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Dhop84

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I want to set a character,the byzantine emperor with a character flag straight from the start like a hidden thing as i will want the character flag to be used for an event when he dies how would i do this and will the character flag still be viable after the said character has died ?
 

zeress

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Code:
	unflag_province = {
		potential = {
			NOT = { has_job_title = job_chancellor }
			NOT = { has_job_title = job_marshal }
			NOT = { has_job_title = job_treasurer }
			NOT = { has_job_title = job_spymaster }
			NOT = { has_job_title = job_spiritual }
			is_female = no
			has_regent = no
			location  = {
				has_province_flag = keep_it
			}
		}
		allow = {
			location  = {
				has_province_flag = keep_it
			}
		}
		effect = {
			province_event = { id = unflag_province_p_event.250001 }
		}
		revoke_allowed = {
			always = no
		}
		ai_will_do = {
			factor = 0
		}
	}

Anyone got an idea why this decision won't activate? (event name linked is correct). The province flag also works to the best of my knowledge, as otherwise the decision wouldn't even show up. It's simply not firing the event.
 

Aardvark Bellay

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I'm looking in the 3 traits files for "Siege Leader" trait, but I can't find it. Does it ever exist or not ? (it's mentioned in the wiki).

It's in there since 1.11. Maybe your game folder is not updated. It's at the end of 00_traits.txt.
 

DominusNovus

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I turned b_constantinople into a city. Converted its various buildings into city buildings. Created a version of the Theodosian Walls for a city holding. Won't show up. Any ideas?

Code:
city = {
	
	ct_con_wall_5 = { # Theodosian Walls
		potential = {
			FROMFROM = { title = b_constantinople }
		}
		desc = ca_con_wall_6_desc
		upgrades_from = ct_wall_4
		build_cost = 150
		build_time = 1460 #4y
		fort_level = 4.0
		ai_creation_factor = 86

		extra_tech_building_start = 0.0
	}
}

- All ct_walls buildings in the holding already exist.
- The holding is in a .txt file of its own.
- Left the desc the same, can't imagine any reason that would be a problem.
 

Dhop84

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I turned b_constantinople into a city. Converted its various buildings into city buildings. Created a version of the Theodosian Walls for a city holding. Won't show up. Any ideas?

Code:
city = {
	
	ct_con_wall_5 = { # Theodosian Walls
		potential = {
			FROMFROM = { title = b_constantinople }
		}
		desc = ca_con_wall_6_desc
		upgrades_from = ct_wall_4
		build_cost = 150
		build_time = 1460 #4y
		fort_level = 4.0
		ai_creation_factor = 86

		extra_tech_building_start = 0.0
	}
}

- All ct_walls buildings in the holding already exist.
- The holding is in a .txt file of its own.
- Left the desc the same, can't imagine any reason that would be a problem.
Ive done something simular but cant get onto my computer as its broke and cant for the life of me remember what i did so bare with me have you changed it in your history ?????
 

Dhop84

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i want to set a character,the byzantine emperor with a character flag straight from the start like a hidden thing as i will want the character flag to be used for an event when he dies how would i do this and will the character flag still be viable after the said character has died ?
bump!!!!!!
 

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Can anyone tell me why these events aren't firing off correctly? I don't see them happening to the AI, at all, and then they only fire for me if I'm actually playing a child character, but then even when the event fires I'm not getting the character modifier. So what am I missing?\

Code:
#################################################
#Age Modifiers
namespace = youth
youth = {
	icon = -36
	health = -1
	martial = -2
}
namespace = old_age
old_age = {
	icon = -36
	health = -1
	martial = -2
}

Code:
#################################################
# Age Events
#################################################

#Youth
namespace = youth
character_event = { #become young
	id = Youth.0
	desc = "EVTDESC_Youth.0"
	picture = GFX_Child_Born_Purple
	
	min_age = 0
	
	trigger = {
		is_adult = no
		NOT = { has_character_modifier = youth }
	}
	
	mean_time_to_happen = {
		days = 1
		modifier = {
			is_alive = yes
			factor = 0.01
		}
		modifier = {
			OR = {
				is_female = no
				is_female = yes
			}
			factor = 0.01
		}
	}
	
	option = {
		name = "EVTOPT_Youth.0"
		add_character_modifier = {
			name = youth
			duration = -1
		}
	}
}

character_event = { # lose youth
	id = Youth.1
	desc = "EVTDESC_Youth.1"
	picture = GFX_Character_receiving_letter
	
	min_age = 16
	
	trigger = {
		is_adult = yes
		has_character_modifier = youth
	}
	
	mean_time_to_happen = {
		days = 1
		modifier = {
			is_alive = yes
			factor = 0.01
		}
		modifier = {
			OR = {
				is_female = no
				is_female = yes
			}
			factor = 0.01
		}
		modifier = {
			is_adult = yes
			factor - 0.01
		}
	}
	
	option = {
		name = "EVTOPT_Youth.1"
		remove_character_modifier = youth
	}
}

#Old
namespace = old_age
character_event = {
	id = Old.0
	desc = "EVDESC_Old.0"
	picture = GFX_Bier_with_a_dead_character
	
