I am trying to figure out how to create an event to bring a character back to life who is dead. Any suggestions?
I am trying to figure out how to create an event to bring a character back to life who is dead. Any suggestions?
I am trying to figure out how to create an event to bring a character back to life who is dead. Any suggestions?
I've acknowledged the help, I did everything asked, notepad++, the validator. But none of the brackets seem to be unclosed to me, even with going through it with Notepad++-everything closes up properly with nothing left outside the markers. There's nothing not matching up as far as I can see. And the Validator isn't telling me where within the Adventures file the problem is-no line number or anything.
The result is the help...isn't exactly helpful. And I'm still stuck with an unplayable game. I can't understand what I'm looking for or looking at despite having done minor modification before.
What else can I do but scream for help?
Whoops! I put this in a new thread instead of a new post. Anyway, my question is this:
Hey there - sorry if this is obvious, but I've tweaked all I can and it still isn't appearing (although I got the retinue appearing [and labeled!] just fine...). Is there some trigger I'm missing? Any observations would be valuable.
It is possible. I have not used opinions, but you can simply make an event for the flags which give opinion boosts. More useful would be a character_modifier, then you don't make an event, but simply add the opinion effect in the event_modifiers.txt file.I'm looking to modify feudal opinion modifiers based on certain flags. Is this even possible, and if so, what's the proper syntax for the if/then statements?
Before you try to search for mistakes; It is IMPOSSIBLE to have duchies without a kingdom in the game. It is unfortunate, but you have to make a kingdom where it is de jure part of. You can simply make the kingdom not creatable. Most shattered world mods (such as mine) make a world-wide kingdom to circumvent this problem.I am trying to re-draw somewhat de de jure map of Western Europe, and the game just crashed after I defined duchies belonging to no kingdom and kingdoms belonging to no empire. So, before I start searching a missing bracket or another stupid mistake, I thought I would ask if that is still allowed with the latest patches.
I'm trying to add some custom titular kingdoms/empires/duchies to the my game. I'm running a whole bunch of mods at the same time so i can't really fit in a proper additional titles mod, so im trying to modify one of the mods by manually adding some titular titles. I'm running: PB+SWMH+NBRT+ARKO+AO2+Cultural Cities+CPR+Family Relations+VIET Assets, Events,Traits.
I assume i need to add the titular titles to SWMH folder. I added k_spain to titular_titles.txt in SWMH common/landed_titles folder and it worked perfectly and shows up in game when you search for title. However, i've tried adding 2-3 other kingdoms but none of them shows up in game no matter what i do. Anyone knows what the problem is? Is something conflicting? I'm so confused and tired already.
Here's the k_spain that works (Borrowed it from Yet More Titles mod and added few modifications):
Code:k_spain = { color={ 233 200 20 } color2={ 255 255 255 } capital = 197 # Toledo dignity = 30 culture = castillan andalusian_arabic = "Isbaniyya" maghreb_arabic = "Isbaniyya" levantine_arabic = "Isbaniyya" egyptian_arabic = "Isbaniyya" sicilian_arabic = "Isbaniyya" basque = "Espainia" catalan = "Espanya" leonese = "Espańa" galician = "Espańa" portuguese = "Espanha" aragonese = "Espanya" frankish = "Espagne" allow = { religion_group = christian AND = { has_landed_title = k_castille has_landed_title = k_leon } OR = { has_landed_title = k_aragon has_landed_title = k_portugal } e_spain = { has_holder = no } } } [/spoiler]
And here's k_occitania that doesn't work:
Code:k_occitania = { color={ 244 227 160 } color2={ 255 255 20 } capital = 214 #Toulouse dignity = 10 culture = occitan allow ={ culture = occitan religion_group = christian has_landed_title = d_toulouse } } [/spoiler]
Both of them have a flag file and appropriate localisations.
I think you simply have to state 'random = no' in the modifier properties. I am not sure, but read it somewhere here.I'm trying to create a trait that can't be randomly generated to characters, and must be passed down from a current ruler. Is there a way to do this?
What kind of characters would be the target? You can perhaps create a work-around if it are very specific characters to target and the (potential) target is known beforehand.I am trying to figure out how to create an event to bring a character back to life who is dead. Any suggestions?
So?How do I make Orthodox able to crusade? I know there is a can_call_crusade in the religion thing that I can switch to yes but I'm wondering if that alone would work.
