• 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.

performer

Colonel
74 Badges
Aug 26, 2006
943
32
  • Stellaris: Galaxy Edition
  • Warlock 2: The Exiled
  • 500k Club
  • Crusader Kings II: Holy Knight (pre-order)
  • Europa Universalis IV: El Dorado
  • Mount & Blade: Warband
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Warlock: Master of the Arcane
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Third Rome
  • Stellaris: Synthetic Dawn
  • Stellaris: Necroids
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Deus Vult
  • Europa Universalis III
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Crusader Kings II
  • Europa Universalis IV: Wealth of Nations
  • For The Glory
  • King Arthur II
  • Magicka
  • March of the Eagles
  • Naval War: Arctic Circle
  • Europa Universalis IV: Res Publica
  • Rome Gold
  • Sengoku
  • Victoria 2
Hi,
I never tried to make events for EU II, but I do it for CK. Unfortunately, there are many restrictions in CK (no new traits for characters, no new province effects). Will the modability in EU IIIbe better?

In this case, I have a suggestion: it would be cool if a modder can use own variables to mark a country, monarch or courtier via event.
Example: Event "The Monarch has a young mistress". The event gives some effects (lower stats, because he just spend time in bed, or whatever the modder wants to do). In addition, the modder uses one extra variable (VAR10 value = yes ) to mark the "young mistress". So he can trigger another event with the conditions "ruler = xx" (same ruler) and "VAR10 = yes": "The rulers mistress wants more money for her clothes".

Just an idea ...
 

Havard

Dark Power
49 Badges
Jun 28, 2001
15.686
170
  • Crusader Kings II: Jade Dragon
  • Crusader Kings II: Conclave
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Mare Nostrum
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Cities: Skylines - Natural Disasters
  • Crusader Kings II: Monks and Mystics
  • Cities: Skylines - Mass Transit
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Third Rome
  • Cities: Skylines - Green Cities
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Rule Britannia
  • Cities: Skylines - Parklife
  • Europa Universalis IV: Dharma
  • Cities: Skylines Industries
  • Crusader Kings II: Holy Fury
  • Europa Universalis IV: Golden Century
  • Imperator: Rome Deluxe Edition
  • Imperator: Rome
  • Cities: Skylines - Campus
  • Crusader Kings III
  • Crusader Kings III: Royal Edition
  • Europa Universalis IV: Wealth of Nations
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Res Publica
  • 500k Club
  • Cities: Skylines
  • Europa Universalis III: Collection
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Cities: Skylines - After Dark
performer said:
Hi,
I never tried to make events for EU II, but I do it for CK. Unfortunately, there are many restrictions in CK (no new traits for characters, no new province effects). Will the modability in EU IIIbe better?
Yes, it will.

performer said:
In this case, I have a suggestion: it would be cool if a modder can use own variables to mark a country, monarch or courtier via event.
Example: Event "The Monarch has a young mistress". The event gives some effects (lower stats, because he just spend time in bed, or whatever the modder wants to do). In addition, the modder uses one extra variable (VAR10 value = yes ) to mark the "young mistress". So he can trigger another event with the conditions "ruler = xx" (same ruler) and "VAR10 = yes": "The rulers mistress wants more money for her clothes".

Just an idea ...
You can do this by creating a country specific flag.
 

Sereglond

Sergeant
103 Badges
Sep 17, 2006
85
0
  • Victoria 2
  • Magicka
  • Majesty 2 Collection
  • March of the Eagles
  • Europa Universalis III Complete
  • Naval War: Arctic Circle
  • Pirates of Black Cove
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Rome Gold
  • Semper Fi
  • Sengoku
  • Ship Simulator Extremes
  • Europa Universalis III Complete
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Rome: Vae Victis
  • 500k Club
  • Cities: Skylines
  • Crusader Kings II: Holy Knight (pre-order)
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Stellaris: Nemesis
  • Divine Wind
  • Cities in Motion
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III
  • Europa Universalis III Complete
  • A Game of Dwarves
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • For The Glory
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Heir to the Throne
As well as I know, flag is a variable of 2 posible values {true, false} (boolean variable).
So country specific flag is just a special boolena variable for chosen country. :)

But there is a question: will it realy be boolean variable or integer?
 

Rotten Venetic

Field Marshal
6 Badges
Jun 10, 2006
4.289
10
  • Darkest Hour
  • Europa Universalis III: Chronicles
  • Europa Universalis IV
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III Collection
  • 500k Club
Boolean values take up one bit while integers take up a byte (8 bits) so I would suggest booleans, for tidyness and economy in programming. Even if it is an unsignificant resource save, it would be a nice eye candy to me to see that values intended to be boolean are boolean not something else. :D

That is not to say we shouldn't be able to check for values of integer variables, which is also an integrated part, I think, in such a game!
 
Aug 25, 2006
119
1
Although EUIII will be all modable with the exception of the hardcored files...i think that a "scenario editor", with extensive options, should be added none the less.
 

Rotten Venetic

Field Marshal
6 Badges
Jun 10, 2006
4.289
10
  • Darkest Hour
  • Europa Universalis III: Chronicles
  • Europa Universalis IV
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III Collection
  • 500k Club
It will be inherent, present within the game and its modability facilities - in short, there's no reason why, after going through the trouble of making it so moddable for us, the dev team should go through the torments of creating a scenario editor as well.

Flo: Too lazy :D ; see my sig