As far as I know that's not possible.thanks. is adding a new unit type possible ? (despite of sprite limitations) ?
As far as I know that's not possible.thanks. is adding a new unit type possible ? (despite of sprite limitations) ?
Should be possible with the new effect scope. I use it to trigger a global event on day 1 for example.Is adding friends, rivals, and lovers to the history files possible?
(For instance, when I start the game in 1066 as William the Conqueror, Matilda of Flanders, my wife, is automatically my lover.)
king_female_irish;Rígan;Ard Rígan;Ard Rígan;;Ard Rígan;;;;;;;;;x
Ok, thank you very much!Just append the culture name to the title after an underscore in localization:
Code:king_female_irish;Rígan;Ard Rígan;Ard Rígan;;Ard Rígan;;;;;;;;;x
Where I can find a file which determines names of random characters, new born childrens etc?
decisions = {
employ_priest = {
potential = {
ai = no
is_ruler = yes
}
allow = {
NOT = { has_character_modifier = employment_timer }
piety = 10
}
effect = {
piety = -10
create_random_priest = {
random_traits = yes
dynasty = random
female = no
}
add_character_modifier = {
name = employment_timer
duration = 180
hidden = yes
}
}
revoke_allowed = {
always = no
}
ai_will_do = {
factor = 0
}
}
Anyone know if it is possible to change the randomly generated Dynasties to names you have created yourself, ie invite courtier so that it isn't "of Rome" or wherever and is instead "Claudius" or something. Effectively I would l prefer if there were few or no "of X" dynasties.
I think it's enough to replace 'random' with your custom dynasty ID (number). For example, dinasty = 312, etc.
Of course, it would always be the same dynasty this way... to randomly choose it among a group of dynasties you'd have to add a random_list under the 'effect' section, and then write several different 'create_character' sections, with different dynasties IDs, for each random list element... it would be a very long piece of code but it's just a lot of copy and paste.
I suppose I could create an Decision called "Invite Senator" and do that for people with culture_Roman.
Yes of course, that would make the decision available only to roman culture characters, but it's unrelated to the dynasty of the created character...
character_event = {
id = 1000114000
title = "EVTNAMEscottishtroops"
desc = "EVTDESCscottishtroops"
major = yes
hide_new = yes
picture = "GFX_evt_battle"
border = "GFX_event_character_frame_war"
only_rulers = yes
trigger = {
year = 1298
has_landed_title = k_scotland
NOT = { year = 1305 }
NOT = { has_global_flag = scotland_troops }
}
mean_time_to_happen = {
months = 2
}
option = {
name = "OK"
trigger = {
has_landed_title = k_scotland
}
set_global_flag = scotland_troops
wealth = 2500
create_character = {
random_traits = yes
dynasty = random
religion = catholic
culture = scottish
female = no
age = 19
attributes = {
martial = 12
}
trait = brilliant_strategist
}
new_character = {
spawn_unit = {
province = 43 # Gowrie
troops =
{
light_infantry = { 2000 2000 }
heavy_infantry = { 3000 3000 }
}
}
}
create_character = {
random_traits = yes
dynasty = random
religion = catholic
culture = scottish
female = no
age = 34
attributes = {
martial = 12
}
trait = brilliant_strategist
}
new_character = {
spawn_unit = {
province = 51 # Dunbar
troops =
{
light_infantry = { 2000 2000 }
heavy_infantry = { 1000 1000 }
knights = { 75 75 }
}
}
}
create_character = {
random_traits = yes
dynasty = random
religion = catholic
culture = scottish
female = no
age = 30
attributes = {
martial = 15
}
trait = brilliant_strategist
}
new_character = {
spawn_unit = {
province = 50 # Galloway
troops =
{
light_infantry = { 5000 5000 }
}
}
}
create_character = {
random_traits = yes
dynasty = random
religion = catholic
culture = scottish
female = no
age = 20
attributes = {
martial = 12
}
trait = brilliant_strategist
}
}
}