• 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.

0yvind

First Lieutenant
34 Badges
Mar 18, 2017
233
282
  • Crusader Kings II: Charlemagne
  • Europa Universalis IV: Mare Nostrum
  • Crusader Kings II
  • 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
  • Imperator: Rome
  • Europa Universalis IV: Golden Century
  • Crusader Kings II: Holy Fury
  • Europa Universalis IV: Dharma
  • Crusader Kings II: Jade Dragon
  • Europa Universalis IV: Third Rome
  • Crusader Kings II: Monks and Mystics
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Reapers Due
  • Europa Universalis 4: Emperor
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
How do I make "employer" work in the history files - AKA move a character to a different court?

It seems to be overwritten if the character has a father.

I've tried writing the following:
Code:
    867.1.1 = {
        employer = 40605
        effect = {
            give_minor_title = title_appointed_regent
            add_friend = 40605 # Rurik
        }
    }
However the character nonetheless ends up being in the court of his father at the start of the game.
 

Abominus

French Maid
81 Badges
Sep 18, 2003
994
41
www.abominus.de.vu
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Sword of the Stars
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • 500k Club
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Europa Universalis III Complete
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris Sign-up
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris: Nemesis
  • Darkest Hour
  • Hearts of Iron II: Armageddon
  • Cities in Motion
  • Cities in Motion 2
  • 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
  • Arsenal of Democracy
  • Deus Vult
  • Europa Universalis III
  • Divine Wind
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • Hearts of Iron III Collection
  • Heir to the Throne
How do I make "employer" work in the history files - AKA move a character to a different court?

It seems to be overwritten if the character has a father.

I've tried writing the following:
Code:
    867.1.1 = {
        employer = 40605
        effect = {
            give_minor_title = title_appointed_regent
            add_friend = 40605 # Rurik
        }
    }
However the character nonetheless ends up being in the court of his father at the start of the game.

Have the same problem, I will try it with a silent event on_chronicle_start, maybe that helps to move that person to the other court.
 

Azzarrel

Sergeant
63 Badges
Jul 20, 2015
52
13
  • Crusader Kings II: Charlemagne
  • Europa Universalis IV: Cossacks
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II
  • Europa Universalis IV: Res Publica
  • Magicka
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • 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: Megacorp
  • Cities: Skylines - Mass Transit
  • Surviving Mars
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Synthetic Dawn
  • Cities: Skylines - Green Cities
  • Crusader Kings II: Monks and Mystics
  • Crusader Kings II: Holy Fury
  • Crusader Kings II: Jade Dragon
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Cities: Skylines - Parklife
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Distant Stars
  • Cities: Skylines Industries
  • Crusader Kings II: Conclave
  • Victoria 2
  • Cities: Skylines
  • Cities: Skylines Deluxe Edition
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Hearts of Iron IV: No Step Back
  • Hearts of Iron IV: Together for Victory
  • Cities: Skylines - Snowfall
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Stellaris: Leviathans Story Pack
Are councillor-tasks hardcoded?
I am writing on a battle-themed event chain and would like to have some sort of intelligence network using the spymasters 'build spynetwork' task.

I stumbeled apon another major problem I am unable to solve:
I am trying to create some event-chains based on the 'wargame' in the war focus, but there are quite a few problems.
Whenever two armies meet at the battlefield their leaders should get a random event-chain based on their martial skill. Some are just minor buffs for a few days, while others are major decisions that can turn a guranteed victory to a disaster like the romans expierienced vs hannibal in cannae.

I previously used the scopes "in_command" or "in_battle" in my trigger conditions, but this would be true to ALL flank leaders and probably even the unit-leaders, but I only wanted to target the highest in command (either top liege, the highest lord in this army or the center flank leader in case everyone is at the same tier).

Next problem is: how can find the highest tier enemy commander? I tried this until now:

Code:
any_current_enemy = {
                any_realm_character = {
                    limit = {
                        at_location = ROOT
                        in_command = yes
                        in_battle = yes
                        prisoner = no
                    }
       }
}

but one problem is, that this event will trigger for all commanders for all armies on that location again (although i don't know if all armies on a location merge to one when attacked) rather than just to the one with the highest tier.
I had some Ideas, but they ended up in quite a non-functional mess where i checked dozens of cases for every single character on a location.