Thank you, do you think telling me how make a title un-creatable would also qualify as a quick answer?Before you try to search for mistakes; It is IMPOSSIBLE to have duchies without a kingdom in the game. It is unfortunate, but you have to make a kingdom where it is de jure part of. You can simply make the kingdom not creatable. Most shattered world mods (such as mine) make a world-wide kingdom to circumvent this problem.
Having no de jure empire is no problem though.
Thank you, do you think telling me how make a title un-creatable would also qualify as a quick answer?
Acknowledging is not the same as using a suggestion, it is stating here that you used it (or not) and what the results were. If the suggestions were unhelpful, then tell us!
I noted that the bracket of line 15 was only closed around line 636, did you also find this? Did you closed it but the validator still finds errors? If the last thing is true, then it is probably useful to insert the next file instead of only saying 'Well, game's busted'. Did the game get bust due to one of our suggestions, we simply don't know!
There is no mention of you stating that you actually used the help and you stating what it did. Aside from my own suggestion, did Postm00v's suggestion help? I cannot find it in your posts.
It's still spitting out errors. It still gives me or anyone else no indication of WHERE. I THINK I closed the area mentioned, but I can't know for sure in any case. Because of course, if it's an unnecessary bracket or in the wrong place, the error would still be there, adding to the confusion. Everything seems to close up OK in that C# mode I was asked to look at, so I'm still stumped. Of course, even if I saw a problem, would I know where to put/take away a bracket, given position seems to matter?
#########################################################
#
# Landless Character Adventures for The Old Gods DLC
# ( TOG.1200 to TOG.1499)
#
#
#########################################################
# Written by Henrik Fåhraeus
namespace = TOG
# An ambitious landless claimant begins to plan an adventure for the title
character_event = {
id = TOG.1200
desc =*OK
picture = GFX_evt_crusaders
border = GFX_event_normal_frame_war
hide_window = yes # Only fires for unplayable landless characters
min_age = 16
max_age = 50
capable_only = yes
prisoner = no
trigger = {
has_dlc = "The Old Gods"
is_ruler = no
any_claim = {
has_holder = yes
holder_scope = {
independent = yes # Only do this vs independent rulers
}
OR = {
tier = KING
holder_scope = { tier = PREV }
}
NOT = { # Somewhat clunky way of checking that the character does not stand to inherit any titles
any_heir_title = {
always = yes
}
}
diplomacy = 7
health = 4
NOT = { trait = content }
NOT = { trait = craven }
NOT = { has_character_modifier = planning_claimant_adventure }
}
}
mean_time_to_happen = {
years = 34
modifier = {
factor = 0.5
trait = ambitious
}
modifier = {
factor = 0.5
trait = envious
}
modifier = {
factor = 0.5
has_character_flag = flag_denied_title
}
modifier = {
factor = 0.75
diplomacy = 12
}
modifier = {
factor = 0.75
trait = brave
}
modifier = {
factor = 0.75
trait = born_in_the_purple
}
modifier = {
factor = 0.85
trait = proud
}
modifier = {
factor = 0.85
trait = sayyid
}
modifier = {
factor = 1.5
trait = slothful
}
modifier = {
factor = 1.5
trait = humble
}
modifier = {
factor = 2.0
trait = kind
}
}
}
immediate = {
random_claim = {
limit = {
has_holder = yes
holder_scope = {
independent = yes # Only do this vs independent rulers
}
}
holder_scope = {
reverse_opinion = {
who = ROOT
years = 3
modifier = opinion_claimant_adventure_target
}
character_event = {
id = TOG.1201 # Warn the target
}
}
ROOT = {
add_character_modifier = {
