Yes, it's a random factor, which is why it's called ai_chance. Chance means random.
I'm trying to implement races in my mod. My idea to do this was via traits. However I can't work out how to make certain races not produce children with each other.
For example I would want it so that if a human and a dwarf marry, they can't have a child. However, if a human and an elf marry, they could produce a child with "half-elf" trait. Any chance how to deal with that?
can_use_gui = {
ROOT = {
always = no
}
}
I always thought it was a base of YY days, plus 0 to ZZ days. There are several vanilla events where the random is larger than the days, which could lead to negative time by your method. (buy_indulgence_for_sins, issue_declaration_of_repentance, & sadaqah_saddka decisions: days = 5 random = 12; event 94018: days = 300 random = 400; event 404: days = 7 random = 16; etc.)character_event = { id = XXXXX days = YY random = ZZ }
Makes it appear in YY± ZZ days IIRC.
Your initial thoughts are correct. Time to event delivery will be, at minimum, DAYS from now, and over a uniform random distribution between 0-RANDOM inclusive, a potential extra amount of random days of delay will be added.I always thought it was a base of YY days, plus 0 to ZZ days. There are several vanilla events where the random is larger than the days, which could lead to negative time by your method. (buy_indulgence_for_sins, issue_declaration_of_repentance, & sadaqah_saddka decisions: days = 5 random = 12; event 94018: days = 300 random = 400; event 404: days = 7 random = 16; etc.)
Anyone with thoughts on the can_use_gui issue? I'm starting to wonder if I should file a bug report, but I need some sort of confirmation.
Darn, was hoping you'd have a gem for me. FWIW, the only CBs for which it's apparently not working as intended (at least for me) in the aforementioned way are those that aren't of 'check_de_jure_tier' type. I haven't yet had time to track back and simply create a super-basic CB that can be check_de_jure_tier or not and see whether the can_use_gui is enforced on which type, if my observation is at all even relevant to the problem.I've used can_use_gui in CK2Plus, but I've never run into your issue. Then again, I haven't tested it extensively.
Hope this isn't to complex but, how does one add unique cultural holding pictures to a mod like has been done in the Middle Earth project? At the moment I am capable of changing how holding look by changing out .tga files, but I can't seem to locate the file that tell various cultures which specific .tga files to reference.
spriteType = {
name = "GFX_settlement_castle_norsegfx"
texturefile = "gfx\\interface\\placeholder_castle_norse.tga"
noOfFrames = 1
norefcount = yes
}
Thanks for getting back to me so quickly, just what I needed, thanks.The association is done by defining a gfx spriteType with name GFX_settlement_<type>_ <culturegfx>
Vanilla definitions are inside \interface\province.gfx:
Code:spriteType = { name = "GFX_settlement_castle_norsegfx" texturefile = "gfx\\interface\\placeholder_castle_norse.tga" noOfFrames = 1 norefcount = yes }
Thanks you !Look in defines.lua, below 'NMilitary'. Each troop type has a maintenance value, and there is also 'LEVY_MAINTENANCE_FACTOR = 1.5', which adds 50% to those values.