• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Johan

Studio Manager Paradox Tinto
Administrator
Paradox Staff
Moderator
15 Badges
Dec 14, 1999
19.187
79.597
  • Diplomacy
  • Teleglitch: Die More Edition
  • War of the Roses
  • 500k Club
  • Crusader Kings II: Holy Knight (pre-order)
  • Europa Universalis III: Collection
  • Magicka: Wizard Wars Founder Wizard
  • Hearts of Iron IV Sign-up
  • Stellaris Sign-up
  • Imperator: Rome Sign Up
  • A Game of Dwarves
  • Magicka
  • Starvoid
Code:
- Implemented a "no_effect" effect, for use in random-lists.
- Added a "has_claims" condition which is true if the given character has any claims.
- Added a "remove_claim" effect that removes the oldest claim a character has.
- There is now a "relation" event effect that changes relation between the given country and the target character.  (type = relation for = <target> value = <change>)
- Implemented a "previous_char" target that reflects back to the former char.
- Implemented a "relation" condition that checks the relation of the targeted characters country versus the character getting the event. (type = relation value = X ).   (ie, inside a csc or other scope change)
- Implemented a "save_target" condition which saves that target for current event execution.
- Added a "load_target" target that gets the currently saved target from that event execution.
- Added a "has_target" condition that returns true if a target has been saved in the conditions.
- Added a "make_friend", "make_rival", "lose_friend", "lose_rival" event command.
- Implemented "any_friend" & "any_rival" csc conditions.
- Added a "is_friend" and "is_rival" which checks current scope character versus the character recieving event.
- Added "num_friends", "num_rivals" conditions which is true if more than value.  (type = num_friends value = <x>)
- Implemented a "random_list" effect type.  For using 1 out of N random options.
- Implemented a "type = form_of_government value = feudal/republican/ecclestical/knight_order" trigger. It only works in character scope.
- There is now a "leave_court" effect that removes the desired character.
- Added conditions for	num_total_vassals, num_count_vassals, num_duke_vassals, num_king_titles, num_duke_titles, size_of_demesne, num_of_children, num_of_sons, num_of_daughters, num_enemies,  num_courtiers, num_allies.
- Added "random_fosterling" as a target.
- Added a "has_fosterling" condition.
- Implemented "is_target" condition that returns true if current character is saved as a target.
- Implemented "is_receiver" condition that returns true if the current character is the one that got the event.
- Added two csc scopes for conditions. "any_neighbour" for any neighbour ruler, and "any_neighbour_realm" for the rulers of any realm  that is neighbour to current realm.
- Implemented a "target_csc".
 
This is a great information for modders!

But if you find the time, it would be absolutely great to give us the following effects:

- effect: change the religion and culture of a specific character
( e.g. religion = orthodox ) (not just ruler's religion or culture)
- effect: marry_x_marry (marrying two persons)
- effect: pregnant = YES (that would be so cool for new events)
 
Last edited:
ZmajOgnjeniVuk said:
Does this mean that we can play Republics/Orders by default now?
No. It means that you can trigger events based on the form of government of the court a character resides in. So you can e.g. have specific events targeting characters in the courts of militant orders.
 
Havard said:
No. It means that you can trigger events based on the form of government of the court a character resides in. So you can e.g. have specific events targeting characters in the courts of militant orders.
Ah. I see how can that be interesting if I send my son to a foreign court. :)
 
This is SO brilliant!!!!
If the prev_char and save/load target do what I think they do they will make events bouncing back and forth between characters possible which will make it possible to create some really interesting event chains. I predict that once we get event scripting underway Deus Vult will be a totally different game from CK and much more roleplaying like.
 
performer said:
Apparently, Paradox uses CK:DV as a "test" for their new Rome game.
An the CK-fans earn the fruits from this ...
If it means that we get DV then I'm happy to be used :p

But I expect that this is simply a matter of the constant evolution that all P'dox games have gone through. As opposed to any deliberate plan to use us as guinea pigs at least. Features from tend to pass between games and, naturally enough, become more refined with each iteration.
 
It also implies that claims now have an age, which could point to code changes allowing claim decay outside of events; or are they just sorted by date of acquiring them? Even so, at least there will now be some sort of decay possible.
 
King of Men said:
It also implies that claims now have an age, which could point to code changes allowing claim decay outside of events; or are they just sorted by date of acquiring them? Even so, at least there will now be some sort of decay possible.

Maybe, maybe not - IIRC, claims are already generically sorted in the order in which they're acquired in the various .eug files, so the event command would be able to locate them in the current system.
 
- Implemented a "previous_char" target that reflects back to the former char.

This target function does not seem to work. Does anybody has experience with it, or do you know an event which use the "previous_char" function?