• 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.

ethiopianvampire

Second Lieutenant
40 Badges
Jan 12, 2016
102
10
  • Crusader Kings II: Charlemagne
  • Knights of Pen and Paper 2
  • Crusader Kings II
  • Europa Universalis IV: Art of War
  • Europa Universalis IV
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Stellaris: Necroids
  • Crusader Kings II: Jade Dragon
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Stellaris: Synthetic Dawn
  • Shadowrun: Hong Kong
  • Stellaris: Megacorp
  • Crusader Kings II: Holy Fury
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Crusader Kings III
  • Crusader Kings III: Royal Edition
  • Crusader Kings II: Monks and Mystics
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Cadet
  • Stellaris
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Pillars of Eternity
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • Stellaris - Path to Destruction bundle
  • Knights of Pen and Paper +1 Edition
And since I'm here I wanted to ask if having more than five option for an event, in which more than four can't show simultaneously since two trigger options are mutually exclusive, is a problem.
This isn't a problem as long as you don't confuse yourself. I've had lots of options for one event and quite a few descriptions set to trigger each time repeat_event (same event) was used. It can get a bit muddled and start to feel like juggling though.
i.e. set this character flag = desc 'a' and options a/b/c/d -- option a selected adds character flag 2 -- option b selected adds character flag 3 -- option c selected add character flag 4 --- option d selected adds character flag 5 --- repeat_event = { id = same_event } --- character_flags 2/3/4/5 = desc 2/3/4/5 and options 5-8/9-12/13-16/17-20 respectively-- option 20 = random_list (add random character_flags) -- each character flag brings about a different description and set of options. Anyway. You can see where that would get confusing.

Short answer: Yes. You can do more than four options ( a lot more) so long as you only display four of those options at any given time and you are careful not to confuse yourself. :)
 
Last edited:
  • 1
Reactions:

jursamaj

General
125 Badges
Aug 20, 2012
2.360
216
  • Victoria 2: Heart of Darkness
  • Hearts of Iron III
  • Heir to the Throne
  • Knights of Pen and Paper +1 Edition
  • Cities in Motion
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Stellaris: Galaxy Edition
  • Stellaris - Path to Destruction bundle
  • Victoria 2: A House Divided
  • Leviathan: Warships
  • Rome: Vae Victis
  • Stellaris
  • Europa Universalis IV: Pre-order
  • Magicka 2 - Signup Campaign
  • Crusader Kings II: Horse Lords
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Call to arms event
  • 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
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis III Complete
  • Europa Universalis IV: Conquest of Paradise
  • Divine Wind
  • Europa Universalis IV: Art of War
  • Europa Universalis III: Chronicles
  • Crusader Kings II: Way of Life
  • Crusader Kings II: Conclave
  • Europa Universalis III Complete
  • Europa Universalis IV: Common Sense
  • Europa Universalis III Complete
  • Pillars of Eternity
  • Europa Universalis IV
  • Europa Universalis IV: El Dorado
  • 500k Club
  • Stellaris Sign-up
  • Hearts of Iron IV Sign-up
  • Hearts of Iron IV: No Step Back
And since I'm here I wanted to ask if having more than five option for an event, in which more than four can't show simultaneously since two trigger options are mutually exclusive, is a problem.
This is a purely graphical limit. The game can only *display* up to 4 options. So, AI rulers won't care at all, since they don't use the GUI. An AI-only event could have as many active options as you want.

For the *player*, only 4 active options will be shown. If you don't limit the active options to 4 with triggers, the extras simply won't be shown, and thus can't be clicked. The game won't crash or complain.
 