name = planning_claimant_adventure
hidden = yes
days = 730
}
character_event = {
id = TOG.1202 # Fire the attack
days = 730
}
}
}
}
option = {
name = OK
}
character_event = {
id = TOG.1201
desc =*EVTDESC_TOG_1201
picture = GFX_evt_crusaders
border = GFX_event_normal_frame_war
is_triggered_only = yes
option = {
name = "EVTOPTA_TOG_1201"
}
}
# An ambitious landless claimant starts an adventure for the title
character_event = {
id = TOG.1202
desc =*OK
picture = GFX_evt_crusaders
border = GFX_event_normal_frame_war
hide_window = yes # Only fires for unplayable landless characters
is_triggered_only = yes
trigger = {
is_ruler = no
prisoner = no
NOT = { trait = incapable }
any_claim = {
has_holder = yes
holder_scope = {
independent = yes # Only do this vs independent rulers
}
OR = {
tier = KING
holder_scope = { tier = PREV }
}
}
NOT = { # Somewhat clunky way of checking that the character does not stand to inherit any titles
any_heir_title = {
always = yes
}
}
}
immediate = {
wealth = 500
liege = {
character_event = {
id = TOG.1203
days = 1
}
}
liege = {
capital_scope = {
ROOT = {
set_defacto_liege = ROOT
create_title = {
tier = DUKE
landless = yes
temporary = yes
culture = ROOT
name = "CLAIMANT_ADVENTURE"
holder = ROOT
}
random_claim = {
limit = {
has_holder = yes
holder_scope = {
independent = yes # Only do this vs independent rulers
reverse_has_opinion_modifier = {
who = ROOT
modifier = opinion_claimant_adventure_target
}
}
OR = {
tier = KING
holder_scope = { tier = PREV }
}
}
holder_scope = {
ROOT = {
set_character_flag = claimant_adventurer
random_list = {
34 = {
spawn_unit = {
province = PREVPREVPREVPREV
home = PREVPREVPREVPREV
owner = THIS
leader = THIS
match_character = PREV
match_mult = 0.2
match_min = 300
match_max = 5000
attrition = 0.25
earmark = claimant_adventure
}
spawn_unit = {
province = PREVPREVPREVPREV
home = PREVPREVPREVPREV
owner = THIS
match_character = PREV
match_mult = 0.2
match_min = 300
match_max = 5000
attrition = 0.25
earmark = claimant_adventure
}
spawn_unit = {
province = PREVPREVPREVPREV
home = PREVPREVPREVPREV
owner = THIS
match_character = PREV
match_mult = 0.2
match_min = 300
match_max = 5000
attrition = 0.25
earmark = claimant_adventure
}
spawn_unit = {
province = PREVPREVPREVPREV
home = PREVPREVPREVPREV
owner = THIS
match_character = PREV
match_mult = 0.2
match_min = 300
match_max = 5000
attrition = 0.25
earmark = claimant_adventure
}
spawn_unit = {
province = PREVPREVPREVPREV
home = PREVPREVPREVPREV
owner = THIS
match_character = PREV
match_mult = 0.2
match_min = 300
match_max = 5000
attrition = 0.25
earmark = claimant_adventure
}
spawn_unit = {
province = PREVPREVPREVPREV
home = PREVPREVPREVPREV
owner = THIS
match_character = PREV
match_mult = 0.2
match_min = 300
match_max = 5000
attrition = 0.25
earmark = claimant_adventure
}
}
33 = {
spawn_unit = {
province = PREVPREVPREVPREV
home = PREVPREVPREVPREV
owner = THIS
leader = THIS
match_character = PREV
match_mult = 0.15
match_min = 300
match_max = 5000
attrition = 0.25
earmark = claimant_adventure
}
spawn_unit = {
province = PREVPREVPREVPREV
home = PREVPREVPREVPREV
owner = THIS
match_character = PREV
match_mult = 0.15
match_min = 300
match_max = 5000
attrition = 0.25
earmark = claimant_adventure
}
spawn_unit = {
province = PREVPREVPREVPREV
home = PREVPREVPREVPREV
owner = THIS
match_character = PREV
match_mult = 0.15
match_min = 300
match_max = 5000
attrition = 0.25
earmark = claimant_adventure
}
spawn_unit = {
province = PREVPREVPREVPREV
home = PREVPREVPREVPREV
owner = THIS
match_character = PREV
match_mult = 0.15
match_min = 300
match_max = 5000
attrition = 0.25
earmark = claimant_adventure
}
spawn_unit = {
province = PREVPREVPREVPREV
home = PREVPREVPREVPREV
owner = THIS
match_character = PREV
