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    Real Strategy Requires Cunning

Mixael

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Is it possible to add another tab into the decision UI? Basically another tab below decisions where all decisions of my mod would go so the decisions tab doesn't get cluttered..
 

Vasoli

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If anybody is interested here is a git patch with all the changes between 1.1.3 and 1.2 versions. You can find all changed files here, so you can check if you need to update your modes. Maybe we can make new sticky topic where we can track all CK3 changes.
 

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Vasoli

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Ayo. Is it possible to set a variable to reference a trait that can then be added to a character later?
There is no trait scope as much I have saw, so probably you cannot save it. What you can do is make delayed event for every trait you want to add.

Or you can save some flag on character (or value), and then do something like following:
Code:
if = {
    limit = { var:myflag = 1}
    add_trait = trait_1
}
if = {
    limit = { var:myflag = 2}
    add_trait = trait_2
}
if = {
    limit = { var:myflag = 3}
    add_trait = trait_3
}
if = {
    limit = { var:myflag = 4}
    add_trait = trait_4
}
if = {
    limit = { var:myflag =5}
    add_trait = trait_5
}
if = {
    limit = { var:myflag = 6}
    add_trait = trait_6
}
if = {
    limit = { var:myflag = 7}
    add_trait = trait_7
}
if = {
    limit = { var:myflag = 8}
    add_trait = trait_8
}
if = {
    limit = { var:myflag = 9}
    add_trait = trait_9
}
 
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Anyasia

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If anybody is interested here is a git patch with all the changes between 1.1.3 and 1.2 versions. You can find all changed files here, so you can check if you need to update your modes. Maybe we can make new sticky topic where we can track all CK3 changes.
You're a godsend. CK3 automatically updated despite my telling it not to, and I was not looking forward to having to downgrade just for testing. Thanks!
 

Mixael

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Is it possible to change supply consumption for only certain men-at-arms types? Currently trying to create some regiments that use fewer supplies (or none if that isn't possible). There is "uses_supply = no" for spawned armies and supply_duration, either would work. But it doesn't seem like these can be used on anything but whole armies, is that correct? I have tried adding a buff to the innovation that unlocks the Men-at-Arms, but they are just seen as unexpected tokens.
 

CommanderPike

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I'm working on making a solution to the feast spam for larger realms without eliminating the whole mechanic of AI inviting you to feasts. Basically my idea is to limit the ability of a feast initiator to invite guests at most 2 tiers above or below them. This should stop the avalanche of mayors and counts that send and attend feasts and makes it more likely feast events will involve characters in your realm who are actually relevant. In this case an emperor would only get invites to feasts from Dukes or higher, and if an Emperor throws a feast, only Duke or higher vassals will attend. Also it might be worth adding a check for DIRECT vassals only. I don't really want say a King vassal's dozen duke vassals to clog up my feasts.

I'm a bit stuck as to where to add these checks; the feast activity folder has a LOT of stuff and I'm not sure what to modify. Any insights?
 

SauronGorthaur

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A small question: are there no province flags in CK3? I don't see any examples in game files, or even a mention in any .info files. Like with the ability to add opinion modifiers towards specific cultures, I really don't see why Paradox would limit modding capabilities in the sequel in such cases.

If anybody is interested here is a git patch with all the changes between 1.1.3 and 1.2 versions. You can find all changed files here, so you can check if you need to update your modes. Maybe we can make new sticky topic where we can track all CK3 changes.
Thanks for that, this is pretty useful. Also, to anyone who's not using WinMerge (or something similar) to update the game files they modded after the patch, I highly recommend it.
 

unmerged(476547)

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Okay, this isn't so much of a question as it is an anguished muffled cry of maddened frustration into a pillow.



I realised I hadn't rewritten the description text for the Hellenism religion. So I added it to my localization file, along with the other religions I'd previously added. But no changes appeared. It still showed up exactly the same as before.

As an experiment I put in different nonsense words to highlight what, if anything, was working and what was not. BOOP, DOOP, WOOP, and POOP. And to my amazement, Hellenism was listed as a DOOP faith! But change it to anything other than DOOP and it switched right back to Greco-Roman! The same with BOOP! Why does the game like DOOP but not anything else? Why is it determined to send me insane?

(You gained 70 stress because you are calm (critical). You gained the trait Lunatic)
 
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Okay, this isn't so much of a question as it is an anguished muffled cry of maddened frustration into a pillow.

I realised I hadn't rewritten the description text for the Hellenism religion. So I added it to my localization file, along with the other religions I'd previously added. But no changes appeared. It still showed up exactly the same as before.

