'Believe me, my young friend, there is nothing--absolutely nothing--half so much worth doing as simply messing about in boats.' -- the Water Rat
GRIN Mod--Historical leaders mods: http://forum.paradoxplaza.com/forum/...46994-GRIN-Mod
Rex Maris--SRI-based naval and exploration mod. http://forum.paradoxplaza.com/forum/...4#post11451354
OK, trying out new decision, bit by bit, and I narrowed down the problem to somewhere in here:
What is missing? When I had this to a current decision, it creates a new decision named "secede_province_title", without contents. The intended decision displays +10 prestige and WIC = gain core on any/all (also, not the intended effect).Code:effect = { prestige = 0.1 WIC = { add_core = { any_owned_province = { region = the_carribean is_core = THIS } } } release = WIC WIC = { primary_culture = THIS religion = THIS } secede_province = { any_owned_province = { limit = { region = the_carribean } } = WIC } add_to_sphere = WIC } } }
CoT today, gone tomorrow
A saying. Or so they say
---------
EU3 AAR: Two lions and a yellow background (MPM)
Basically it's a mess; you're confusing triggers, effects, and scope-changers. You need to look at the scripting docs and the existing code more closely.
You need something like this:
Code:effect = { prestige = 0.1 any_owned = { limit = { region = the_carribean is_core = THIS } add_core = WIC # only in v5.2; WIC = { add_core = current } might also work } release = WIC # might need to move this to after the culture change WIC = { primary_culture = THIS religion = THIS } # I believe this section is only needed to give WIC provinces you don't have cores on any_owned = { limit = { region = the_carribean } secede_province = WIC } add_to_sphere = WIC }
Last edited by jdrou; 14-05-2012 at 23:23.
"The trouble with fighting for human freedom is that one spends most of one's time defending scoundrels. For it is against scoundrels that oppressive laws are first aimed, and oppression must be stopped at the beginning if it is to be stopped at all." --H. L. Mencken
Playing EU3 Divine Wind 5.2 latest beta
Download the Fix-it-Yourself Pack for HoI 1.06c (updated 11/14/05)
Download the Unofficial fixpack for EU3 4.1b 4/29 beta or final 11/24 patch (updated 12/25/10)
Download the text fixpack for EU3 Divine Wind (updated 2/11/11)
Alright, I'm wondering if someone here can give me a detailed walkthrough of how to make changes to the terrain and rivers files. My problem isn't so much that I don't know what I'm doing, but it's more that I'm just getting very random results as I'm making changes. After several tries I've managed to remove a couple of islands and one lake that shouldn't exist, but now I'm trying to move around a few other lakes that are already on the map. After making the same kind of changes I'm getting crashes as the game loads. I've tried looking for a guide for the process, but most of them are outdated and rather incomplete. Any help would be much appreciated.
Mods:(Included in Death and Taxes and Magna Mundi DW)AARs:Spain: Second to None AAR (Ended by too much luck)
Read the three following items:
1) Rivers can only be one pixel wide and yes the only colors allowed are the ones already on the rivers.bmp as they are hard coded to work with the exe. A green pixel starts a river. To end a river you have the choice of using a red pixel or ending the river in the pink sea.
Where two rivers meet one needs to end with a red pixel next to the other river.
So If B = blue and R = red and G = green
G
B
BRBBBBBBBBBBBG
B
B
R
The shades of blue are supposed to make the river look smaller or wider and faster but due to the change in scale from HTT to DW where the map got three times larger but the rivers still remained only one pixel wide I now just use the dark blue color to make the rivers show better in game.
For a river to work it all has to be connected - no missing gaps.
The river.bmp file is like the terrain.bmp in that they both have color index tables (index color mode). So if you change the file to standard rgb (RGB color mode) you need to change it back before saving - please read item 2 below relating to this.
2) The following helps explain how to work with index files under photoshop. Someone should be able to translate it in to gimp.
See post 168 Using layers with Terrain.bmp, Rivers.bmp and Topology.bmp in the following thread ( I can't seem to get the link to go to the exact post)
http://forum.paradoxplaza.com/forum/...=1#post9890977
3) Some additional information about terrain.bmp in DW. Make sure to read item 2 above first. Then read post 231 in the thread below:
http://forum.paradoxplaza.com/forum/...1#post12366230
Last edited by 17blue17; 15-05-2012 at 08:39.
Thanks for the information. Most of that I found in previous searches, but a bit of it was new. I've managed to do some basic work with the terrain and river files, but something I'm doing when moving these lakes around is causing problems. I'm pretty sure the rivers file is fine, mainly because it's a fairly straight forward edit. My guess is that something I'm doing with the terrain file is causing the crash. I've been directly using the colors from it to fill in the "holes" left over by the lakes, so I don't think that's the problem, although I'm not sure. Perhaps it's simply some peculiarity of GIMP that I'm not familiar with.