match_mult = 0.15
match_min = 300
match_max = 5000
attrition = 0.25
earmark = claimant_adventure
}
spawn_unit = {
province = PREVPREVPREVPREV
home = PREVPREVPREVPREV
owner = THIS
match_character = PREV
match_mult = 0.15
match_min = 300
match_max = 5000
attrition = 0.25
earmark = claimant_adventure
}
}
33 = {
spawn_unit = {
province = PREVPREVPREVPREV
home = PREVPREVPREVPREV
owner = THIS
leader = THIS
match_character = PREV
match_mult = 0.125
match_min = 300
match_max = 5000
attrition = 0.25
earmark = claimant_adventure
}
spawn_unit = {
province = PREVPREVPREVPREV
home = PREVPREVPREVPREV
owner = THIS
match_character = PREV
match_mult = 0.125
match_min = 300
match_max = 5000
attrition = 0.25
earmark = claimant_adventure
}
spawn_unit = {
province = PREVPREVPREVPREV
home = PREVPREVPREVPREV
owner = THIS
match_character = PREV
match_mult = 0.125
match_min = 300
match_max = 5000
attrition = 0.25
earmark = claimant_adventure
}
spawn_unit = {
province = PREVPREVPREVPREV
home = PREVPREVPREVPREV
owner = THIS
match_character = PREV
match_mult = 0.125
match_min = 300
match_max = 5000
attrition = 0.25
earmark = claimant_adventure
}
spawn_unit = {
province = PREVPREVPREVPREV
home = PREVPREVPREVPREV
owner = THIS
match_character = PREV
match_mult = 0.125
match_min = 300
match_max = 5000
attrition = 0.25
earmark = claimant_adventure
}
spawn_unit = {
province = PREVPREVPREVPREV
home = PREVPREVPREVPREV
owner = THIS
match_character = PREV
match_mult = 0.125
match_min = 300
match_max = 5000
attrition = 0.25
earmark = claimant_adventure
}
}
}
}
}
}
}
}
}
# Create some decent commander characters
create_random_soldier = {
random_traits = yes
dynasty = none
religion = ROOT
culture = ROOT
age = 30
}
create_random_soldier = {
random_traits = yes
dynasty = none
religion = ROOT
culture = ROOT
age = 25
}
create_random_soldier = {
random_traits = yes
dynasty = none
religion = ROOT
culture = ROOT
age = 33
}
create_random_soldier = {
random_traits = yes
dynasty = none
religion = ROOT
culture = ROOT
age = 29
}
# Create a fleet, just to be sure
spawn_fleet = {
province = closest # closest sea zone
owner = ROOT
disband_on_peace = yes
troops =
{
galleys = { 150 150 }
}
earmark = claimant_adventure
}
random_claim = {
limit = {
has_holder = yes
holder_scope = {
independent = yes # Only do this vs independent rulers
reverse_has_opinion_modifier = {
who = ROOT
modifier = opinion_claimant_adventure_target
}
}
}
holder_scope = {
reverse_war = {
target = ROOT
casus_belli = claim
thirdparty_title = PREV
}
reverse_remove_opinion = {
who = ROOT
modifier = opinion_claimant_adventure_target
}
}
}
}
option = {
name = OK
}
}
character_event = {
id = TOG.1203
desc =*EVTDESC_TOG_1203
picture = GFX_evt_crusaders
border = GFX_event_normal_frame_war
is_triggered_only = yes
trigger = {
FROM = { is_ruler = yes } # The DoW worked and the adventurer has a temporary title
}
immediate = {
any_liege = {
character_event = {
id = TOG.1204
}
}
}
option = {
name = "EVTOPTA_TOG_1203"
}
}
character_event = {
id = TOG.1204
desc =*EVTDESC_TOG_1204
picture = GFX_evt_crusaders
border = GFX_event_normal_frame_war
show_from_from = yes
is_triggered_only = yes
option = {
name = "EVTOPTA_TOG_1203"
}
}
# An ambitious character with no inheritance begins to plan an adventure for a foreign title
character_event = {
id = TOG.1210
desc =*OK
picture = GFX_evt_crusaders
border = GFX_event_normal_frame_war
hide_window = yes # Only fires for unplayable landless characters
min_age = 16
max_age = 50
capable_only = yes
prisoner = no
trigger = {
has_dlc = "The Old Gods"
is_ruler = no
diplomacy = 7
martial = 7
health = 4
NOT = { trait = content }
NOT = { trait = craven }
}
}
NOT = { # Somewhat clunky way of checking that the character does not stand to inherit any titles
