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Grape1

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Is the terrain.bmp file the only thing the game takes into account when determining a province's terrain type, or does it also consider the topology? I'm having a few provinces show up as mountains that I would rather have considered hills.
 

Meneth

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Is the terrain.bmp file the only thing the game takes into account when determining a province's terrain type, or does it also consider the topology? I'm having a few provinces show up as mountains that I would rather have considered hills.
I believe it goes by whatever has a majority of its pixels in terrain.bmp. However, you can override it in the province history file.
 

Arko

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I believe it goes by whatever has a majority of its pixels in terrain.bmp. However, you can override it in the province history file.

yes, terrain map + history file only.
 

richvh

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I suppose. What's the syntax for someone being a doge/being a patrician but not a doge?

Doge: is_merchant_republic = yes

Non-doge patrician: AND = { is patricician = yes is_merchant_republic = no }

Note: in most cases, the AND is unneeded as it's the default operator.
 

Maestro Ugo

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A quick question: Is it possible to change colour of the tabs for troops on the map. I would like to change the colour of the owned retinue to light from dark green?

EDIT: Spelling.
 

rlopez1605

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rlopez1605, thank you for answering. I want to generate a decision on intrigue tab, for each owned county and barony. The effect of the decision is a new character created and the county transfered to him.
Your code generated sucessfuly the new character, but it doesn't transfer any land to the new character. Any idea? Thank you!

Try this one, let me know what happens?

Code:
decisions = {
	hand_out_major_titles = {
		potential = {
			primary_title = { higher_tier_than = COUNT }
			OR = {
				ai = no
				war = no
			}
		}
		allow = {
			any_demesne_title = {
				OR = {
					tier = count
					tier = baron
				}
			}
		}
		effect = {
			create_character = {
				random_traits = yes
				religion = ROOT
				culture = ROOT
				female = no
				age = 23
				attributes = {
					martial = 6
					diplomacy = 8
					stewardship = 12
					intrigue = 3
					learning = 12
				}
			}
			new_character = {
				gain_settlements_under_title = {
					random_demesne_title = {
						holder_scope = { character = ROOT }
						OR = {
							tier = baron
							tier = count
						}
					}
				}
			}
			ai_will_do = {
				factor = 0
			}
		}
	}
}

As for making one for each county is going to be hard. What you might have to do is just continue to press the button for as many counties as you have. I wouldn't know right off, unless you name the county individually and create a decision for each county in the whole game, for it to allow you to pick a particular county. That would be 900+ decisions (if counting baronies that is 900+ counties X up to 7 baronies each) you'd have to code up. It's doable but that's a heck of a chore.

Hmm... you gave me an idea for my mod... I'm going to do this...
 
Last edited:

zhivago6

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I am having an issue that maybe someone can help with. I want to change a province to a different name entirely, not just change the localisation. Somehow it is still retaining the information of the original name. This is what I did:

I created a file called myprov.csv in \localisation\ with the line
PROV842;Baracoa;Baracoa;Baracoa;;Baracoa;;;;;;;;;x

The original province is Infa. I also changed the txt in landed_titles from this
c_infa = {
color={ 48 255 6 }
color2={ 255 255 255 }

b_infa = {
}
b_rabat = {
}
b_sale = {
}
b_tiflet = {
}
b_berrechid = {
}
b_azemmour = {
}
b_khouribga = {
}
b_oulmes = {
}
to this

c_baracoa = {
color={ 48 255 6 }
color2={ 255 255 255 }

b_infa = {
}
b_rabat = {
}
b_sale = {
}
b_tiflet = {
}
b_berrechid = {
}
b_azemmour = {
}
b_khouribga = {
}
b_oulmes = {
}

Then I created a file called c_baracoa.txt in \history\titles\ and left if blank. I also copied the flag of c_infa.tga in \gfx\flags\ and named the copy to c_baracoa.tga. I also modified the file 842 - Infa.txt in \history\provinces and replaced the 'title = c_infa' with 'title = c_baracoa'.

The new name shows up fine on the map, but the character that is randomly generated has the dynasty name of the original province name. In other words, I get Robert of Infa. How does the game know that the province used to be Infa? How do I get it to use the new name when generating characters?
 

rlopez1605

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rlopez1605, thank you for answering. I want to generate a decision on intrigue tab, for each owned county and barony. The effect of the decision is a new character created and the county transfered to him.
Your code generated sucessfuly the new character, but it doesn't transfer any land to the new character. Any idea? Thank you!