  • 1
Reactions:

jursamaj

General
125 Badges
Aug 20, 2012
2.360
216
  • Victoria 2: Heart of Darkness
  • Hearts of Iron III
  • Heir to the Throne
  • Knights of Pen and Paper +1 Edition
  • Cities in Motion
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Stellaris: Galaxy Edition
  • Stellaris - Path to Destruction bundle
  • Victoria 2: A House Divided
  • Leviathan: Warships
  • Rome: Vae Victis
  • Stellaris
  • Europa Universalis IV: Pre-order
  • Magicka 2 - Signup Campaign
  • Crusader Kings II: Horse Lords
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Call to arms event
  • 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
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis III Complete
  • Europa Universalis IV: Conquest of Paradise
  • Divine Wind
  • Europa Universalis IV: Art of War
  • Europa Universalis III: Chronicles
  • Crusader Kings II: Way of Life
  • Crusader Kings II: Conclave
  • Europa Universalis III Complete
  • Europa Universalis IV: Common Sense
  • Europa Universalis III Complete
  • Pillars of Eternity
  • Europa Universalis IV
  • Europa Universalis IV: El Dorado
  • 500k Club
  • Stellaris Sign-up
  • Hearts of Iron IV Sign-up
  • Hearts of Iron IV: No Step Back
This isn't a problem as long as you don't confuse yourself. I've had lots of options for one event and quite a few descriptions set to trigger each time repeat_event (same event) was used. It can get a bit muddled and start to feel like juggling though.
i.e. set this character flag = desc 'a' and options a/b/c/d -- option a selected adds character flag 2 -- option b selected adds character flag 3 -- option c selected add character flag 4 --- option d selected adds character flag 5 --- repeat_event = { id = same_event } --- character_flags 2/3/4/5 = desc 2/3/4/5 and options 5-8/9-12/13-16/17-20 respectively-- option 20 = random_list (add random character_flags) -- each character flag brings about a different description and set of options. Anyway. You can see where that would get confusing.
Why would you do all that in 1 event? It clearly should be broken up into 5.

As a note, since you may not be aware, you can "repeat" a different event. So Bob could receive event 1, select option A, which calls repeat_event on event 2, 3, 4, or 5. Those events could then repeat on themselves, or switch to repeating to a different one if appropriate.
 
  • 1
Reactions:

jursamaj

General
125 Badges
Aug 20, 2012
2.360
216
  • Victoria 2: Heart of Darkness
  • Hearts of Iron III
  • Heir to the Throne
  • Knights of Pen and Paper +1 Edition
  • Cities in Motion
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Stellaris: Galaxy Edition
  • Stellaris - Path to Destruction bundle
  • Victoria 2: A House Divided
  • Leviathan: Warships
  • Rome: Vae Victis
  • Stellaris
  • Europa Universalis IV: Pre-order
  • Magicka 2 - Signup Campaign
  • Crusader Kings II: Horse Lords
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Call to arms event
  • 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
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis III Complete
  • Europa Universalis IV: Conquest of Paradise
  • Divine Wind
  • Europa Universalis IV: Art of War
  • Europa Universalis III: Chronicles
  • Crusader Kings II: Way of Life
  • Crusader Kings II: Conclave
  • Europa Universalis III Complete
  • Europa Universalis IV: Common Sense
  • Europa Universalis III Complete
  • Pillars of Eternity
  • Europa Universalis IV
  • Europa Universalis IV: El Dorado
  • 500k Club
  • Stellaris Sign-up
  • Hearts of Iron IV Sign-up
  • Hearts of Iron IV: No Step Back
Note: You don't need the AND or the ROOT, as both are implied.
Not true. NOT and NOR perform an OR operation on their sub-clauses, not an AND. This is an exception to the implied AND. So NOT = { AND = { A B } } would have to convert to OR = { NOT = { A } NOT = { B } }, per De Morgan's Law.
 
  • 1
  • 1
Reactions:

ethiopianvampire

Second Lieutenant
40 Badges
Jan 12, 2016
102
10
  • Crusader Kings II: Charlemagne
  • Knights of Pen and Paper 2
  • Crusader Kings II
  • Europa Universalis IV: Art of War
  • Europa Universalis IV
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Stellaris: Necroids
  • Crusader Kings II: Jade Dragon
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Stellaris: Synthetic Dawn
  • Shadowrun: Hong Kong
  • Stellaris: Megacorp
  • Crusader Kings II: Holy Fury
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Crusader Kings III
  • Crusader Kings III: Royal Edition
  • Crusader Kings II: Monks and Mystics
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Cadet
  • Stellaris
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Pillars of Eternity
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • Stellaris - Path to Destruction bundle
  • Knights of Pen and Paper +1 Edition
Why would you do all that in 1 event? It clearly should be broken up into 5.