Mods:(Included in Death and Taxes and Magna Mundi DW)AARs:Spain: Second to None AAR (Ended by too much luck)
About the only thing you can do wrong is 1) save the file upside down from DW standard and 2) goof up the index tables which is why I gave the link to working with the index tables. Moving a lake should not cause a crash. Not understanding the index tables and then changing the files to standard RGB so you can use layers can goof things up.
So read my last post again. It is current for DW.
Well, I think I've found the problem (hopefully). When making changes with GIMP it seems to automatically switch the file from indexed to RGB. Rivers did not have this problem, but it's happening repeatedly when I try it with terrain. I'm not personally familiar enough with GIMP to know how to correct that, so hopefully someone here who is can explain how to fix it.
Mods:(Included in Death and Taxes and Magna Mundi DW)AARs:Spain: Second to None AAR (Ended by too much luck)
Maybe you are trying to use a layer to trace the new lake location and gimp knows it has to switch to rgb to do this. This is ok if you understand how to put it back. My one post explains how to do that in photoshop - I don't know how to save a table and then load the table back using gimp.
I've simply been drawing the new lakes myself without the use of any new layers, so I know that isn't the cause of the problem. In fact, I can open a functioning copy of terrain, make absolutely no changes, create a new copy of terrain from it, and then it will be converted to RGB automatically.
*EDIT*
Well, after a lot messing around in GIMP's options I've found out how to prevent it from converting images to RGB instead of keeping them as indexed. Thanks a lot though for the help though. I doubt I would have investigated it that far without a bit of guidance.
Last edited by Dafool; 15-05-2012 at 09:43.
Mods:(Included in Death and Taxes and Magna Mundi DW)AARs:Spain: Second to None AAR (Ended by too much luck)
As I work in Gimp as well, can you please give me a pointer in how to prevent Gimp from auto switching to RGB. I was having similar issues with index files working in a custom map. There is a work around that works fine for custom maps but I'd rather not have Gimp switching to RGB in the 1st place when I'm not using layers.
I'm having trouble with "navy_size_percentage". When I set it to 2, it triggered when there were just 110 ships with a FL of 80. What is the correct syntax? I tested 100, and it did not trigger. That is inconsistent with both possibilities, 1 = 100% and 100 = 100%. What is the right way?
'Believe me, my young friend, there is nothing--absolutely nothing--half so much worth doing as simply messing about in boats.' -- the Water Rat
GRIN Mod--Historical leaders mods: http://forum.paradoxplaza.com/forum/...46994-GRIN-Mod
Rex Maris--SRI-based naval and exploration mod. http://forum.paradoxplaza.com/forum/...4#post11451354
I have a question for my personal interest since I'm not really into modding...
Is there something like global variables in EU3? Or must every new variable be tied to a country/tag?
Say you want something to behave like Imperial Authority, how would you do it?
Thanks!
"The path to knighthood is paved with strength and nobility not LSD and sideburns." - Black Knight
Try the following great mod for EU3: MPM
My AAR: The Forgotten Ones - A Livonian Order AAR (SRI for DW) - Discontinued
CoT today, gone tomorrow
A saying. Or so they say
---------
EU3 AAR: Two lions and a yellow background (MPM)
"The trouble with fighting for human freedom is that one spends most of one's time defending scoundrels. For it is against scoundrels that oppressive laws are first aimed, and oppression must be stopped at the beginning if it is to be stopped at all." --H. L. Mencken
Playing EU3 Divine Wind 5.2 latest beta
Download the Fix-it-Yourself Pack for HoI 1.06c (updated 11/14/05)
Download the Unofficial fixpack for EU3 4.1b 4/29 beta or final 11/24 patch (updated 12/25/10)
Download the text fixpack for EU3 Divine Wind (updated 2/11/11)
Monumenta Iaponiae Historica : total improvement mod for Sengoku (ver.0.6832:updated on 23.11.2012)
Additional Scenarios (1180, 1561, 1582 and 1600), More Historical Characters and Rebalancing
General description about MIH for non registered forum users is here in Sengoku main forum
Eurus (an improvement mod of Asian regions from Japan to India) for EU3: DW (ver.1.4: updated on 29.09.2012)
Three Mods for CK2:Climate Classification/Trade Spheres (the former Hanseatic League)/Bookmarks
Sweden in a Japanese game: AAR of Koei's Genghis Khan IV
CoT today, gone tomorrow
A saying. Or so they say
---------
EU3 AAR: Two lions and a yellow background (MPM)
"The trouble with fighting for human freedom is that one spends most of one's time defending scoundrels. For it is against scoundrels that oppressive laws are first aimed, and oppression must be stopped at the beginning if it is to be stopped at all." --H. L. Mencken
Playing EU3 Divine Wind 5.2 latest beta
Download the Fix-it-Yourself Pack for HoI 1.06c (updated 11/14/05)
Download the Unofficial fixpack for EU3 4.1b 4/29 beta or final 11/24 patch (updated 12/25/10)
Download the text fixpack for EU3 Divine Wind (updated 2/11/11)