any_heir_title = {
always = yes
}
}
NOT = { # Handled by event 1200
any_claim = {
has_holder = yes
holder_scope = {
independent = yes
}
OR = {
tier = KING
holder_scope = { tier = PREV }
}
}
}
OR = {
father_even_if_dead = {
OR = {
primary_title = { higher_tier_than = BARON }
father_even_if_dead = {
primary_title = { higher_tier_than = BARON }
}
mother_even_if_dead = {
primary_title = { higher_tier_than = BARON }
}
}
}
mother_even_if_dead = {
OR = {
primary_title = { higher_tier_than = BARON }
father_even_if_dead = {
primary_title = { higher_tier_than = BARON }
}
mother_even_if_dead = {
primary_title = { higher_tier_than = BARON }
}
}
}
}
NOT = { has_character_modifier = planning_duchy_adventure }
}
mean_time_to_happen = {
years = 70
modifier = {
factor = 0.5
trait = ambitious
}
modifier = {
factor = 0.5
OR = {
AND = {
culture = norman
NOT = { year = 1250 }
}
AND = {
culture_group = north_germanic
NOT = { year = 1066 }
}
}
}
modifier = {
factor = 0.5
has_character_flag = flag_denied_title
}
modifier = {
factor = 0.75
diplomacy = 12
}
modifier = {
factor = 0.75
martial = 12
}
modifier = {
factor = 0.75
trait = brave
}
modifier = {
factor = 0.85
trait = proud
}
modifier = {
factor = 3.0
trait = slothful
}
modifier = {
factor = 3.0
trait = humble
}
modifier = {
factor = 3.0
trait = kind
}
}
immediate = {
random_independent_ruler = {
limit = {
NOT = { culture = ROOT }
is_landed = yes
independent = yes
NOT = { is_vassal_or_below = ROOT }
any_realm_province = {
OR = {
AND = {
port = yes
ROOT = {
NOT = { culture_group = altaic }
NOT = { culture = hungarian }
}
}
any_neighbor_province = {
owner = {
same_realm = ROOT
}
}
}
NOT = {
empire = {
title = e_scandinavia
}
}
NOT = {
duchy = {
title = d_bjarmia
}
}
}
}
random_realm_province = {
limit = {
OR = {
AND = {
port = yes
ROOT = {
NOT = { culture_group = altaic }
NOT = { culture = hungarian }
}
}
any_neighbor_province = {
owner = {
same_realm = ROOT
}
}
}
NOT = {
empire = {
title = e_scandinavia
}
}
NOT = {
duchy = {
title = d_bjarmia
}
}
}
ROOT = {
opinion = {
who = PREVPREV
years = 3
modifier = opinion_duchy_adventure_target
}
add_character_modifier = {
name = planning_duchy_adventure
hidden = yes
days = 730
}
character_event = {
id = TOG.1212 # Fire the attack
days = 730
}
}
PREV = {
character_event = {
id = TOG.1211 # Warn the target
}
}
}
}
}
option = {
name = OK
}
character_event = {
id = TOG.1211
desc =*EVTDESC_TOG_1211
picture = GFX_evt_crusaders
border = GFX_event_normal_frame_war
is_triggered_only = yes
option = {
name = "EVTOPTA_TOG_1211"
}
}
# An ambitious character with no inheritance starts an adventure for a foreign title
# (Temporary title created and a war declared)
character_event = {
id = TOG.1212
desc =*OK
picture = GFX_evt_crusaders
border = GFX_event_normal_frame_war
hide_window = yes # Only fires for unplayable landless characters
is_triggered_only = yes
trigger = {
has_dlc = "The Old Gods"
is_ruler = no
prisoner = no
NOT = { trait = incapable }
NOT = {
any_heir_title = {
always = yes
}
}
any_independent_ruler = {
NOT = { culture = ROOT }
is_landed = yes
independent = yes
NOT = { is_vassal_or_below = ROOT }
any_realm_province = {
OR = {
AND = {
port = yes
ROOT = {
NOT = { culture_group = altaic }
NOT = { culture = hungarian }
}
}
any_neighbor_province = {
owner = {
same_realm = ROOT
}
}
}
NOT = {
empire = {
title = e_scandinavia
}
}
NOT = {
duchy = {
title = d_bjarmia
}
}
}
reverse_has_opinion_modifier = {
who = ROOT
modifier = opinion_duchy_adventure_target
}
}
}
immediate = {
wealth = 500
liege = {
character_event = {
id = TOG.1213
days = 1
}
}
liege = {
capital_scope = {
random_independent_ruler = {
limit = {
NOT = { culture = ROOT }
is_landed = yes
independent = yes