As a note, since you may not be aware, you can "repeat" a different event. So Bob could receive event 1, select option A, which calls repeat_event on event 2, 3, 4, or 5. Those events could then repeat on themselves, or switch to repeating to a different one if appropriate.
Personal preference. There is no practical reason. I just like keeping my story events as one event and cited it as an example of lots of options. Thank you for the information but, in this case, I was aware. On this point though, I do have a question. Is there any practical reason (That isn't organizational) that one shouldn't write an event this way? (Performance-wise?) It works for me so I haven't really worried about it.

Edit: The reason that I originally started doing it this way was to add randomness to my events. Admittedly, it is over-engineered, but I get sick of seeing the same events again and again. I wanted to show multiple descriptions/options for the same event, completely at random.
Example: King Bob went to war with Queen Joanne -- King Bob got into an argument with Queen Joanne, resulting in conflict -- King bob and Queen Joanne's peace- talks broke down, resulting in a continuation of an old conflict.
Point: This desc would say the same thing, but would be responsive to circumstances of the two rulers or add random detail.
One could do this in multiple events but, as I said, its just personal preference (organizational) and I like to keep it all in the same event.
Not true. NOT and NOR perform an OR operation on their sub-clauses, not an AND. This is an exception to the implied AND. So NOT = { AND = { A B } } would have to convert to OR = { NOT = { A } NOT = { B } }, per De Morgan's Law.
Wow. I did not know/forgot about that. I suppose that I always use multiple NOT = {} blocks. Thanks for the correction. Post struck through.
 
Last edited:

GottJammern

Corporal
32 Badges
Oct 23, 2016
29
2
  • Crusader Kings II: Charlemagne
  • Crusader Kings II
  • Magicka
  • Knights of Pen and Paper +1 Edition
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings III: Royal Edition
  • Crusader Kings III
  • Stellaris: Ancient Relics
  • Prison Architect
  • Crusader Kings II: Holy Fury
  • Stellaris: Megacorp
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Crusader Kings II: Jade Dragon
  • Age of Wonders III
  • Stellaris: Synthetic Dawn
  • Surviving Mars
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II: Monks and Mystics
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Reapers Due
  • Stellaris
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Way of Life
  • Teleglitch: Die More Edition
Im trying to change some of the values for traits in 'The Gods!' 2.3 mod on Steam . Specifically, I open the .zip, open the associated traits file, and erase the 'general opinion' line. Loading back into the game causes the trait to 'not be found' when I try to add/remove it, and the space where it used to be on my characters traits list is blank but still taking space, almost as if it was invisible.
When in the ruler customiser, the trait appears but with an Arabic(?) character in front of it.

Has anyone heard of this or have any idea where I could start looking? I'm not drastically modifying the trait, just deleting a SINGLE line of non-essential text.
 

jfood

Private
38 Badges
Apr 5, 2014
18
0
  • Crusader Kings II
  • Age of Wonders III
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Synthetic Dawn
  • Hearts of Iron IV: Colonel
  • Crusader Kings II: Jade Dragon
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Shadowrun Returns
  • Crusader Kings II: Holy Fury
  • Crusader Kings III
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Pillars of Eternity
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Pre-order
  • Warlock: Master of the Arcane
  • Stellaris
  • Crusader Kings II: Charlemagne
  • Hearts of Iron IV: Expansion Pass
  • Imperator: Rome
  • 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
  • Age of Wonders: Shadow Magic
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV
  • Europa Universalis IV: Call to arms event
  • Stellaris - Path to Destruction bundle
When setting start date event troops to reinforce, through a characters.txt file, how do you go about controlling the rate? Giving it a 'reinforces = yes' reinforces the entire unit by the end of the month. It's a bit much.

Specifically looking to give Dyre the Stranger have a reinforcement rate for his starting troops, since he gets absolutely crushed early in HIP.
 

