pares AKronblad's Avatar
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    Some typos at least (modifier and increased), here is a suggested correction:

    potential = {
    owner = { has_idea = engineer_corps }
    NOT = { has_province_modifier = increased_garrison }
    has_building = fort1
    }
    AURORA UNIVERSALIS, my total overhaul mod for EU4: starting in the beginning of the first millennium BC and covering the following 1500 years, including four bookmarks with Egyptian pharaohs, Assyrians, the Diadochi, Romans, and barbarians.
    399AD, my total overhaul mod for EU3: fight as the Late Roman Empire or as barbarian tribes in the turbulent century preceding the fall of Rome.
    EIS TÊN GASTERA ENALLONOMENOS, my simple supply line mod for EU4: establish, secure, maintain, and defend supply lines in enemy territory to provide troops with provisions, or risk becoming out of supply, suffering manpower losses due to increased attrition. Avoid getting "kicked in the stomach"!

  6. #686
    Thank you. it works perfectly, now. EDIT: I used DanubianCossak's advice, but I'm sure yours would have worked too, AKronblad.

  7. #687
    Primus Inter Pares AKronblad's Avatar
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    Quote Originally Posted by Duke_Jebawe View Post
    Thank you. it works perfectly, now. EDIT: I used DanubianCossak's advice, but I'm sure yours would have worked too, AKronblad.
    Me too, but then again: I am biased... And I've already spotted a problem in my suggestion...
    AURORA UNIVERSALIS, my total overhaul mod for EU4: starting in the beginning of the first millennium BC and covering the following 1500 years, including four bookmarks with Egyptian pharaohs, Assyrians, the Diadochi, Romans, and barbarians.
    399AD, my total overhaul mod for EU3: fight as the Late Roman Empire or as barbarian tribes in the turbulent century preceding the fall of Rome.
    EIS TÊN GASTERA ENALLONOMENOS, my simple supply line mod for EU4: establish, secure, maintain, and defend supply lines in enemy territory to provide troops with provisions, or risk becoming out of supply, suffering manpower losses due to increased attrition. Avoid getting "kicked in the stomach"!

  8. #688
    Second Lieutenant sussidi's Avatar
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    hi guys,
    how do i say, as a trigger:
    "this is my vassal and this has been my vassal for at least x years"?

    thanks in advance

  9. #689
    Primus Inter Pares AKronblad's Avatar
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    Quote Originally Posted by sussidi View Post
    hi guys,
    how do i say, as a trigger:
    "this is my vassal and this has been my vassal for at least x years"?

    thanks in advance
    try had_country_flag country = { flag = became_vassal years = x } scope trigger. http://www.paradoxian.org/eu3wiki/Li...scope_triggers

    If you set_country_flag = became_vassal upon a specified country becoming a vassal of another specified country (with trigger vassal_of = TAG ) then it hopefully will work. Good luck.
    AURORA UNIVERSALIS, my total overhaul mod for EU4: starting in the beginning of the first millennium BC and covering the following 1500 years, including four bookmarks with Egyptian pharaohs, Assyrians, the Diadochi, Romans, and barbarians.
    399AD, my total overhaul mod for EU3: fight as the Late Roman Empire or as barbarian tribes in the turbulent century preceding the fall of Rome.
    EIS TÊN GASTERA ENALLONOMENOS, my simple supply line mod for EU4: establish, secure, maintain, and defend supply lines in enemy territory to provide troops with provisions, or risk becoming out of supply, suffering manpower losses due to increased attrition. Avoid getting "kicked in the stomach"!

  10. #690
    Primus Inter Pares AKronblad's Avatar
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    Quote Originally Posted by AKronblad View Post
    Can one country be primary to two cultures? That is, in countries.txt as well as revolt_triggers.txt?
    Does anyone have an answer on or opinion about this?
    AURORA UNIVERSALIS, my total overhaul mod for EU4: starting in the beginning of the first millennium BC and covering the following 1500 years, including four bookmarks with Egyptian pharaohs, Assyrians, the Diadochi, Romans, and barbarians.
    399AD, my total overhaul mod for EU3: fight as the Late Roman Empire or as barbarian tribes in the turbulent century preceding the fall of Rome.
    EIS TÊN GASTERA ENALLONOMENOS, my simple supply line mod for EU4: establish, secure, maintain, and defend supply lines in enemy territory to provide troops with provisions, or risk becoming out of supply, suffering manpower losses due to increased attrition. Avoid getting "kicked in the stomach"!

