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Saniala

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There might be a better way but the simplest way is probably just backup the original defines.lua and change the lines you want. If you want the original settings back the replace the modified defines.lua with the original one.

Yeah. I was just wondering if it was possible to mod it so that I wouldn't have to change the defines.lua everytime it gets updated.
 

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Yeah. I was just wondering if it was possible to mod it so that I wouldn't have to change the defines.lua everytime it gets updated.
that's the problem though - you'll need to edit/update the defines.lua EVERY time it gets updated :p
 

Nodscouterr

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How does one link the settlement icons, like the west african or mongol ones that were added in the patch and whose files are in gfx/interface, with an actual culture or culture group? And similarily, how does one specify a trait icon for a certain religion, like the detached_priest, detached_priest_pagan and detached_priest_muslim does, as they are all the same trait but use different icons?
 

Sleight of Hand

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How does one link the settlement icons, like the west african or mongol ones that were added in the patch and whose files are in gfx/interface, with an actual culture or culture group?
See here.

There's a much longer answer (a tutorial, really) which I don't have time to provide right now.
 

G. Danton

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Can you get away with conditional statements in the 00_religions.txt file? Specifically, how would I change it so that reformed pagans can only go looting if they have minimum or low Crown Authority?
 

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can anyone help me with this defines.lua file?
View attachment defines.rar

I checked it with winmerge and there are no longer any missing lines I could find, but whenever I use that defines.lua, the game doesn't run at all.

edit:
I found the issue - a missing comma
...
dammit :laugh:
 
Last edited:

OsRavan

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hey all.

im trying to mod to change the culture requirements to kingdoms... i.e so (for example) the norse could form a kingdom of brittany even though its not celtic. Or so different latin cultures can form the italia empire. All the guides i can find are for making tottaly new kingdoms which im not trying to do. ::grins:: im sure its a simple solution, but if someone could explain how to do it to me.. someone not very mod adept.. that would be great
 

JonStryker

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hey all.

im trying to mod to change the culture requirements to kingdoms... i.e so (for example) the norse could form a kingdom of brittany even though its not celtic. Or so different latin cultures can form the italia empire. All the guides i can find are for making tottaly new kingdoms which im not trying to do. ::grins:: im sure its a simple solution, but if someone could explain how to do it to me.. someone not very mod adept.. that would be great

Just delete the creation requirements from the landed_titles.txt
 

Lord Finnish

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I want to make Empire of Italia so that it is called Western Roman Empire if held by a character of Roman culture. How would I go about doing it? I've found the localisation for Francias which I copied to my own mod but I can't find how the title is changed when held by certain people.
 

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It's very simple, thankfully. Look at the entry for d_skane in landed_titles.txt as an example.

Code:
		d_skane = {
			color={ 210 2 2 }
			color2={ 255 255 255 }
		
			capital = 303 # Skåne
			
			[COLOR="#FF8C00"]english = Scania[/COLOR]

By default it will be localized as Skåne, but if its top liege happens to be of English culture then it'll be called Scania. :)

If you wish to allocate specific adjectival terms then you may do so in the localization files, such as:

Code:
d_york_adj_norse;Jorvik;jorvik;Jorvik-;;Jórvic;;;;;;;;;x
 

SCORPIONMIRO

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How do I find a Guide to Making Custom Maps? I'm planning on doing a map centered on Italy at Renaissance. I'd also like to try something for Britannia, War of Roses, But strangely, I feel that part fits more games like Sengoku and March of the Eagles with time limit. The latter because I've heard It's not possible to make peace.
 

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I would like some newly created holdings to be held by some random created characters; how is it done?
 

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Is there a way to increase capture prisoner chance when sieging only for the player?
aside from making separate versions of the event for the player and for the AI?



out of curiosity, does anyone know what's causng the icon in front of building names to appear halved?
for example, the previous "Diplomacy stat" icon is now only showing up as a vertically cut strip of around 30% of the original icon.
 

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out of curiosity, does anyone know what's causng the icon in front of building names to appear halved?
for example, the previous "Diplomacy stat" icon is now only showing up as a vertically cut strip of around 30% of the original icon.

Diplomacy icon on building names?


I'm not sure why the diplomacy icon is appearing on building names but when there's usually only a portion of an icon being displayed it means the frame number is incorrect in the .gfx file. Take religion icons for example, if there are 10 in the image file but only 8 listed in the .gfx file it will result in the kinds of issues you're experiencing.
 

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Diplomacy icon on building names?


I'm not sure why the diplomacy icon is appearing on building names but when there's usually only a portion of an icon being displayed it means the frame number is incorrect in the .gfx file. Take religion icons for example, if there are 10 in the image file but only 8 listed in the .gfx file it will result in the kinds of issues you're experiencing.
you mean the diplomacy icon is not supposed to show up there?
odd. it's been like that (in LI) since... I don't know :laugh:

in any case, could I ask what .gfx file you're referring to? Or rather, what .gfx file would be relevant to the icons that show up in the construction menu (not the gears, green hammer, and stuff to the right, but the icon to the left of the buiding name - then again, they might be in the same file) ?