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.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.
I suppose. What's the syntax for someone being a doge/being a patrician but not a doge?
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!
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
}
}
}
}
PROV842;Baracoa;Baracoa;Baracoa;;Baracoa;;;;;;;;;x
to thisc_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 = {
}
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 = {
}
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!
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
}
}
}
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.
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.
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
}
}
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?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.
This version I made fires for males, making them father and mother.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 } }
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, 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?
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
}
}
}
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
}
}
}
I think it generates dynasty names based on baronies, not counties.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.