  11. #691
    Temporary Chosen One DanubianCossak's Avatar
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    Quote Originally Posted by AKronblad View Post
    Does anyone have an answer on or opinion about this?
    The only way you can do that is to have 2 cultures in same culture group; 1 with a tag attached to it, 1 without (if it has any country then it wont work). In cultures file, you set both cultures attached to same tag, when you get patriots in culture without tag, they should defect to 1 with tag (but it must exist).
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  12. #692
    Primus Inter Pares AKronblad's Avatar
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    thanks but " you set both cultures attached to same tag"? I thought couldn't set both cultures to same tag?
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    399AD, my total overhaul mod for EU3: fight as the Late Roman Empire or as barbarian tribes in the turbulent century preceding the fall of Rome.
    EIS TÊN GASTERA ENALLONOMENOS, my simple supply line mod for EU4: establish, secure, maintain, and defend supply lines in enemy territory to provide troops with provisions, or risk becoming out of supply, suffering manpower losses due to increased attrition. Avoid getting "kicked in the stomach"!

  13. #693
    Temporary Chosen One DanubianCossak's Avatar
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    I think you can, but if there is any tag already attached to a culture by default they get nationalist (since they have higher priority). If there are no nationalist rebels (with no TAGs attached to culture, you cant get nationalists), next thing by priority should be patriots. Patriots will defect to same culture country, if there is none (no such country exist), they seem to then defect to countries within same culture group. So its culture > culture group.

    For example, before i had Faroan country, ive had Faroese (sp?) culture set to SCO (without tag they cant get nationalist), and since they were in same culture group as SCO if patriot rebels get spawned, they should (im not 100% certain) defect to country of same culture group, and if you set Scotland as their primary country in cultures file, SCO should be higher priority?
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  14. #694
    Second Lieutenant sussidi's Avatar
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    Quote Originally Posted by AKronblad View Post
    try had_country_flag country = { flag = became_vassal years = x } scope trigger. http://www.paradoxian.org/eu3wiki/Li...scope_triggers

    If you set_country_flag = became_vassal upon a specified country becoming a vassal of another specified country (with trigger vassal_of = TAG ) then it hopefully will work. Good luck.
    thank you, i'll try.

  15. #695
    Second Lieutenant sussidi's Avatar
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    is there a way, as an effect, to form a personal union?
    http://www.paradoxian.org/eu3wiki/Full_List_of_Effects
    i can see there is "vassalize = x" for vassalizing, but no signs of forming a PU

  16. #696
    Primus Inter Pares AKronblad's Avatar
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    I recall having seem a kill_unit effect (or equivalent) somewhere, but may be wrong.

    Is there something like that to get rid of units, and how detailed could it then be specified (province, country, unit_type, etc.)?
    AURORA UNIVERSALIS, my total overhaul mod for EU4: starting in the beginning of the first millennium BC and covering the following 1500 years, including four bookmarks with Egyptian pharaohs, Assyrians, the Diadochi, Romans, and barbarians.
    399AD, my total overhaul mod for EU3: fight as the Late Roman Empire or as barbarian tribes in the turbulent century preceding the fall of Rome.
    EIS TÊN GASTERA ENALLONOMENOS, my simple supply line mod for EU4: establish, secure, maintain, and defend supply lines in enemy territory to provide troops with provisions, or risk becoming out of supply, suffering manpower losses due to increased attrition. Avoid getting "kicked in the stomach"!

  17. #697
    I was wondering if I make a new event, will that event fire for a previous game save or do I need to start a new game for it to work? I wrote a couple events that the code seems ok but thye won't fire in a saved game. Can't really test them from a restart because the triggers don't apply until later in game.

  18. #698
    Another question- is it possible to mod the frequency of pirate appearances?

  19. #699
    Temporary Chosen One DanubianCossak's Avatar
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    Quote Originally Posted by redgreen99 View Post
    I was wondering if I make a new event, will that event fire for a previous game save or do I need to start a new game for it to work? I wrote a couple events that the code seems ok but thye won't fire in a saved game. Can't really test them from a restart because the triggers don't apply until later in game.
    Every time you start up game, the game engine loads all scripted files in whatever state they are. When you load a save game, you merely load a bunch of information telling game engine about the state of the world in whatever year, it doesnt contain any scripted information. So, if you mod an event, decision or whatever, and you load a save game, all that will work as it saved in text files, so no need to start the new game. Unless you mod triggers to require a specific year, which has already passed.

    Quote Originally Posted by redgreen99 View Post
    Another question- is it possible to mod the frequency of pirate appearances?
    To my knowledge everything related to pirates is hardcodded, only thing you can do is prevent them from ever being activated.
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  20. #700
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    Quote Originally Posted by DanubianCossak View Post
    Every time you start up game, the game engine loads all scripted files in whatever state they are. When you load a save game, you merely load a bunch of information telling game engine about the state of the world in whatever year, it doesnt contain any scripted information. So, if you mod an event, decision or whatever, and you load a save game, all that will work as it saved in text files, so no need to start the new game. Unless you mod triggers to require a specific year, which has already passed.
    Well that depends what you call "scripted". It applies to most game files but NOT to history files; history files are normally loaded only at the start of a new game (unless you're using one of the "historical" game options).
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