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Rylock

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Update:

- Added support for triggered event titles
- Added support for triggered event descriptions

Oh, nice!

Having a picture_trigger would also be cool, but even so this will allow a number of events to be combined into one, and save on a lot of processing power. Thanks, Captain Gars!
 

Novacat

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Would it be possible for the OP to be updated to have all the changes added in? Perhaps even divided by the patch they are added in?
 

Captain Gars

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Will all your recent changes be ready for the October 14th release of CM and its subsequent patch?

I would love to get my hands on some of these soon.

Very little will be in the release of the next DLC but it will come in the first patch for it. I'll see if I get the time to port over the dynamic script flags that I just did for EU4 as well.
 

Galle

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Reporting this here as well - patricians are considered to be feudal, not republics, and continue to be considered feudal if they declare independence, up until the player saves and reloads - meaning they become Feudal Merchant Republics, which in turn is not something the game can handle and results in their vassals getting infinite money and quite possibly long term slowdown and CTDs. This doesn't seem to be a major problem for vanilla, but it's playing right havok with Crisis of the Confederation. I'd greatly appreciate it if you could either (preferably) make patricians republics again, or failing that, give us some way to validate a state's government type on independence.
 

Sleight of Hand

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Will we see some more culture modifiers and grammar transforms in the future? Currently there is only a 'default' culture modifier which apparently does nothing, and only French and Spanish grammar transforms. Is exporting the rules for how these work -- and indeed, the possibility of adding others -- out of the question, or something you could consider doing? The very possibility of doing so would let modders improve a number of existing cultures, and give us the opportunity to add countless more.

Thank you.
 

ngppgn

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Will we see some more culture modifiers and grammar transforms in the future? Currently there is only a 'default' culture modifier which apparently does nothing, and only French and Spanish grammar transforms. Is exporting the rules for how these work -- and indeed, the possibility of adding others -- out of the question, or something you could consider doing? The very possibility of doing so would let modders improve a number of existing cultures, and give us the opportunity to add countless more.

Thank you.

Culture modifiers' syntax appears to be dynamic: you can scrpit any by writing your culture name>_culture_modifier
 

rickinator9

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Will we see some more culture modifiers and grammar transforms in the future? Currently there is only a 'default' culture modifier which apparently does nothing, and only French and Spanish grammar transforms. Is exporting the rules for how these work -- and indeed, the possibility of adding others -- out of the question, or something you could consider doing? The very possibility of doing so would let modders improve a number of existing cultures, and give us the opportunity to add countless more.

Thank you.

Not the right thread to ask the question. Perhaps the Captain should really make this a locked thread where only he reports his changes, since people don't seem to understand.

You can already add different culture modifiers by adding for example greek_culture_modifier in static_modifiers. These culture modifiers can have many effects. The culture modifiers can then be assigned to cultures with the 'modifier = x' command.
 
Last edited:

klopkr

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Very little will be in the release of the next DLC but it will come in the first patch for it. I'll see if I get the time to port over the dynamic script flags that I just did for EU4 as well.

Thanks for all your work! Keep it up.
 

Sleight of Hand

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You can already add different culture modifiers by adding for example greek_culture_modifier in static_modifiers. These culture modifiers can have many effects. The culture modifiers can then be assigned to cultures with the 'modifier = x' command.
Thank you.

Any idea about changing the mechanic behind the naming systems, like grammar transforms?
 

Sleight of Hand

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If you mean adding new translations for example, Dutch or Polish, that is not possible without Gars' help.
No, I mean adding new grammar transforms to cultures.txt, so (for example) new Celtic or Slavic variants can be added. IIRC these things are currently hard coded.

I'd like it if dynasties could have suffixes other than -id, which I believe is currently the only possibility (?)
 
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JonStryker

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No, I mean adding new grammar transforms to cultures.txt, so (for example) new Celtic or Slavic variants can be added. IIRC these things are currently hard coded.

I'd like it if dynasties could have suffixes other than -id, which I believe is currently the only possibility (?)

You can add all prefixes and suffixes you want. It gets trickier if you want to transform the dynasty name before the prefix or suffix is added.
That's what the hardcoded transforms are for. Code-wise they are probably rather simple. Spanish: Find vowels at the end of a name, remove them. Then add a suffix.
But as a moddable feature? Not a simple low-hanging-fruit kind of thing to add this. The way I see that could work is if we were allowed to provide a regex to do the transforming: "[aeiou]$" -> ""
 

Captain Gars

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Is the set_graphical_culture effect supposed to be working in history/character files?
I failed to get it to work there with both culture names (e.g. frankish) and gfx types (e.g. frankishgfx).

It should always be the culture, i.e. frankish. Are you saying that it works correctly in the game, but not when added in the history files? If so there might be some part of the code that sets a character's graphical culture to his culture as a step in creatung the character that overwrites your manual change.
 

JonStryker

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It should always be the culture, i.e. frankish. Are you saying that it works correctly in the game, but not when added in the history files? If so there might be some part of the code that sets a character's graphical culture to his culture as a step in creatung the character that overwrites your manual change.

if I use something like this:
Code:
1138.1.1={
	birth=yes
	effect={ 
		set_graphical_culture = Khinasi
	}
}

Then all the portraits are gone ingame. Empty circles. Could potentially be caused by the custom culture, Khinasi. If you think that is the case I will try to do this with vanilla cultures.