Apparently, the "religion = ... " condition for a province is invalid. So, how to check a province's religion?
long_character_event also appears in wol_business_events.txt & wol_war_events.txt (total of 10 events). It looks like it just gives you more room for text. Check out gfx/interface/event_narrative_bg.dds & gfx/interface/event_normal_bg.dds.What is a "Long Event"? I see this in the coding for tutorial events, and I have o clue what they are. How are they different from normal events?
Here it is
Code:option = { name = "EVTOPTA107000" hidden_tooltip = { long_character_event = { id = 107005 days = 5 } } }
EDIT: When major = yes is put into an events code, what does that mean?
No such thing. In fact, no other keyword contains 'hide'.I'm aware of the headgear_that_hides_hair = { x } script in the portraits, however does anyone know if headgear_that_hides_beard = { x } is in the game?
It needs to beOk I had it working for a little bit but then the house of cards came down. Now I cant get the first event to fire. Please help.
Code:character_event = { id = equal.00 desc = EVTDESCEQL00 trigger = { #on_chronicle_start = yes NOT{ has_global_flag = random_religions_made_flag } #religion = noreligion } option = { name = EQUALDESABRA character_event = { id = equal.1} #trigger = { ai = no } } option = { name = EQUALDESPAGAN # trigger = { # ai = no # has_dlc = "The Old Gods" # } character_event = {id = equal.02} } option = { name = EQUALDESINDIA # trigger = { # # ai = no # has_dlc = "Rajas of India" # } character_event = {id = equal.04} } }
NOT = { has_global_flag = random_religions_made_flag }
temple = {
pyramid_super_1 = {
potential = {
FROMFROM = {
OR = {
title = b_tikhvin
title = b_yuriev
#both are pre-built temple holdings
}
}
}
desc = pyramid_super_desc_1
trigger = { TECH_TEMPLE_CONSTRUCTION = 0 }
gold_cost = 0
build_time = 0
culture_techpoints = 0.05
liege_piety = 0.10
monthly_character_piety = 0.10
ai_creation_factor = 100
extra_tech_building_start = -2.0
}
}
The rule is not that scopes other than any_* or random_* must have a limit, but rather that they must not have a limit. if = {} and random_* and any_* (outside of triggers and limits) are they only valid places to use a limit. Use of limit anywhere else causes a blank event.Does anyone remember that "new" rule that came into effect a few patches ago, relating to scopes that were not any_ or random_ , and needed a ... limit, or an if/limit under the scope?
I just remember both in Birthrithg and Warhammer suddenly some patch created like 25 blank pop ups, but I can't remember what the exact rule was, except that it had something to do with scopes that were not any_ or random_ requiring something new...
For example, wouldnt this cause a problem nowadays inside an effect clause on a decision? :
if = {
limit = {
is_landed = yes
liege = {
ai = yes
any_courtier = { trait = khemri_tomb_king } }
}
liege = {
random_courtier = {
limit = { trait = khemri_tomb_king }
ROOT = { abdicate_to = PREV
add_trait = khemri_soldier
any_spouse = { remove_spouse = ROOT } } } }
break = yes
}
The liege needs a limit underneath it, doesnt it, because it s not an any_ or random_ scope?
The rule is not that scopes other than any_* or random_* must have a limit, but rather that they must not have a limit. if = {} and random_* and any_* (outside of triggers and limits) are they only valid places to use a limit. Use of limit anywhere else causes a blank event.
I hope that clears things up for you.
Where in the save file, is the event that is currently popped up/active?
I've got a blank event (sometime wrong with it so no message and no buttons), but I can't remember what to look for in the save file to identify it with.
