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damanamana

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conversion_decisions.txt has this weird code in the convert_to_outremer decision:

potential = {
OR = {
ai = no
top_liege = { culture = outremer }​
}​
}

Does this mean that, while a player vassal can make the decision to become Outremer, my AI vassals will only become Outremer culture if their top liege is already Outremer culture?
I want to allow my French, Occitan, Norman, and Italian culture vassals to become Outremer while under my French emperors - without my French emperors becoming Outremer. Would adding those cultures to the top_liege block allow that to happen?
 

HandicapdHippo

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Does this mean that, while a player vassal can make the decision to become Outremer, my AI vassals will only become Outremer culture if their top liege is already Outremer culture?
Yes, presumably it so player don't get annoyed if they choose to stay whatever culture and their vassal ignore them.

I want to allow my French, Occitan, Norman, and Italian culture vassals to become Outremer while under my French emperors - without my French emperors becoming Outremer. Would adding those cultures to the top_liege block allow that to happen?
You would need another OR in the top_liege scope e.g.

[
Code:
top_liege = { OR = { culture = outremer culture = french } }
 

Nosretepdrakcir

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Any idea why the latter 3 retinues won't appear in game? 1st one listed does, but the ones with special units don't.

Code:
RETTYPE_PLAYER_5 =
{
   first_type = 5
   first_amount = 200
  
   potential = {
       ai = no
   }
  
   modifier = {
       archers_offensive = 0.2
       archers_defensive = 0.2
       archers_morale = 0.4

RETTYPE_PLAYER_6 =
{
   first_type = 6
   first_amount = 200

   special_troops = horse_archers
  
   potential = {
       ai = no
   }
  
   modifier = {
       horse_archers_offensive = 0.25
       horse_archers_defensive = 0.25
       horse_archers_morale = 0.25
   }
}

RETTYPE_PLAYER_7 =
{
   first_type = 6
   first_amount = 200

   special_troops = camel_cavalry
  
   potential = {
       ai = no
   }
  
   modifier = {
       camel_cavalry_offensive = 0.25
       camel_cavalry_defensive = 0.25
       camel_cavalry_morale = 0.25
   }
}

RETTYPE_PLAYER_8 =
{
   first_type = 6
   first_amount = 40

   special_troops = war_elephants
  
   potential = {
       ai = no
   }
  
   modifier = {
       war_elephants_offensive = 0.25
       war_elephants_defensive = 0.25
       war_elephants_morale = 0.25
   }
}
 

richvh

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Any idea why the latter 3 retinues won't appear in game? 1st one listed does, but the ones with special units don't.

Code:
RETTYPE_PLAYER_5 =
{
   first_type = 5
   first_amount = 200
 
   potential = {
       ai = no
   }
 
   modifier = {
       archers_offensive = 0.2
       archers_defensive = 0.2
       archers_morale = 0.4

RETTYPE_PLAYER_6 =
{
   first_type = 6
   first_amount = 200

   special_troops = horse_archers
 
   potential = {
       ai = no
   }
 
   modifier = {
       horse_archers_offensive = 0.25
       horse_archers_defensive = 0.25
       horse_archers_morale = 0.25
   }
}

RETTYPE_PLAYER_7 =
{
   first_type = 6
   first_amount = 200

   special_troops = camel_cavalry
 
   potential = {
       ai = no
   }
 
   modifier = {
       camel_cavalry_offensive = 0.25
       camel_cavalry_defensive = 0.25
       camel_cavalry_morale = 0.25
   }
}

RETTYPE_PLAYER_8 =
{
   first_type = 6
   first_amount = 40

   special_troops = war_elephants
 
   potential = {
       ai = no
   }
 
   modifier = {
       war_elephants_offensive = 0.25
       war_elephants_defensive = 0.25
       war_elephants_morale = 0.25
   }
}
You're missing two closing brackets on the first one. One for the modifier, and one for the RETTYPE.
 

Skhan

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Pack the whole thing up in a .rar file and hit me up in the DMs and I'll take a look. You could also attach them to a post, but don't include the modified artwork since that's outside the ToS and stuff.

Unfortunately, I had to change my old PC and lost a lot of files. Including these. I will have to try this again and see how it goes. Really appreciate you taking out the time to help me with this though. Thank you.
 

Andrelvis

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Mr. Magnús

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It's been a long day, so maybe I'm just tired but...

Is it possible to compare the prestige of two scopes?

Currently I have something to the line of:

FROM={
liege={
prestige = ROOT
}
}

but all it says is

"King foo of bar has greater prestige than 0"

This seems to be the case no matter what orders, scopes, or tricks I have, So either I'm doing something impossible or am just misunderstanding something. This works fine when I have culture, or religion, or practically any non integer value.


This currently is in the allow section of a targetted decision, but will be a modifier of a ai_will_do
 

richvh

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It's been a long day, so maybe I'm just tired but...

Is it possible to compare the prestige of two scopes?

Currently I have something to the line of:

FROM={
liege={
prestige = ROOT
}
}

but all it says is

"King foo of bar has greater prestige than 0"

This seems to be the case no matter what orders, scopes, or tricks I have, So either I'm doing something impossible or am just misunderstanding something. This works fine when I have culture, or religion, or practically any non integer value.


This currently is in the allow section of a targetted decision, but will be a modifier of a ai_will_do
I think variables would be needed. See https://ck2.paradoxwikis.com/Scripting#Variables
 

Rorgloin

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Has anyone else ever had a problem where random counts seem to become nomadic, making them an independent one-county nomadic empire? It seems to happen all over Europe and I have no idea what could be causing it. I haven't done anything in my mod with turning feudal guys into nomads.
 

thelad

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How can I add a defensive bonus to forest counties (similar to hills/mountain bonus)?

I edited the static_modifiers file (and the changes I made to other parts of the file are working as intended), but all the new lines regarding the forest and woods bonus seem to be ignored/not being read by the game engine.
 

havenost

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Is there anyway I can change an existing character's gender?

Would a decision that had the following effects work?

Code:
FROM = {
   female = no
}

or

Code:
FROM = {
  female =yes
}

or

Code:
remove_character_modifier = {
   female = yes
}

or

Code:
add_character_modifier = {
   female =yes
}
 
Last edited:

Silversweeeper

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Is there anyway I can change an existing character's gender?

Like make a decision that had the effect of

Code:
FROM = {
[INDENT]Female = No[/INDENT]
}

Or

Code:
FROM = {
[INDENT]Female = Yes[/INDENT]
}

I believe functionality for that is coming in an upcoming patch (which isn't necessarily the next one) and that it currently is impossible without save game editing.
 

performer

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A quick question for the condition "had_character_flag": Can I use variables while checking this?

In the wiki it says
had_character_flag = { flag = money_from_the_pope days = 730 }

Can I use a variable for the time, like this:

had_character_flag = { flag = money_from_the_pope days = pope_money_variable}
 

richvh

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A quick question for the condition "had_character_flag": Can I use variables while checking this?

In the wiki it says


Can I use a variable for the time, like this:
I don't believe so. However, you could use your variable to choose between several had_character_flag lines.
 

jursamaj

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It is apparently not possible to add a character to a bloodline outside of the character history file.
There are ADD_BLOODLINE_MEMBER_EFFECT, REMOVE_FROM_BLOODLINE_EFFECT, REMOVE_BLOODLINE_MEMBER_EFFECT, and ADD_TO_BLOODLINE_EFFECT localizations, which would be totally useless if the only place they could be used was character history. Vanilla scripts don't currently use those effects, but they are available.

Also the create_bloodline effect creates the bloodline *and* adds the scoped character to it.