Lurina

Corporal
40 Badges
Jan 16, 2013
28
0
  • Crusader Kings II: Charlemagne
  • Magicka 2
  • Stellaris: Synthetic Dawn
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Pre-order
  • Crusader Kings II
  • Lead and Gold
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Stellaris: Federations
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II: Monks and Mystics
  • Crusader Kings II: Jade Dragon
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Crusader Kings II: Holy Fury
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Tyranny: Archon Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Pillars of Eternity
  • Crusader Kings II: Way of Life
  • Magicka: Wizard Wars Founder Wizard
  • Europa Universalis IV: El Dorado
  • 500k Club
Back again with another problem. I'm trying to make a mod that makes Germanic Pagan characters with the Frankish (meaning, default) portraits use the unkempt hair for Norse Pagans. However, I'm once again finding the defines for GFX stuff hard to understand, especially when it comes to the use of DLC assets in terms of integration with other stuff. To start simple and not think about linking it to religion, how exactly would I go about simply changing the hair for the default characters to the Norse Pagan assets?

(By the way, thanks to the guy who suggested character IDs being the seed for random clothing selection - It turned out to be right!)
 

Nendur

Colonel
1 Badges
Dec 16, 2013
881
197
  • Crusader Kings II
Back again with another problem. I'm trying to make a mod that makes Germanic Pagan characters with the Frankish (meaning, default) portraits use the unkempt hair for Norse Pagans. However, I'm once again finding the defines for GFX stuff hard to understand, especially when it comes to the use of DLC assets in terms of integration with other stuff. To start simple and not think about linking it to religion, how exactly would I go about simply changing the hair for the default characters to the Norse Pagan assets?

(By the way, thanks to the guy who suggested character IDs being the seed for random clothing selection - It turned out to be right!)
In the portraittypes for westerngfx change the GFX_western_*male_hair* references to GFX_norse_*male_hair*.
You can look inside the dlc zipfiles to see what names they use for the spritetypes.
 

jursamaj

General
125 Badges
Aug 20, 2012
2.360
216
  • Victoria 2: Heart of Darkness
  • Hearts of Iron III
  • Heir to the Throne
  • Knights of Pen and Paper +1 Edition
  • Cities in Motion
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Stellaris: Galaxy Edition
  • Stellaris - Path to Destruction bundle
  • Victoria 2: A House Divided
  • Leviathan: Warships
  • Rome: Vae Victis
  • Stellaris
  • Europa Universalis IV: Pre-order
  • Magicka 2 - Signup Campaign
  • Crusader Kings II: Horse Lords
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Call to arms event
  • 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
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis III Complete
  • Europa Universalis IV: Conquest of Paradise
  • Divine Wind
  • Europa Universalis IV: Art of War
  • Europa Universalis III: Chronicles
  • Crusader Kings II: Way of Life
  • Crusader Kings II: Conclave
  • Europa Universalis III Complete
  • Europa Universalis IV: Common Sense
  • Europa Universalis III Complete
  • Pillars of Eternity
  • Europa Universalis IV
  • Europa Universalis IV: El Dorado
  • 500k Club
  • Stellaris Sign-up
  • Hearts of Iron IV Sign-up
  • Hearts of Iron IV: No Step Back
Im trying to change some of the values for traits in 'The Gods!' 2.3 mod on Steam . Specifically, I open the .zip, open the associated traits file, and erase the 'general opinion' line. Loading back into the game causes the trait to 'not be found' when I try to add/remove it, and the space where it used to be on my characters traits list is blank but still taking space, almost as if it was invisible.
When in the ruler customiser, the trait appears but with an Arabic(?) character in front of it.

Has anyone heard of this or have any idea where I could start looking? I'm not drastically modifying the trait, just deleting a SINGLE line of non-essential text.
Make sure you're saving it in the correct encoding. (Windows 1252, aka Windows Latin 1, sometimes incorrectly called "ANSI" or "ASCII". *Not* Unicode.)
 