As an experiment I put in different nonsense words to highlight what, if anything, was working and what was not. BOOP, DOOP, WOOP, and POOP. And to my amazement, Hellenism was listed as a DOOP faith! But change it to anything other than DOOP and it switched right back to Greco-Roman! The same with BOOP! Why does the game like DOOP but not anything else? Why is it determined to send me insane?

(You gained 70 stress because you are calm (critical). You gained the trait Lunatic)
Did you try to replace entire original file (with same path)?
 

unmerged(476547)

The Artist Formerly Known As Bobsy
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Did you try to replace entire original file (with same path)?
It's a new file, and it's working fine for two new religions, but not replacing the localization for the existing Hellenism (it's in the same path though). I don't want to have to copy all the original file with the same name and path as that would make it incompatible with other mods.

...and I'm only now realising that I had been working on the assumption that the game would always override vanilla game tags with a mod but I've never actually done so with localization - just thought I had.

So yeah, I'm going to need to make my own version of the whole damn pagan religion localization file, aren't I? Bugger bugger bugger.

 
Last edited:

Abcunbekannt75

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If you want to disable family generation globally (or for players), you can do that with the 'Generate Families' rule. Disabling it for a specific character is trickier, but fortunately the existing generation function provides a template for how you can do so, since it already specifically excludes Matilda of Tuscany. So take a look at game_rule.1001 in events/game_rule_events.txt and overwrite it as necessary in your mod. :)



I presume the latter, though rather than worrying about coding an event, I'd make an on action and call it from on_game_start.

Code:
# common/on_action/historic_alliances.txt

establish_alliances = {
    # Do stuff
}

on_game_start = {
    on_actions = {
        establish_alliances
    }
}
I have copied and edited the game_rule.1001 to game_rule.1002:
Question: Do i have to create something for the new game_rule.1002 somewhere like in localization? (If, where?) I have searched for something that calls the game_rule.1001 in localization , but i didnt found anything. Thx for your help :)
game_rule.1002 = { #by Eragon
type = character_event
hidden = yes

trigger = {
is_from_ruler_designer = no # Do not modify the family of somoene from the ruler designer
#Is in need of family
NOT = {
exists = player_heir
}
#Allowed to get family
NOT = { # Otherwise historical characters sometimes generate inappropriate children
any_child = {
always = yes
}
}
NOR = {
has_trait = celibate
has_trait = eunuch
}
age >= 17 #Because you need ~1 year of pregnancy
is_landed = yes
primary_title = {
is_mercenary_company = no
is_holy_order = no
}
NOR = {
has_government = republic_government
has_government = theocracy_government
AND = {
exists = character:1100000 #I have created a custom character with this id
this = character:1100000 #Eragon, her bookmark start is about overcoming the issue of no heir
}
}
}



immediate = {
if = {
limit = { faith = { has_doctrine_parameter = marriage_event } }
add_character_flag = ignore_marriage_event
}
game_rule_create_spouse_and_children = { CHARACTER = root }

#In case your created player heir is an older woman (past childbearing age or with a very short window)
if = {
limit = {
exists = player_heir
player_heir = {
is_female = yes
age >= 40
}
#Nothing else should need to be checked, they shouldn't be celibate or something like that
}
player_heir = {
save_scope_as = childless_heir
game_rule_create_spouse_and_children = { CHARACTER = scope:childless_heir }
}
}
}
}
 

Anyasia

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I have copied and edited the game_rule.1001 to game_rule.1002:
Question: Do i have to create something for the new game_rule.1002 somewhere like in localization? (If, where?) I have searched for something that calls the game_rule.1001 in localization , but i didnt found anything. Thx for your help :)
You shouldn't need to, I don't think—since it's a hidden event, there's no localization to show!

If something's not working, be sure to check Paradox Interactive/Crusader Kings III/logs/error.log in your documents folder and it should hopefully point you in the right direction.

Does anyone know what the specific conditions are for using the so-called 'interface triggers'? The wiki very unhelpfully says they 'can only be used in specific places,' and the error log likewise gives me the lovely notice that I'm 'reading an interface trigger in a forbidden area,' but neither tells me how or where I can use them.

The context, if it helps, is that I had an event which checked whether nudity was allowed by the game rule, altering the title, description, outfit, and animations to handle it differently depending on whether the character was clothed or not. This worked fine in 1.1.3, but 1.2 changed nudity from a game rule to a setting, and the new trigger, should_show_nudity, seemingly can no longer be used as broadly as I'd been using its predecessor, resulting in errors the which I'm really at a loss to address.

I'm a bit worried I'm going to have to completely redo the whole event so it localizes the same regardless of whether the character is naked, and that'd really take a lot of variety out of the event. :(
 

Tatterhood

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It's a new file, and it's working fine for two new religions, but not replacing the localization for the existing Hellenism (it's in the same path though). I don't want to have to copy all the original file with the same name and path as that would make it incompatible with other mods.