The next step in my plan would be - although i have not even an idea if this is accomplishable - to check for arriving armies, to give special opportunities for the reinforcement (like to hit the enemy in the rear unprepared)
 

Rydelfox

Lt. General
90 Badges
Oct 30, 2016
1.476
12
  • A Game of Dwarves
  • King Arthur II
  • Knights of Pen and Paper +1 Edition
  • Magicka
  • Majesty 2
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Third Rome
  • Sword of the Stars
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Rome: Vae Victis
  • Europa Universalis IV: Mare Nostrum
  • Stellaris: Galaxy Edition
  • Crusader Kings II: Jade Dragon
  • Stellaris - Path to Destruction bundle
  • 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
  • Hearts of Iron III
  • Crusader Kings II: Sword of Islam
  • Dungeonland
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II: Sunset Invasion
  • Europa Universalis IV: Art of War
  • Crusader Kings II: Conclave
  • Crusader Kings II: Monks and Mystics
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Leviathans Story Pack
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Cadet
  • Stellaris: Galaxy Edition
  • Stellaris
  • Hearts of Iron IV: No Step Back
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Pillars of Eternity
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • Cities: Skylines
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV
Councillor tasks are in common\job_actions

for getting the highest, you can try this:
Code:
any_current_enemy = {
   any_realm_character = {
      limit = {
         at_location = ROOT
         in_command = yes
         in_battle = yes
         prisoner = no
      }
      if = {
         limit = { tier = baron }
         set_variable = { which = local_tier value = 1 }
      }
      else_if = {
         limit = { tier = count }
         set_variable = { which = local_tier value = 2 }
      }
      else_if = {
         limit = { tier = duke }
         set_variable = { which = local_tier value = 3 }
      }
      else_if = {
         limit = { tier = king }
         set_variable = { which = local_tier value = 3 }
      }
      else_if = {
         limit = { tier = emperor }
         set_variable = { which = local_tier value = 4 }
      }
      if = {
         limit = { check_variable = { which = local_tier which = event_target:highest_tier } }
         save_event_target_as = highest_tier
     }
   }
}
(Note: I typed that up on the fly, so it may have some typos or brace mismatches)
This doesn't include any form of tie-breaking, though that could be added by increasing the step between the tiers (e.g. 10, 20, 30, 40) and adding tie breaker stuff whose total value is less than that step.
If there is a tie, it will go to whichever of those characters it checked first. Since I don't know the order it evaluates characters, it would be effectively random.
At the end, event_target:highest_tier will be the highest tier character.
 

Rags17

Ludere Ludum
62 Badges
Dec 11, 2014
5.953
3.631
  • 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
  • Crusader Kings II
  • Europa Universalis IV: Rights of Man
  • Cities: Skylines - Mass Transit
  • Steel Division: Normandy 44
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II: Monks and Mystics
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Surviving Mars
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Mandate of Heaven
  • Crusader Kings II: Holy Fury
  • Crusader Kings Complete
  • Stellaris: Distant Stars
  • Europa Universalis IV: Cossacks
  • Hearts of Iron IV: Death or Dishonor
  • Europa Universalis IV: Cradle of Civilization
  • Battle for Bosporus
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Europa Universalis IV: Rule Britannia
  • Imperator: Rome Sign Up
  • Crusader Kings III
  • Stellaris: Megacorp
  • Cities: Skylines Industries
  • Europa Universalis IV: Dharma
  • Victoria 2
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Expansion Pass
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Conclave
  • Hearts of Iron IV: La Resistance
  • Stellaris
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: Call to arms event
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
Are councillor-tasks hardcoded?
I am writing on a battle-themed event chain and would like to have some sort of intelligence network using the spymasters 'build spynetwork' task.
:

I'm not sure about the other questions but I CAN answer this one !