ZeirMakavar

Private
79 Badges
Oct 18, 2014
14
0
  • Crusader Kings II: Charlemagne
  • Stellaris
  • Stellaris: Synthetic Dawn
  • Age of Wonders III
  • Cities: Skylines Deluxe Edition
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Victoria: Revolutions
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Crusader Kings II
  • Europa Universalis IV
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Stellaris: Apocalypse
  • Stellaris: Digital Anniversary Edition
  • Crusader Kings II: Monks and Mystics
  • Hearts of Iron IV: Together for Victory
  • Hearts of Iron IV: Expansion Pass
  • Cities: Skylines - Natural Disasters
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Mass Transit
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Third Rome
  • Surviving Mars
  • Hearts of Iron IV: Death or Dishonor
  • Cities: Skylines - Green Cities
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Mare Nostrum
  • Cities: Skylines - Snowfall
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Cossacks
  • Stellaris: Humanoids Species Pack
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: El Dorado
  • Cities: Skylines
  • Victoria 2
Not sure if this has been asked here yet, but is there a way I can trigger custom cultures and religions via events, much like how the English culture pops up if a Norman conquers Anglo-Saxon lands? I tried editing that event, and the event that spawns the Norman culture, but neither of these work correctly. (That is, they didn't trigger and I had to go in and force the event to start.)
 

abauer2

First Lieutenant
80 Badges
Aug 17, 2013
294
145
  • Victoria 2: Heart of Darkness
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III Collection
  • Heir to the Throne
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Semper Fi
  • Victoria 2: A House Divided
  • Crusader Kings II: Charlemagne
  • Cities: Skylines Deluxe Edition
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Stellaris: Galaxy Edition
  • Europa Universalis IV: Third Rome
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II
  • 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
  • For the Motherland
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis III
  • Divine Wind
  • Europa Universalis III: Chronicles
  • Cities: Skylines
  • Crusader Kings II: Horse Lords
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II: Monks and Mystics
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Nemesis
  • Crusader Kings II: Reapers Due
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Europa Universalis IV
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Common Sense
  • Knights of Pen and Paper 2
Not sure if this has been asked here yet, but is there a way I can trigger custom cultures and religions via events, much like how the English culture pops up if a Norman conquers Anglo-Saxon lands? I tried editing that event, and the event that spawns the Norman culture, but neither of these work correctly. (That is, they didn't trigger and I had to go in and force the event to start.)

Those events have a pretty long MTTH, so they might have been working. Have you checked that they are in fact working using testevent instead of event? Use it exactly like event from the console and it will evaluate whether the event's requirements are met without actually executing it.
 

ZeirMakavar

Private
79 Badges
Oct 18, 2014
14
0
  • Crusader Kings II: Charlemagne
  • Stellaris
  • Stellaris: Synthetic Dawn
  • Age of Wonders III
  • Cities: Skylines Deluxe Edition
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Victoria: Revolutions
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Crusader Kings II
  • Europa Universalis IV
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Stellaris: Apocalypse
  • Stellaris: Digital Anniversary Edition
  • Crusader Kings II: Monks and Mystics
  • Hearts of Iron IV: Together for Victory
  • Hearts of Iron IV: Expansion Pass
  • Cities: Skylines - Natural Disasters
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Mass Transit
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Third Rome
  • Surviving Mars
  • Hearts of Iron IV: Death or Dishonor
  • Cities: Skylines - Green Cities
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Mare Nostrum
  • Cities: Skylines - Snowfall
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Cossacks
  • Stellaris: Humanoids Species Pack
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: El Dorado
  • Cities: Skylines
  • Victoria 2
Those events have a pretty long MTTH, so they might have been working. Have you checked that they are in fact working using testevent instead of event? Use it exactly like event from the console and it will evaluate whether the event's requirements are met without actually executing it.

Didn't even actually think of that... I rarely ever use the console save for if I'm testing events, so I wasn't actually aware of testevent.
 

abauer2

First Lieutenant
80 Badges
Aug 17, 2013
294
145
  • Victoria 2: Heart of Darkness
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III Collection
  • Heir to the Throne
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Semper Fi
  • Victoria 2: A House Divided
  • Crusader Kings II: Charlemagne
  • Cities: Skylines Deluxe Edition
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Stellaris: Galaxy Edition
  • Europa Universalis IV: Third Rome
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II
  • 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
  • For the Motherland
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis III
  • Divine Wind
  • Europa Universalis III: Chronicles
  • Cities: Skylines
  • Crusader Kings II: Horse Lords
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II: Monks and Mystics
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Nemesis
  • Crusader Kings II: Reapers Due
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Europa Universalis IV
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Common Sense
  • Knights of Pen and Paper 2
Didn't even actually think of that... I rarely ever use the console save for if I'm testing events, so I wasn't actually aware of testevent.