For what you actually want to do, you'll need to follow the following code and change wherever it says 'c_apulia' to the title you want to give. You need to copy and paste this for every title in your 'landed_titles.txt' file. It must be a separate decision for each one. I'm going to do this myself in my mod so ignore what I built and change the new character's properties to whatever you want.
Code:
decision = {
	assign_apulia = {
		potential = {
			primary_title = { higher_tier_than = count }
		}
		allow = {
			any_demesne_title = {
				title = c_apulia
				holder_scope = {
					character = ROOT
				}
			}
			treasury = 100
		}
		effect = {
			treasury = -50
			create_character = {
				attributes = {
					diplomacy = 20
					martial = 10
					stewardship =10
					intrigue = 5
					learning = 10
				}
				age = 20
				religion = ROOT
				culture = ROOT
				dynasty = random
				trait = grey_eminence
				trait = fair
				trait = genius
				trait = poet
				trait = fashion
				trait = charitable
				trait = diligent
				trait = kind
				trait = patient
				trait = honest
				trait = gregarious
				trait = trusting
				trait = sociable
				trait = observant
				trait = calm
				trait = loyal
				trait = bible
				trait = idealistic
				trait = constant
				trait = oldfashioned
				trait = lively
				trait = eloquent
				trait = friendly
				trait = goodintuition
				trait = reliable
				trait = graceful
				trait = quipster
				trait = submissive
				trait = magnetic
				trait = tolerant
				trait = optimistic
				trait = funny
				trait = melodious_voice
			}
			new_character = {
				gain_settlements_under_title = {
					title = c_apulia
				}
			}
		}
		revoke_allowed = {
			always = no
		}
		ai_will_do = {
			factor = 0
		}
	}
}
 

oritemis

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Try this one, let me know what happens?

Code:
decisions = {
	hand_out_major_titles = {
		potential = {
			primary_title = { higher_tier_than = COUNT }
			OR = {
				ai = no
				war = no
			}
		}
		allow = {
			any_demesne_title = {
				OR = {
					tier = count
					tier = baron
				}
			}
		}
		effect = {
			create_character = {
				random_traits = yes
				religion = ROOT
				culture = ROOT
				female = no
				age = 23
				attributes = {
					martial = 6
					diplomacy = 8
					stewardship = 12
					intrigue = 3
					learning = 12
				}
			}
			new_character = {
				gain_settlements_under_title = {
					random_demesne_title = {
						holder_scope = { character = ROOT }
						OR = {
							tier = baron
							tier = count
						}
					}
				}
			}
			ai_will_do = {
				factor = 0
			}
		}
	}
}

As for making one for each county is going to be hard. What you might have to do is just continue to press the button for as many counties as you have. I wouldn't know right off, unless you name the county individually and create a decision for each county in the whole game, for it to allow you to pick a particular county. That would be 900+ decisions (if counting baronies that is 900+ counties X up to 7 baronies each) you'd have to code up. It's doable but that's a heck of a chore.

Hmm... you gave me an idea for my mod... I'm going to do this...

Thank you for the answer. Still no effect. A mod would be awesome, looking for what is your idea.
 

rlopez1605

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Thank you for the answer. Still no effect. A mod would be awesome, looking for what is your idea.

I'm going to be testing this one at home. I always have trouble with title scopes so I'm going to see if it works or find out what's wrong. I think I might be using the wrong variables on my command line in the new_character code block. I'm going to try to find out more tonight but I like the idea.

I think it's going to be a problem of what calls what... Maybe any_demesne_title should be before gain_settlements_under_title or in an actual title scope or if I'm using any_demesne_title wrong here. I'll try figuring it out tonight.

BTW, look in my last post for the 'individualized' counties kind of thing. That's what I'm going to do with the counties.
 
Last edited:

fargoniac

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Problem is another typo... Please change clear_character_flag to clr_character_flag. I just tested it and that's the only problem left. Eh, you don't put a limit on the kids you're going to have kids every year...

