top_liegeCode:FROM = { top_liege = { [COLOR=#FF0000]PREV[/COLOR] = { [COLOR=#00FF00]PREV[/COLOR] = { } } } }
In the code above, what does PREV refer to ?
Though why one would ever want to scope like that I have no idea.
top_liegeCode:FROM = { top_liege = { [COLOR=#FF0000]PREV[/COLOR] = { [COLOR=#00FF00]PREV[/COLOR] = { } } } }
In the code above, what does PREV refer to ?
Yes, just remove the events in culture_conversion_events, or stick "always = no" in the triggers.Is there a way to turn off completely cultural conversion of provinces ?
There is sadly no such thing as a title flag.Short question:
Can I use 'has_title_flag = xxx' as a condition for an event/decision?
When I have the allow block as shown below, it doesn't recognize it as a condition while it does state all the others (player controlled; is a ruler; any title - title rank is count). The flags just won't appear; not when the condition would be fulfilled and when it would not be.
I added the province flag condition, but this one also does not show up (probably the same reason). So why can't I use these here and how can I sort provinces on their flags when these do not work?
In the end I want a decision that is only allowed when a ruler has a specific flag on one of its titles.
Code:decisions = { liege_0 = { potential = { is_ruler = yes } allow = { is_ruler = yes ai = no any_demesne_title = { AND = { has_title_flag = d_gelre_de_jure_flag tier = COUNT } } any_demesne_province = { has_province_flag = d_gelre_de_jure_flag } } effect = { province_event = { id = nivve.2 } character_event = { id = nivve.1 } } ai_will_do = { factor = 1 } } }
Try "impregnate_cuckoo", but it will give your character a bastard. Or try with "impregnate". Example :
Code:lover = { impregnate_cuckoo = ROOT }
The lover will be got pregnant by ROOT, so the player's character.
Have you made an option section?Gave that a try and didn't work
I have tried
Owner = { culture = norse }
It worked but I had no button to continue with the event
No?Does anyone know where the bonus kings and emperors get to tech gain is defined? Kings get +20%, and emperors get +40%.
I'd love to disable it as it is a nonsensical bonus.
The info for that is in positions.txt, in the map folder. Info on that can be found in this thread.Where is defined the position of 3d characters (soldier and agents) on the map? Which file do I have to mod?
[texturehandler.cpp:181]: Couldn't find texture file: gfx//event_pictures//aztec_court.tga.
[spritetype.cpp:370]: Error initialising texture: gfx\\event_pictures\\aztec_court.tga for spritetype GFX_evt_emissary_mesoamerican
[spritetype.cpp:370]: Error initialising texture: gfx\\event_pictures\\aztec_court.tga for spritetype GFX_evt_throne_room_mesoamerican
[texturehandler.cpp:181]: Couldn't find texture file: gfx//coats_of_arms//dynasties3.tga.
There's a generic event that converts the top liege of an independent realm to the local culture. You could reduce the MTTH and mess around with the modifiers to get what you want.
If you want to reduce the amount of people turned Mongol you could modify the education events that change culture/religion. Replacing the education event that turns people to the tutor's culture with an event that turns the kid to the culture of the region he is staying in (or the court) would be pretty sweet, actually.
# A Mongol ruler adapts the culture of his people
character_event = {
id = 5500010001
desc = "EVTDESC55010"
picture = GFX_evt_scandal
culture = mongol
only_rulers = yes
min_age = 16
capable_only = yes
prisoner = no
trigger = {
primary_title = {
any_previous_holder = {
NOT = { character = ROOT } # The first holder of a title does not convert
}
}
}
mean_time_to_happen = {
months = 200
modifier = {
factor = 0.5
top_liege = {
NOT = { character = ROOT }
ROOT = {
capital_scope = {
culture = PREVPREV
}
}
}
}
modifier = {
factor = 0.5
primary_title = {
ROOT = {
capital_scope = {
culture = PREVPREV
}
}
}
}
modifier = {
factor = 0.5
capital_scope = {
culture_group = ROOT # Same culture group: faster assimilation
}
}
modifier = {
factor = 1.5
primary_title = {
NOT = { culture = ROOT }
}
}
}
option = {
name = "EVTOPTA55010"
capital_scope = {
reverse_culture = ROOT
}
}
option = {
name = "EVTOPTB55010"
ai_chance = {
factor = 0
}
}
}
error.log says:Does the error log mention anything?
(ignore the three aztec lines if you don't have the dlc, they are normal)
[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.
[id.cpp:83]: Failed to create id 1004000 40. Already exists in game.
[id.cpp:83]: Failed to create id 1004005 40. Already exists in game.
[id.cpp:83]: Failed to create id 1004015 40. Already exists in game.
[id.cpp:83]: Failed to create id 1004025 40. Already exists in game.
[id.cpp:83]: Failed to create id 1003125 40. Already exists in game.
[id.cpp:83]: Failed to create id 1003127 40. Already exists in game.
By "old" I mean "2.0.4".That will depend on which patch they were last compatible. If it was 2.0.2 the problems are pretty minor. If it was 1.092 you are going to have a bad time.
Will do!Next time specify; it could have been a very general question because you wanted to update your old mod from two years ago to the current patch.
The biggest thing I've noticed aside from defines.lua is that static_modifiers has to be rejiggered a bit, as mercenary units are now defined in /common/mercenaries/00_mercenaries.txt. The titles themselves remain in landed_titles, but they now use the line mercenary_type = [mercenary_name]_composition and reference an entry in mercenaries.txt rather than modifier = [mercenary_name]_modifier and an entry in static_modifiers.By "current patch" I took his meaning to be "2.1.0" considering Rajas of India was just released. I expect incompatibilities with any non-trivial mod to be numerous.
I've encountered a very head-scratching question/problem:
For all this time, I've been operating under the assumption that capital_scope = {} refers to the character's current designated capital. I mean, after all, most of the decisions and events seem to use capital_scope... but I've just encountered a situation where the game flat-out ignored the conditions of my currently designated capital and instead checked the conditions for the capital I had defined for my primary title.
Basically, I've modified CA in crown_laws.txt and Harsh/Large Levies in demesne_laws.txt to require varying levels/combinations of Cultural Techs (Noble, Popular, Religious Customs, Majesty, and Legalism). But instead of checking my current designated capital, it only checks the capital of my primary title defined in my landed_titles.txt file. Yes, I'm obviously aware that I can just edit the title's capital to be my current one, but it shouldn't come to that--why does capital_scope ignore the tech level of my custom designated capital and only check the tech level of the capital I had defined in landed_titles.txt file? Is there something I need to do within capital_scope for it to check only the current designated capital? If so, why do many of the vanilla decisions/events only check for capital_scope? For example, event ID 73008 in court_events.txt is triggered by capital_scope = { TECH_NOBLE_CUSTOMS = 4 }... so going by the game's logic, it wouldn't fire if defined capital is not at Lv4 even if the custom designated capital is at Lv4.