You could make it tautological, I.E., potential and trigger testing the same conditions.Doing a little testing. It appears to only work for child rulers. Is there some sort of potential = any type code?
You could make it tautological, I.E., potential and trigger testing the same conditions.Doing a little testing. It appears to only work for child rulers. Is there some sort of potential = any type code?
gfx\\interface\\modifier_icons.tgaJust a quickie, does anybody have the idea where the icons appearing as provincial or realm modifiers are present? I searched for hours all gfx files, but couldn't find them...
how does one assign icons to traits?
tribal_invasion2 = {
name = CB_NAME_INVASION
war_name = WAR_NAME_INVASION
sprite = 8
truce_days = 365
hostile_against_others = yes
is_permanent = yes
can_use = {
ROOT = {
primary_title = { tier = COUNT }
#any_neighbor_province = {
# owner = FROM
#}
}
}
...
on_success = {
ROOT = {
prestige = 50
occupy_minors_of_occupied_settlements = FROM
gain_all_occupied_titles = FROM
FROM = { set_defacto_liege = ROOT }
opinion = {
modifier = conquered_neighbor
who = owner = { any_neighbor_province }
}
...
but I couldn't get "any_neighbor_province" to work or find any relevant uses of it. I was wondering if someone could help me out with the proper use of "any_neighbor_province" or a related tag that would accomplish what I'm looking for.
any_demesne_province = {
any_neighbor_province = {
owner = {
top_liege = {
character = FROM
}
}
}
}
}
Check traits.gfx in interface folder. It (and other .gfx files) can be modified with notepad and similar programs.
Is there some way to affect random outcomes by traits?
like a modifier to a random list or something like that. is it possible?
Is there some way to affect random outcomes by traits?
like a modifier to a random list or something like that. is it possible?
if ={
limit = {
NOT = { martial = 19 }
}
random_list = {
1 = { # flawless victory
character_event = {
id = 1020037
}
}
44 = { # victory, with prize
character_event = {
id = 1020038
}
}
95 = { # defeat
character_event = {
id = 1020039
}
}
}
}
if ={
limit = {
martial = 19
NOT = { martial = 24 }
}
random_list = {
5 = { # flawless victory
character_event = {
id = 1020037
}
}
20 = { # victory, with prize
character_event = {
id = 1020038
}
}
75 = { # defeat
character_event = {
id = 1020039
}
}
}
}
if ={
limit = {
martial = 24
NOT = { martial = 29 }
}
random_list = {
10 = { # flawless victory
character_event = {
id = 1020037
}
}
35 = { # victory, with prize
character_event = {
id = 1020038
}
}
55 = { # defeat
character_event = {
id = 1020039
}
}
}
}
if ={
limit = {
martial = 29
NOT = { martial = 34 }
}
random_list = {
20 = { # flawless victory
character_event = {
id = 1020037
}
}
45 = { # victory, with prize
character_event = {
id = 1020038
}
}
35 = { # defeat
character_event = {
id = 1020039
}
}
}
}
if ={
limit = {
martial = 34
NOT = { martial = 39 }
}
random_list = {
30 = { # flawless victory
character_event = {
id = 1020037
}
}
55 = { # victory, with prize
character_event = {
id = 1020038
}
}
15 = { # defeat
character_event = {
id = 1020039
}
}
}
}
if ={
limit = {
martial = 39
}
random_list = {
50 = { # flawless victory
character_event = {
id = 1020037
}
}
45 = { # victory, with prize
character_event = {
id = 1020038
}
}
5 = { # defeat
character_event = {
id = 1020039
}
}
}
}
}
Defines.lua. It is based on four different groups; muslim, catholic, byzantine, and other.Where is the starting tech in a province defined?
Defines.lua. It is based on four different groups; muslim, catholic, byzantine, and other.
Search for START_MIL_CATHOLIC to find it.
There's a little bit of randomization.Ok, now I'm really confused. Looking at the defines, it seems like every province in a given group would either be the same as every other province in the group, or they would vary based on how close they are to province 320 (cremona--defined as the center of the renaissance).
But this doesn't seem to be the case at all. For example, in 1066 some catholic provinces have construction 1, others 0, and many of the ones with level 1 are further away from cremona than ones with tech 0. What causes these variations?
It doesn't seem random, though. In every game where I've looked at it, Kyzikos is the only province in western Anatolia with construction 1 instead of 2, and Euboia always has city infrastructure 3, while Athens has level 1. It's been so consistent, I thought there has to be something in the province hiistories over-riding the defines, but it doesn't seem that way.There's a little bit of randomization.
Might be random based on some sort of seed, which could lead to tech always being distributed the same.It doesn't seem random, though. In every game where I've looked at it, Kyzikos is the only province in western Anatolia with construction 1 instead of 2, and Euboia always has city infrastructure 3, while Athens has level 1. It's been so consistent, I thought there has to be something in the province hiistories over-riding the defines, but it doesn't seem that way.
That would make sense. I wonder if the Game of Thrones mod also gets "consistently random" results.Might be random based on some sort of seed, which could lead to tech always being distributed the same.
Yes for events, no for traits. Events can use if = { limit = { religion = x } effects } to do different things for different religions. With traits, you could make multiple versions with one set for each religion, but you can't put an if clause inside a modifier.Is it possible to make the effects of events, traits, etc, different depending on the culture or religion of the character involved?