The various Council positions found at common/job_titles/00_job_titles.txt have various tags, two of which are lift_fow = yes and lift_neighbor_fow = yes. The first one lefts fog of war (ie lets you see armies) in the character's current location, the second does the same but for all adjacent provinces as well. The first is currently only in the Chancellor job description, the second in the Spymaster's, but there is nothing stopping you from giving it to any Councilor. I know this works because I made m,y own custom titles and job actions years ago.

I haven't tried but in theory you should be able to add it to an honorary title too. If it works then let us all know !
 

Thezezeal

Captain
3 Badges
Dec 28, 2014
375
3
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Monks and Mystics
  • Crusader Kings II: Charlemagne
Is it possible to add new kinds of troop into the game? I tried adding a new entry to special_troops, and using that on a building, but no luck.

Does anyone know how Game Rules are sorted? I have two Mods which each add multiple 'tabs' (the list where it says "all rules", and it expands when you click on it). They all show up fine (a1,a2,a3,b1,b2,b3) except a4 which randomly appears between b2 and b3. I cannot understand why that one is out of place.
In response to this question of mine, I'm still not 100% sure, but it *seems* like it's simple alphanumeric... But, unless my game is just being really glitch, it seems the number has to come first. So...

Code:
MyRuleGroup001
MyRuleGroup002
MyRuleGroup003
causes (for me) the rules to be listed in a random/weird order; but
Code:
001MyRuleGroup
002MyRuleGroup
003MyRuleGroup
works as desired. :S No idea why that would be, though :/
 
Last edited:

Azzarrel

Sergeant
63 Badges
Jul 20, 2015
52
13
  • Crusader Kings II: Charlemagne
  • Europa Universalis IV: Cossacks
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II
  • Europa Universalis IV: Res Publica
  • Magicka
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • 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: Megacorp
  • Cities: Skylines - Mass Transit
  • Surviving Mars
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Synthetic Dawn
  • Cities: Skylines - Green Cities
  • Crusader Kings II: Monks and Mystics
  • Crusader Kings II: Holy Fury
  • Crusader Kings II: Jade Dragon
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Cities: Skylines - Parklife
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Distant Stars
  • Cities: Skylines Industries
  • Crusader Kings II: Conclave
  • Victoria 2
  • Cities: Skylines
  • Cities: Skylines Deluxe Edition
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Hearts of Iron IV: No Step Back
  • Hearts of Iron IV: Together for Victory
  • Cities: Skylines - Snowfall
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Stellaris: Leviathans Story Pack
Can someone please give me a quick explanation how monks and mystics changed the spymaster events.

like seen here:
Code:
action_uncover_plots = {
    attribute = intrigue
    
    potential = {
        NOT = { has_dlc = Mystics }
    }
    
    trigger = {
        any_province_lord = {
            OR = {
                is_liege_or_above = FROM
                same_liege = FROM
            }
        }
    }

    plot_discovery_chance = 0.01
    
    events = { 929 931 9000 9020 }
}

action_uncover_plots_offmap = {
    attribute = intrigue
    
    potential = {
        has_dlc = Mystics
    }
    
    offmap = yes

    plot_discovery_chance = 0.01
    
    events = { MNM.70022 MNM.70024 MNM.70023 }
}

I don't own the dlc yet, but i plan to buy it in the future. I don't want any of my mods I am currently working on to conflict with the new system of mnm and i can't find the mnm events anywhere to look them up.
 

LordPeter

Marjoram
49 Badges
Mar 5, 2012
2.249
382
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Mare Nostrum
  • Crusader Kings II: Monks and Mystics
  • Crusader Kings II: Conclave
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Prison Architect
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - Mass Transit
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris: Synthetic Dawn
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Crusader Kings II: Holy Fury
  • Imperator: Rome
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: El Dorado
  • 500k Club
  • Europa Universalis IV: Res Publica
  • 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
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Europa Universalis IV
  • Crusader Kings II: Sword of Islam
  • Stellaris
  • Europa Universalis IV: Third Rome
  • Cities: Skylines
  • Crusader Kings II: Jade Dragon
  • Europa Universalis IV: Cradle of Civilization
Can someone please give me a quick explanation how monks and mystics changed the spymaster events.