I just discovered it myself recently. I had been wondering why I hadn't had the extra holding event from reapers due fire, but I was just getting unlucky. Then like 20 minutes after testing the event it fired.
 

Nendur

Colonel
1 Badges
Dec 16, 2013
881
197
  • Crusader Kings II
Does anyone what this error is about? random_neighbor_province is used from random_realm_province scope so should be a valid province scope.

[effectimplementation.cpp:6838]: Assert failed for 'random_neighbor_province': Scope.GetProvince() > 0 && "CRandomNeighborProvinceEffect does not have province Scope!"

Code:
random_realm_province = {
	random_neighbor_province = {
		limit = { has_owner = yes }
		ROOT = {
			set_graphical_culture = PREV
		}
	}
}
 

Zorlond

Major
32 Badges
Dec 25, 2010
707
39
  • Crusader Kings II: Charlemagne
  • Warlock 2: The Exiled
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Semper Fi
  • Europa Universalis IV: Res Publica
  • Penumbra - Black Plague
  • Majesty 2
  • Heir to the Throne
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II
  • 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 Complete
  • Divine Wind
  • Europa Universalis IV
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Victoria 2
  • Warlock: Master of the Arcane
  • 500k Club
  • Crusader Kings II: Holy Knight (pre-order)
  • Europa Universalis IV: Pre-order
  • Mount & Blade: Warband
So I'm working on a complicated event chain. Lotta branching. And I try to simplify how it all turns out by having the branches all meet at one event, with a separate desc for each outcome. But the game only spits out the first result, every single time.

Considering the event ended up with 13 possible desc entries, I have to ask:

Is there an upper limit to how many times one event can do desc = { trigger = { } text = X } before the game chokes?
 

abauer2

First Lieutenant
80 Badges
Aug 17, 2013
294
145
  • Victoria 2: Heart of Darkness
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III Collection
  • Heir to the Throne
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Semper Fi
  • Victoria 2: A House Divided
  • Crusader Kings II: Charlemagne
  • Cities: Skylines Deluxe Edition
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Stellaris: Galaxy Edition
  • Europa Universalis IV: Third Rome
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II
  • 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
  • For the Motherland
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis III
  • Divine Wind
  • Europa Universalis III: Chronicles
  • Cities: Skylines
  • Crusader Kings II: Horse Lords
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II: Monks and Mystics
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Nemesis
  • Crusader Kings II: Reapers Due
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Europa Universalis IV
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Common Sense
  • Knights of Pen and Paper 2
So I'm working on a complicated event chain. Lotta branching. And I try to simplify how it all turns out by having the branches all meet at one event, with a separate desc for each outcome. But the game only spits out the first result, every single time.

Considering the event ended up with 13 possible desc entries, I have to ask:

Is there an upper limit to how many times one event can do desc = { trigger = { } text = X } before the game chokes?

Not that I know of, but I think any event can only have a maximum of 4 visible options in the window in-game. Not sure if this means you can only have 4 possible options even some are mutually exclusive.
 

Zorlond

Major
32 Badges
Dec 25, 2010
707
39
  • Crusader Kings II: Charlemagne
  • Warlock 2: The Exiled
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Semper Fi
  • Europa Universalis IV: Res Publica
  • Penumbra - Black Plague
  • Majesty 2
  • Heir to the Throne
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II
  • 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 Complete
  • Divine Wind
  • Europa Universalis IV
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Victoria 2
  • Warlock: Master of the Arcane
  • 500k Club
  • Crusader Kings II: Holy Knight (pre-order)
  • Europa Universalis IV: Pre-order
  • Mount & Blade: Warband
Not that I know of, but I think any event can only have a maximum of 4 visible options in the window in-game. Not sure if this means you can only have 4 possible options even some are mutually exclusive.
They're not options, they're main-body descriptions. And I've had events with lots of options before (up to 7), long as four or less were valid at any point, it worked fine.

But I'm trying to work with 13 different descriptions. The big flavor text of the event.