...and I'm only now realising that I had been working on the assumption that the game would always override vanilla game tags with a mod but I've never actually done so with localization - just thought I had.

So yeah, I'm going to need to make my own version of the whole damn pagan religion localization file, aren't I? Bugger bugger bugger.

If you want to override vanilla localization entries your file needs to go in localization/<language>/replace.
 
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Does anyone know where the Red/Green glow effect for personality traits is located? It used to be in the window_character.gui file, but after the update it is gone. Thanks.
 

Anyasia

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Does anyone know where the Red/Green glow effect for personality traits is located? It used to be in the window_character.gui file, but after the update it is gone. Thanks.
It's been moved to gui/shared/icons.gui.
 
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AstroCat

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I'm trying to figure out how to increase the amount of opinion that gets added in subsequent calls. I have the following code block:

Code:
add_opinion = {
    modifier = angry_opinion
    target = scope:actor
    opinion = {
        subtract = 25
    }
}
But each call appears to overwrite the previous, I want it to be additive instead (e.g. each call subtracts 25 from the existing value). I haven't been able to find any examples of this in the existing code so was curious if it's possible?

EDIT:

After some digging I found out about stacking. angry_opinion is under the #Stacking Opinions section but doesn't stack so you have to define your own modifier or use one with stacking. You also need to create the corresponding localization string to go along with it.

Code:
my_own_modifier = {
    opinion = -20
    monthly_change = 0.1
    decaying = yes
    stacking = yes
    max = 5
}

add_opinion = {
    modifier = my_own_modifier
    target = scope:actor
}
 
Last edited:

Mixael

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Edit: Figured it out, for anyone else out there: The value the AI gives certain regiments is called ai_quality. It's in the block where you define the Men-at-Arms. The value it refers to is in script_values/00_men_at_arms_values. Cultural men at arms however have their own value, which is defined at the top of the cultural_maa_types.txt. I was simply looking for answers in the wrong spot.


hope it is okay for me to be posting multiple questions in a relatively short amount of time, I couldn't post an answer to a post because apparently I was flagged as spam? Anyway, here goes, first question:

Does anyone know how exactly the AI decides which men at arms to buy?
So far I have found a formula in 00_ai.txt which is basically (Toughness*10+Attack*10+Pursuit*3+Screen)/cost*stack_size

So that is basically the score. Now in the men_at_arms_values there are some weight shifts for certain culture groups. What I don't quite understand is whether these increase the weight of buying the standard men-at-arms type or just the basic unit. That is because, for example, it decreases the weight of archers being chosen if your culture has the forest wardens innovation. That would point to it only decreasing the weight of the standard bowmen, since it would otherwise prevent it from picking the Metsänvartija unit aswell. However, if I increase the weight for certain regiments I have created, they still rarely pick those, if at all. Even with an increase of 1000 to the weight of the custom units, they still mainly choose their cultural regiments. Is there a way to see their weighting in debug mode? Or is it a modifier to cultural men at arms I haven't found yet? Or just a flag that I have missed that marks them as cultural units. Any pointers would be helpful.

On another note, said weight modifiers are located in common/script_values. I created my own .txt in that location (with another name of course). All values for the cost of my custom men at arms work, but I have no way of knowing whether the same goes for the ai weight values. Could my mistake lie there?

So that's basically the question, am I missing something here or did I just fuck up the files? Any help would be greatly appreciated. If I don't get it to work I'll still upload it tomorrow, maybe that will make it easier to understand.


Second Question: Is there such a thing as global flags? For example to disable a decision after an event has triggered that flag.
 
Last edited:

Anyasia

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Is there such a thing as global flags? For example to disable a decision after an event has triggered that flag.
I can't answer your first question, but the answer to the second is a definitive 'yes':—

Code:
# set global variable
set_global_variable = {
    name = mongol_empire_has_spawned
    value = yes
}

# to check for it in a trigger
exists = global_var:mongol_empire_has_spawned
You can also save things other than a boolean as the value, such as a scope or a flag:—

Code:
# set global variable as a character
set_global_variable = {
    name = ruler_of_ganges
    value = root
}

if = {
    # to check for it in a trigger…
    limit = {
        exists = global_var:ruler_of_ganges
        global_var:ruler_of_ganges = {
            is_alive = yes
        }
    }

    # …and do something with him!
    global_var:ruler_of_ganges = {
        trigger_event = {
            id = south_asia.0013 #Someone else has taken my title
            days = 3
        }
    }
}
These are all adapted from vanilla code, just to give you examples.