But I know you can, as It's happened in the past.
allow = {
TECH_CAVALRY = 8
}
# Lombard province converts to Italo-Roman
province_event = {
id = CM.2
desc = EVTDESC_CM_2
picture = GFX_evt_stone_church
trigger = {
culture = lombard
NOT = { year = 1000 }
OR = {
county = { kingdom = { title = k_lombardy } }
county = { kingdom = { title = k_sicily } }
}
NOT = { county = c_grisons }
NOT = { county = c_lombardia }
}
mean_time_to_happen = {
months = 2400
modifier = {
factor = 0.5
owner = {
culture_group = latin
}
}
}
option = {
name = EVTOPTA_CM_2
culture = italo-roman
}
}
# Old Saxon, Old Frankish or Frisian province converts to Dutch
province_event = {
id = CM.3
desc = EVTDESC_CM_3
picture = GFX_evt_tribal_lands
trigger = {
OR = {
duchy = { title = d_holland }
duchy = { title = d_flanders }
duchy = { title = d_brabant }
duchy = { title = d_gelre }
}
OR = {
culture = old_frankish
culture = frisian
AND = {
culture = old_saxon
has_global_flag = widukind_spawned
}
}
NOT = { county = c_frisia }
}
mean_time_to_happen = {
months = 1200
modifier = {
factor = 0.5
owner = {
culture_group = west_germanic
}
}
}
option = {
name = EVTOPTA_CM_3
culture = dutch
}
}
Event 73008 (court_events.txt) has this:How would one go about making certain techs as requirements for decisions? I have a decision that I want Heavy Cavalry Tech 8 to be required for its activation.
Would
Code:allow = { TECH_CAVALRY = 8 }
be enough?
trigger = {
is_landed = yes
capital_scope = { TECH_NOBLE_CUSTOMS = 4 }
}
According to the wiki, which direction it works depends on where it's used. In a trait, it always modifies the character's opinion of his/her liege. Thus, content vassals like their liege +50, while envious ones dislike them -15. As a character modifier (defined in event_modifiers/*), I believe it modifies the liege's opinion of the character.I've read that the "liege_opinion" modifier can work both ways (that is, increase the character's opinion of their liege, or the liege's opinion of the character).
How to work with it? What will it do if it's put in a trait?
Don't your 3 lines like 'NOT = { county = c_grisons }' need to be 'NOT = { county = { title = c_grisons } }'Neither of the following two culture conversion events trigger in-game. I've tried fixing them to no avail, I'm at a loss now.
Code:# Lombard province converts to Italo-Roman province_event = { id = CM.2 desc = EVTDESC_CM_2 picture = GFX_evt_stone_church trigger = { culture = lombard NOT = { year = 1000 } OR = { county = { kingdom = { title = k_lombardy } } county = { kingdom = { title = k_sicily } } } NOT = { county = c_grisons } NOT = { county = c_lombardia } } mean_time_to_happen = { months = 2400 modifier = { factor = 0.5 owner = { culture_group = latin } } } option = { name = EVTOPTA_CM_2 culture = italo-roman } } # Old Saxon, Old Frankish or Frisian province converts to Dutch province_event = { id = CM.3 desc = EVTDESC_CM_3 picture = GFX_evt_tribal_lands trigger = { OR = { duchy = { title = d_holland } duchy = { title = d_flanders } duchy = { title = d_brabant } duchy = { title = d_gelre } } OR = { culture = old_frankish culture = frisian AND = { culture = old_saxon has_global_flag = widukind_spawned } } NOT = { county = c_frisia } } mean_time_to_happen = { months = 1200 modifier = { factor = 0.5 owner = { culture_group = west_germanic } } } option = { name = EVTOPTA_CM_3 culture = dutch } }
Thanks.According to the which, which direction it works depends on where it's used. In a trait, it always modifies the character's opinion of his/her liege. Thus, content vassals like their liege +50, while envious ones dislike them -15. As a character modifier (defined in event_modifiers/*), I believe it modifies the liege's opinion of the character.
add_trait = avatar
narrative_event = { id = [major event id] }
is_triggered_only = yes
major = yes
show_ROOT = yes
hide_new = yes
only_rulers = yes
trigger = {
NOT = { trait = avatar }
}
That makes a great deal of sense. Thank you.Don't your 3 lines like 'NOT = { county = c_grisons }' need to be 'NOT = { county = { title = c_grisons } }'