NOT = { is_vassal_or_below = ROOT }
any_realm_province = {
OR = {
AND = {
port = yes
ROOT = {
NOT = { culture_group = altaic }
NOT = { culture = hungarian }
}
}
any_neighbor_province = {
owner = {
same_realm = ROOT
}
}
}
NOT = {
empire = {
title = e_scandinavia
}
}
NOT = {
duchy = {
title = d_bjarmia
}
}
}
reverse_has_opinion_modifier = {
who = ROOT
modifier = opinion_duchy_adventure_target
}
}
random_realm_province = {
limit = {
OR = {
AND = {
port = yes
ROOT = {
NOT = { culture_group = altaic }
NOT = { culture = hungarian }
}
}
any_neighbor_province = {
owner = {
same_realm = ROOT
}
}
}
NOT = {
empire = {
title = e_scandinavia
}
}
NOT = {
duchy = {
title = d_bjarmia
}
}
}
ROOT = {
set_defacto_liege = ROOT
create_title = {
tier = DUKE
landless = yes
temporary = yes
culture = ROOT
name = "CLAIMANT_ADVENTURE"
holder = ROOT
}
set_character_flag = duchy_adventurer
spawn_unit = {
province = PREVPREVPREV
home = PREVPREVPREV
owner = THIS
leader = THIS
match_character = PREVPREV
match_mult = 0.2
match_min = 500
match_max = 10000
attrition = 0.25
}
spawn_unit = {
province = PREVPREVPREV
home = PREVPREVPREV
owner = THIS
match_character = PREVPREV
match_mult = 0.2
match_min = 500
match_max = 10000
attrition = 0.25
}
spawn_unit = {
province = PREVPREVPREV
home = PREVPREVPREV
owner = THIS
match_character = PREVPREV
match_mult = 0.2
match_min = 500
match_max = 10000
attrition = 0.25
}
war = {
target = PREVPREV
casus_belli = duchy_adventure
thirdparty_title = PREV
tier = DUKE
}
remove_opinion = {
who = PREVPREV
modifier = opinion_duchy_adventure_target
}
}
}
}
}
}
# Create some decent commander characters
create_random_soldier = {
random_traits = yes
dynasty = none
religion = ROOT
culture = ROOT
age = 30
}
create_random_soldier = {
random_traits = yes
dynasty = none
religion = ROOT
culture = ROOT
age = 25
}
if = {
limit = {
NOT = { culture_group = altaic }
NOT = { culture = hungarian }
}
# Create a fleet, just to be sure
spawn_fleet = {
province = closest # closest sea zone
owner = ROOT
disband_on_peace = yes
troops =
{
galleys = { 200 200 }
}
}
}
}
option = {
name = OK
}
}
character_event = {
id = TOG.1213
desc =*EVTDESC_TOG_1213
picture = GFX_evt_crusaders
border = GFX_event_normal_frame_war
is_triggered_only = yes
trigger = {
FROM = { is_ruler = yes } # The DoW worked and the adventurer has a temporary title
}
immediate = {
any_liege = {
character_event = {
id = TOG.1214
}
}
}
option = {
name = "EVTOPTA_TOG_1203"
}
}
character_event = {
id = TOG.1214
desc =*EVTDESC_TOG_1214
picture = GFX_evt_crusaders
border = GFX_event_normal_frame_war
show_from_from = yes
is_triggered_only = yes
option = {
name = "EVTOPTA_TOG_1203"
}
}
Since you use so many mods, it would be easiest to make your own minimod on top of them. That way you can be sure that the new titles will be loaded last and are not replaced by other mods which are loaded afterwards. Next I would suggest to remove all allows and such (so the bare minimum) so you can determine whether it's a faulty command or something else.
Event better would be to copy spain and then remove/add conditions one by one. So you can see when it is removed from view in-game.
Are both titles in the same document?
So basically, I've run into a problem with Horde invasion events. I'm creating a small mod wherein an ASB has Vercingetorix's army teleport from 52 BC to whenever the event fires, specifically into the province of Dijon.
I honestly don't know what the problem could be, but the horde doesn't declare war against the holder of the territory it spawns in. The bit in red is what the relevant part.
I've defined Gaulish culture as a horde and also set the character flag, but no dice. It's a bit weird considering I copied it from the Seljuk event.