like seen here:
Code:
action_uncover_plots = {
    attribute = intrigue
   
    potential = {
        NOT = { has_dlc = Mystics }
    }
   
    trigger = {
        any_province_lord = {
            OR = {
                is_liege_or_above = FROM
                same_liege = FROM
            }
        }
    }

    plot_discovery_chance = 0.01
   
    events = { 929 931 9000 9020 }
}

action_uncover_plots_offmap = {
    attribute = intrigue
   
    potential = {
        has_dlc = Mystics
    }
   
    offmap = yes

    plot_discovery_chance = 0.01
   
    events = { MNM.70022 MNM.70024 MNM.70023 }
}

I don't own the dlc yet, but i plan to buy it in the future. I don't want any of my mods I am currently working on to conflict with the new system of mnm and i can't find the mnm events anywhere to look them up.
Yeah that confused me, too.
These events for the "offmap" jobs are in job_offmap.txt - the name does not allude to the DLC, so it's not easy to find.
 

Romulien

Lt. General
19 Badges
Jul 2, 2013
1.404
308
  • Crusader Kings II
  • Major Wiki Contributor
Can you mod conclave education events to change traits you gain during adolescence from childhood traits, for example to gain strong trait instead of brawny from rowdy?

Yes, check the file ze_education_trait_events.txt
 

Okawoa

Colonel
24 Badges
May 27, 2006
851
502
  • Magicka: Wizard Wars Founder Wizard
  • Crusader Kings II: Jade Dragon
  • Crusader Kings II: Monks and Mystics
  • Crusader Kings II: Reapers Due
  • Stellaris Sign-up
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Way of Life
  • Mount & Blade: Warband
  • Arsenal of Democracy
  • Sword of the Stars
  • Europa Universalis III: Chronicles
  • 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 II: Charlemagne
  • Crusader Kings II
how do you set event_picture types for various cultures? Like the Arabic event pictures for example. If this using secondary_event_pictures?

If example: I want to have any event with the Child_reading picture have Child_reading_chinese like the Child_reading_muslim event pictures. How can I make this happen?
 

Thezezeal

Captain
3 Badges
Dec 28, 2014
375
3
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Monks and Mystics
  • Crusader Kings II: Charlemagne
Why would random African rulers be coming up to Britain to raid my settlement? They don't appear to be raiding anyone else. I'm feeling like there must be something in my Mod that's causing this, but... :shrug:
 

Silversweeeper

Ichi no Hito
58 Badges
Aug 24, 2012
3.943
2.840
  • Stellaris - Path to Destruction bundle
  • 500k Club
  • Europa Universalis IV: El Dorado
  • Magicka: Wizard Wars Founder Wizard
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Crusader Kings II: Monks and Mystics
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris: Distant Stars
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Imperator: Rome Sign Up
  • Imperator: Rome Deluxe Edition
  • Crusader Kings II: Holy Fury
  • Stellaris: Megacorp
  • Europa Universalis IV
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Europa Universalis IV: Mare Nostrum
  • Crusader Kings II: Charlemagne
  • Stellaris Sign-up
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Res Publica
  • 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: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III Complete
  • Magicka
Why would random African rulers be coming up to Britain to raid my settlement? They don't appear to be raiding anyone else. I'm feeling like there must be something in my Mod that's causing this, but... :shrug:

AI raiding priority is rather weird, even in vanilla, so it might not be a mod issue.
 

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
how do you set event_picture types for various cultures? Like the Arabic event pictures for example. If this using secondary_event_pictures?

If example: I want to have any event with the Child_reading picture have Child_reading_chinese like the Child_reading_muslim event pictures. How can I make this happen?
Generally, it would be as simple as defining your Child_reading_chinese graphic in a *.gfx file. Anytime a script calls for Child_reading, and the relevant character is Chinese, the game will automatically find your Child_reading_chinese and use it. (You could also script for your Child_reading_chinese specifically as well, but generally won't want to unless the event itself is that specific.)