As for polygamous, I didn't know you wanted that. I'm not sure if there is a variable for secondary wives BUT... There is a way to get around it. Make the 'wife' the ROOT with the trigger on this... Eh, I'm going to leave you to work on that one and you can ask me specific questions so that you can get into the habit of writing your own code. I think you have enough hints to attempt to make an event similar to this one but that triggers on all the ladies. You'll never see it as the guy though. You'll just see them getting pregnant unless you make an event chain sending a message to the husband... Well, anyways... I hope what you have now helped you out some.
Code:
character_event = {
	id = 8888864145
	desc = "EVTDESC64145"
	picture = "GFX_evt_pregnancy"
	
	
	trigger = {
		religion_group = istari
		female = yes
                is_married = yes
		NOT = {
			has_character_flag = impregnated
		}
		is_pregnant = no
		
	}
	mean_time_to_happen = {
		days = 1
	}
	option = {
		name="EVTOPTA88888864145"
		set_character_flag = impregnated
        
        impregnate = ROOT
        add_trait = pregnant
                
	}
}
character_event = {
	id = 111111111 # This id number MUST NOT EQUAL any other event id so you'll have to change this unless this number does not have any other event id associated with it.
	desc = "EVTDESC111111111"  #I usually keep my localisation calls the same number as the event id for organizational purposes.
	picture = "GFX_evt_pregnancy"

	trigger = {
		has_character_flag = impregnated
	    is_pregnant = no
	}
	mean_time_to_happen = {
		days = 1
	}
	option = {
		name="EVTOPTA111111111"
		clr_character_flag = impregnated
	}
}
This version I made fires for males, making them father and mother.
 
Last edited:

oritemis

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I'm going to be testing this one at home. I always have trouble with title scopes so I'm going to see if it works or find out what's wrong. I think I might be using the wrong variables on my command line in the new_character code block. I'm going to try to find out more tonight but I like the idea.

I think it's going to be a problem of what calls what... Maybe any_demesne_title should be before gain_settlements_under_title or in an actual title scope or if I'm using any_demesne_title wrong here. I'll try figuring it out tonight.

BTW, look in my last post for the 'individualized' counties kind of thing. That's what I'm going to do with the counties.
rlopez1605, individualizing seems to be the way to go. When will you do it for each county and barony? Have you a thread for your own mod?
 

rlopez1605

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Code:
character_event = {
	id = 8888864145
	desc = "EVTDESC64145"
	picture = "GFX_evt_pregnancy"
	
	
	trigger = {
		religion_group = istari
		female = yes
                is_married = yes
		NOT = {
			has_character_flag = impregnated
		}
		is_pregnant = no
		
	}
	mean_time_to_happen = {
		days = 1
	}
	option = {
		name="EVTOPTA88888864145"
		set_character_flag = impregnated
        
        impregnate = ROOT
        add_trait = pregnant
                
	}
}
character_event = {
	id = 111111111 # This id number MUST NOT EQUAL any other event id so you'll have to change this unless this number does not have any other event id associated with it.
	desc = "EVTDESC111111111"  #I usually keep my localisation calls the same number as the event id for organizational purposes.
	picture = "GFX_evt_pregnancy"

	trigger = {
		has_character_flag = impregnated
	    is_pregnant = no
	}
	mean_time_to_happen = {
		days = 1
	}
	option = {
		name="EVTOPTA111111111"
		clr_character_flag = impregnated
	}
}
This version I made fires for males, making them father and mother.

Yes it does and I may end up using something like that. female = yes should be 'is_female = yes there. That's why you're getting guys pregnant cause it is not calling only the females and, since there is no 'other character' being called, the guy gets pregnant asexually. 'female = yes' is a command line, not a trigger call. trigger call is 'is_female = yes' or 'only_women = yes' outside of the trigger code block.
 
Last edited:

rlopez1605

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rlopez1605, individualizing seems to be the way to go. When will you do it for each county and barony? Have you a thread for your own mod?

Not yet. I haven't posted anything because it's going to be a major overhaul of v1.092 vanilla version. The 1.092 vanilla version has some really sucky localisation files. I'm needing to re-write almost all of it little by little. Hoping to get it somewhat usable in another 2-3 months and then I'll post it. You won't see any men in the mod though. They will all be 'ladies' with some freaky 'kids' (adult lady faces for the kids by culture.). And there is one countess that will be a 'cheat' in it. I'm thinking of whether to make her the only playable character or whether to make her a 'seek and you shall find' type of character with historical characters all over the place... I have some ideas in my head that haven't come to fruition just yet.