# The Gauls Appear!
narrative_event = {
id = gallic.2
title = "EVTNAMEgallic2"
desc = "EVTDESCgallic2"
major = yes
hide_new = yes
picture = "GFX_gauls_arrive"
border = "GFX_event_narrative_frame_war"
only_playable = yes
trigger = {
year = 950
has_landed_title = k_gaultribal
has_global_flag = gaul_rumors
NOT = { has_global_flag = gaul_arrival }
}
mean_time_to_happen = {
months = 1
}
option = {
name = "OK"
trigger = {
has_landed_title = k_gaultribal
}
set_global_flag = gaul_arrival
set_character_flag = horde_invader
136 = { # Dijon
kingdom = {
ROOT = {
war = {
casus_belli = tribal_invasion
target = PREVPREV # The top liege of the owner of Dijon
thirdparty_title = PREV # The de jure kingdom
}
}
}
}
wealth = 2500
spawn_unit = {
owner = ROOT
leader = ROOT
province = 136 # Dijon
troops =
{
pikemen = { 3000 3000 }
light_cavalry = { 4000 4000 }
light_infantry = { 3000 3000 }
heavy_infantry = { 1500 1500 }
knights = { 200 200 }
}
}
create_character = {
random_traits = yes
dynasty = random
religion = gaulishr
culture = gaulish
female = no
age = 40
attributes = {
martial = 12
}
trait = brilliant_strategist
}
new_character = {
spawn_unit = {
province = 136 # Dijon
owner = PREV
troops =
{
pikemen = { 3000 3000 }
light_cavalry = { 4000 4000 }
light_infantry = { 3000 3000 }
heavy_infantry = { 1500 1500 }
knights = { 200 200 }
}
}
}
create_character = {
random_traits = yes
dynasty = random
religion = gaulishr
culture = gaulish
female = no
age = 40
attributes = {
martial = 12
}
trait = brilliant_strategist
}
new_character = {
spawn_unit = {
province = 136 # Dijon
owner = PREV
troops =
{
pikemen = { 3000 3000 }
light_cavalry = { 4000 4000 }
light_infantry = { 3000 3000 }
heavy_infantry = { 1500 1500 }
knights = { 200 200 }
}
}
}
# Some extra courtiers
create_character = {
random_traits = yes
dynasty = random
religion = gaulishr
culture = gaulish
female = no
age = 16
}
create_character = {
random_traits = yes
dynasty = random
religion = gaulishr
culture = gaulish
female = no
age = 18
}
create_character = {
random_traits = yes
dynasty = random
religion = gaulishr
culture = gaulish
female = no
age = 18
}
create_character = {
random_traits = yes
dynasty = random
religion = gaulishr
culture = gaulish
female = no
age = 20
}
create_character = {
random_traits = yes
dynasty = random
religion = gaulishr
culture = gaulish
female = no
age = 25
}
create_character = {
random_traits = yes
dynasty = random
religion = gaulishr
culture = gaulish
female = no
age = 26
}
create_character = {
random_traits = yes
dynasty = random
religion = gaulishr
culture = gaulish
female = no
age = 28
}
create_character = {
random_traits = yes
dynasty = random
religion = gaulishr
culture = gaulish
female = yes
age = 16
}
create_character = {
random_traits = yes
dynasty = random
religion = gaulishr
culture = gaulish
female = yes
age = 17
}
create_character = {
random_traits = yes
dynasty = random
religion = gaulishr
culture = gaulish
female = yes
age = 18
}
create_character = {
random_traits = yes
dynasty = random
religion = gaulishr
culture = gaulish
female = yes
age = 18
}
create_character = {
random_traits = yes
dynasty = random
religion = gaulishr
culture = gaulish
female = yes
age = 20
}
}
option = {
name = "EVTOPTAgallic2"
trigger = {
religion_group = christian
NOT = { has_landed_title = k_gaultribal }
NOT = { has_landed_title = d_burgundy }
NOT = { has_landed_title = k_france }
}
}
option = {
name = "EVTOPTCgallic2"
trigger = {
NOT = { religion_group = christian }
NOT = { has_landed_title = k_gaultribal }
}
}
option = {
name = "EVTOPTBgallic2"
trigger = {
OR = { has_landed_title = k_france
has_landed_title = d_burgundy }
}
}
}
'tier = baron' and suchlike ought to work as triggers, I believe.How do I make it so an event only fires for a character of a certain tier?