I'm not sure if that distinguishes between just having a title, and actually having land.How about just is_landed = yes?
I'm not sure if that distinguishes between just having a title, and actually having land.How about just is_landed = yes?
effect = { imprison = yes }Could you be more specific about this. I don't know anything about scopes.
Also; is "add_lover=" needed to make two characters lovers? Either that doesn't work or it's just not telling me who lovers are.
temple = {
### The Capitol Ruins ##
tp_the_capitol_ruins = {
desc = tp_the_capitol_ruins_desc
potential = { c_toulouse = { holder_scope = { character = ROOT } } } #ignore that it's the county of tToulouse for now
trigger = {
always = no
}
tax_income = 0.5
build_cost = 0
build_time = 0
monthly_character_prestige = 0.5
ai_creation_factor = 1
start = {
year = 3200
}
}
FROMFROM = { county = { title = c_county } }potential = {
FROMFROM = { title = b_barony }
}
This means it will only show up in the barony you specify though, not every holding in the county.
same_realm = ROOTInterested to know if anyone can help me out with a particular problem?
I'm attempting to add a character flag to all child members of a particular dynasty in a particular realm.
I've figured out the triggers I need to use for age and dynasty, but can't figure out location based ones.
Tried usingin the trigger section to target family members within my Kingdom of Tuscany, but it still tagged members in other realms.Code:location = k_toscana
I'm almost certain they stack, as I know for sure that max_levies do, and so does the tax modifier.Do min_levies stack? For instance, if I had castle_vassal_min_levy = 0.1 for Centralization 1 and castle_vassal_min_levy = 0.1 for something else, would I have a total castle_vassal_min_levy of 0.2?
It is in event modifiers:Are you sure it's not in defines.lua? If not, you could look in the various modifier files.
truce_breaker = {
diplomacy = -5
icon = 21
}
See this wiki article.Hello fellow modders,
I have just started my first mod and I created two similar decisions (which both work) that involve changing a human-controlled character's religion. Now when the decision(s) is viewed the name, by default, is its coded name (in this case: convert_to_orthodoxy and convert_to_catholicism).
So what do I need to do in order to give the decisions different names and a description (which is also missing)?
Any help would be appreciated!
In the case of events:Can someone give an explanation of how ROOT, FROM, and PREV (and PREVPREV, PREVPREVPREV, etc.) work? It all makes modding the game far less intuitive than EU3 was.
[id.cpp:83]: Failed to create id 88017 40. Already exists in game.
[id.cpp:83]: Failed to create id 88018 40. Already exists in game.
[id.cpp:83]: Failed to create id 88016 40. Already exists in game.
[id.cpp:83]: Failed to create id 88017 40. Already exists in game.
[id.cpp:83]: Failed to create id 88018 40. Already exists in game.
[id.cpp:83]: Failed to create id 8501 40. Already exists in game.
[id.cpp:83]: Failed to create id 8506 40. Already exists in game.
[id.cpp:83]: Failed to create id 8511 40. Already exists in game.
[id.cpp:83]: Failed to create id 8516 40. Already exists in game.
[id.cpp:83]: Failed to create id 8601 40. Already exists in game.
[id.cpp:83]: Failed to create id 8606 40. Already exists in game.
[id.cpp:83]: Failed to create id 8611 40. Already exists in game.
[id.cpp:83]: Failed to create id 8616 40. Already exists in game.
You've got duplicate characters in the character history files.I'm not sure if this is a map problem or some other problem, but when I select the only playable character in my map mod and start up, the game crashes and error.log spits out this:
Code:[id.cpp:83]: Failed to create id 88017 40. Already exists in game. [id.cpp:83]: Failed to create id 88018 40. Already exists in game. [id.cpp:83]: Failed to create id 88016 40. Already exists in game. [id.cpp:83]: Failed to create id 88017 40. Already exists in game. [id.cpp:83]: Failed to create id 88018 40. Already exists in game. [id.cpp:83]: Failed to create id 8501 40. Already exists in game. [id.cpp:83]: Failed to create id 8506 40. Already exists in game. [id.cpp:83]: Failed to create id 8511 40. Already exists in game. [id.cpp:83]: Failed to create id 8516 40. Already exists in game. [id.cpp:83]: Failed to create id 8601 40. Already exists in game. [id.cpp:83]: Failed to create id 8606 40. Already exists in game. [id.cpp:83]: Failed to create id 8611 40. Already exists in game. [id.cpp:83]: Failed to create id 8616 40. Already exists in game.
Any idea what the devil it means?
I have only one character in the history files, and his id is 1607000.You've got duplicate characters in the character history files.
You can tweak some of that in defines.lua, such as:Quick question about sieges and assaults:
- How to differ between holdings ability to defend itself from a siege and from an assault? Is there a way to mod in a way to improve holdings defence against assaults only without increasing its siege provess, and the other way around: make siege time longer, but without affecting assaults?
Thanks!
Scopes (including limit, even though that technically isn't a scope) are automatic "AND"s in virtually all cases, so the last example will work just fine.Could anybody also define the function of AND? Do I have to use AND whether there is more than one condition? Which of the below is would work best if all the conditions need to be correct at the same time?
orCode:if = { limit = { AND = { learning = 1 NOT = { learning = 3 } } AND = { NOT = { diplomacy = 1 } NOT = { intrigue = 1 } } }
orCode:if = { limit = { learning = 1 NOT = { learning = 3 } AND = { NOT = { diplomacy = 1 } NOT = { intrigue = 1 } } }
Code:if = { limit = { learning = 1 NOT = { learning = 3 } NOT = { diplomacy = 1 } NOT = { intrigue = 1 } } }
Thanks in advance!
That can_use means that you can't have had the flag for so long.So I'm not sure what I did wrong, but this isn't working. Any ideas? I've added the following lines to the religious CB in the appropriate places.
Code:can_use = { ROOT = { NOT = { had_character_flag = { flag = waged_holy_war days = 5475 } } } } on_success = { ROOT = { set_character_flag = waged_holy_war } } on_fail = { ROOT = { set_character_flag = waged_holy_war } } on_reverse_demand = { ROOT = { set_character_flag = waged_holy_war } }
can_use = {
ROOT = {
OR = {
NOT = { has_character_flag = waged_holy_war }
had_character_flag = {
flag = waged_holy_war
days = 5475
}
}
}
}
Well, you could probably stick the picture in the pattern file, and then define that pattern as the CoA for the dynasty.Is it possible to make a custom Coat of Arms for a Dynasty. I'm not talking about ingame CoA, but more like say a picture I have that I want to use it as a CoA?
I got one at path calculation, which was caused by the adjacency file being formatted differently in 1.10.To established modders out there (those of you have been updating your current work for 1.10): when loading the game with your mod, did you get a CTD at RECALC_NAVAL_RANGE and if so how did you fix it?
Definitely doable; one would just have to put this:Project Balance changes the DeJure territories of the Byzantine empire though events, so I'm pretty sure it is possible.