One thing is for sure... it definitely will NOT be historical... hehehehehe... Mostly a fantasy type of mod.
 
Last edited:

rlopez1605

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rlopez1605, individualizing seems to be the way to go. When will you do it for each county and barony? Have you a thread for your own mod?

Went another route and it got a bit more complicated but it is doable. I went through an event. I'm just not strong enough on changing scopes. Maybe when I get stronger on it I'll be able to do it right out of a decision. As it stands, I did a decision and shot an event out. A few minor quirks to do here but I'll get those fixed as I work on them.

DECISION IS:
Code:
decisions = {
	assign_salerno = {
		potential = {
			tier = duke
			has_landed_title = c_salerno
		}
		allow = {
		}
		effect = {
			create_character = {
				attributes = {
					diplomacy = 20
					martial = 10
					stewardship =10
					intrigue = 5
					learning = 10
				}
				age = 20
				religion = ROOT
				culture = ROOT
				dynasty = random
				trait = grey_eminence
				trait = fair
				trait = genius
				trait = poet
				trait = fashion
				trait = charitable
				trait = diligent
				trait = kind
				trait = patient
				trait = honest
				trait = gregarious
				trait = trusting
				trait = sociable
				trait = observant
				trait = calm
				trait = loyal
				trait = bible
				trait = idealistic
				trait = constant
				trait = oldfashioned
				trait = lively
				trait = eloquent
				trait = friendly
				trait = goodintuition
				trait = reliable
				trait = graceful
				trait = quipster
				trait = submissive
				trait = magnetic
				trait = tolerant
				trait = optimistic
				trait = funny
				trait = melodious_voice
			}
			new_character = {
				character_event = { id = 2000000000 }
			}
		}
		revoke_allowed = {
			always = no
		}
		ai_will_do = {
			factor = 0
		}
	}
}

THE EVENTS ARE:
Code:
character_event = {
	id = 2000000000
	desc = "GAIN SALERNO"
	picture = "GFX_evt_vassal_gains_county"

	is_triggered_only = yes

	option = {
		name = "I am going to be given Salerno"
		liege = {
			character_event = { id = 2000000001 }
		}
	}
}
character_event = {
	id = 2000000001
	desc = "GAIN SALERNO"
	picture = "GFX_evt_vassal_gains_county"

	is_triggered_only = yes
	option = {
		name = "I will give her Salerno"
		random_demesne_title = {
			limit = {
				title = c_salerno
			}
			grant_title = FROM
		}
	}
}

Good new is... THIS WORKS... Bad news is... IT'S MORE WORK THAN I THOUGHT. This is going to take quite some time to do all of the counties and even longer if baronies also.
 

tokle

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I am having an issue that maybe someone can help with. I want to change a province to a different name entirely, not just change the localisation. Somehow it is still retaining the information of the original name. This is what I did:

I created a file called myprov.csv in \localisation\ with the line


The original province is Infa. I also changed the txt in landed_titles from this

to this



Then I created a file called c_baracoa.txt in \history\titles\ and left if blank. I also copied the flag of c_infa.tga in \gfx\flags\ and named the copy to c_baracoa.tga. I also modified the file 842 - Infa.txt in \history\provinces and replaced the 'title = c_infa' with 'title = c_baracoa'.

The new name shows up fine on the map, but the character that is randomly generated has the dynasty name of the original province name. In other words, I get Robert of Infa. How does the game know that the province used to be Infa? How do I get it to use the new name when generating characters?
I think it generates dynasty names based on baronies, not counties.
Change the localisation of b_infa, and that should sort it.
 

GreatSlayer

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Encountering some problems editing the terrain.bmp
Whenever I edit it, the game's terrain goes absolute wack, both graphically and province stat-wise, even if I only edit 1 pixel. I looked in the terrain.txt in the vanilla files, and noticed that the colours identified in there do not even correspond with the vanilla terrain.bmp At All. For example, farmland is identified as a greenish hue in the terrain.txt, but in the terrain.bmp, farmland is Red.
What am I missing here?

I've had no problem editing topology, provinces, or world_normal_height whatsoever.

EDIT: Further troubleshooting info. When editing in Paint.NET (poor man's photoshop), the above issue happens. Whev I edit in windows paint, the game crashes at calculating paths.