	min_age = 50
	
	trigger = {
		age = 50
		NOT = { has_character_modifier = old_age }
	}
	
	mean_time_to_happen = {
		years = 5
		modifier = {
			trait = strong
			factor = 2
		}
		modifier = {
			trait = weak
			factor = 0.5
		}
		modifier = {
			trait = stressed
			factor = 0.9
		}
		modifier = {
			trait = depressed
			factor = 0.9
		}
		modifier = {
			trait = infirm
			factor = 0.1
		}
		modifier = {
			trait = incapable
			factor = 0.1
		}
		modifier = {
			trait = maimed
			factor = 0.75
		}
		modifier = {
			age = 51
			factor = 0.9
		}
		modifier = {
			age = 52
			factor = 0.9
		}
		modifier = {
			age = 53
			factor = 0.9
		}
		modifier = {
			age = 54
			factor = 0.8
		}
		modifier = {
			age = 55
			factor = 0.8
		}
		modifier = {
			age = 56
			factor = 0.7
		}
		modifier = {
			age = 57
			factor = 0.7
		}
		modifier = {
			age = 58
			factor = 0.6
		}
		modifier = {
			age = 59
			factor = 0.6
		}
		modifier = {
			age = 60
			factor = 0.5
		}
		modifier = {
			age = 61
			factor = 0.4
		}
		modifier = {
			age = 62
			factor = 0.3
		}
		modifier = {
			age = 63
			factor = 0.2
		}
		modifier = {
			age = 64
			factor = 0.1
		}
		modifier = {
			age = 65
			factor = 0.09
		}
		modifier = {
			age = 66
			factor = 0.09
		}
		modifier = {
			age = 67
			factor = 0.09
		}
		modifier = {
			age = 68
			factor = 0.09
		}
		modifier = {
			age = 69
			factor = 0.08
		}
		modifier = {
			age = 70
			factor = 0.08
		}
		modifier = {
			age = 71
			factor = 0.08
		}
		modifier = {
			age = 72
			factor = 0.08
		}
		modifier = {
			age = 73
			factor = 0.07
		}
		modifier = {
			age = 74
			factor = 0.07
		}
		modifier = {
			age = 75
			factor = 0.07
		}
		modifier = {
			age = 76
			factor = 0.07
		}
		modifier = {
			age = 77
			factor = 0.06
		}
		modifier = {
			age = 78
			factor = 0.06
		}
		modifier = {
			age = 79
			factor = 0.06
		}
		modifier = {
			age = 80
			factor = 0.05
		}
		modifier = {
			age = 81
			factor = 0.04
		}
		modifier = {
			age = 82
			factor = 0.03
		}
		modifier = {
			age = 83
			factor = 0.02
		}
		modifier = {
			age = 84
			factor = 0.01
		}
		modifier = {
			age = 85
			factor = 0.01
		}
		modifier = {
			age = 86
			factor = 0.01
		}
		modifier = {
			age = 87
			factor = 0.01
		}
		modifier = {
			age = 88
			factor = 0.01
		}
		modifier = {
			age = 89
			factor = 0.01
		}
		modifier = {
			age = 90
			factor = 0.01
		}
		modifier = {
			age = 91
			factor = 0.01
		}
		modifier = {
			age = 92
			factor = 0.01
		}
		modifier = {
			age = 93
			factor = 0.01
		}
		modifier = {
			age = 94
			factor = 0.01
		}
		modifier = {
			age = 95
			factor = 0.01
		}
		modifier = {
			age = 96
			factor = 0.01
		}
		modifier = {
			age = 97
			factor = 0.01
		}
		modifier = {
			age = 98
			factor = 0.01
		}
		modifier = {
			age = 99
			factor = 0.01
		}
	}
	
	option = {
		name = "EVOPT_Old.0"
		add_character_modifier = {
			name = old_age
			duration = -1
		}
	}
}

Code:
######;;;;;;;;;;;;;;;;x
#Age Events;;;;;;;;;;;;;;;;x
######;;;;;;;;;;;;;;;;x
namespace = youth;;;;;;;;;;;;;x
youth;Youth;;;;;;;;;;;;;x
old_age;Old Age;;;;;;;;;;;;;x
EVTDESC_Youth.0;I'm just a child, the world around me is so large and dangerous. Most children born in this age don't live to see adulthood - but maybe I'll be one of the lucky ones.;;;;;;;;;;;;;x
EVTOPT_Youth.0;Waaaaaaaaaaaaaah!;;;;;;;;;;;;;x
EVTDESC_Youth.1;I've survived into adulthood.;;;;;;;;;;;;;x
EVTOPT_Youth.1;Youth is wasted on the young.;;;;;;;;;;;;;x
namespace = old_age;;;;;;;;;;;;;x
EVTDESC_Old.0;I realized today I've entered my twilight years. As I look back on my life I realize I need to start considering my legacy - I don't have much time left.;;;;;;;;;;;;;x
EVTOPT_Old.0;Bah! Humbug!;;;;;;;;;;;;;x

EDIT: The code for these is taken basically line-by-line from cybrxkhan's VIET, and afaik he got that from somewhere else to begin with, so this seems like its something the community has been working with forever, so I'm really confused as to why its not working for me considering I'm using the same code.
 

Monnikje

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I'm currently working on a custom map, with a custom size. But the frame around the map isn't scaled automatically, as you can see:
3735CA4F0D4AD122097C0230B6F3CAB954E665A8
I'm wondering what file(s) I should adjust to get this frame right.
 

cybrxkhan

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@wolf_brother: I actually coded all that stuff myself as a simple alternative to the more complicated young/old age systems used by other mods such as CKII+, though that is not too important (just wanted to let you know as it was not to my knowledge borrowed from anyone else). Anyhow, most of the code looks fine, I suspect the problem is that you have e namespace stuff in the modifiers code. Namepsaces are only needed for events. Remove those from the modifiers code and see if that works.
 

DominusNovus

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Ive done something simular but cant get onto my computer as its broke and cant for the life of me remember what i did so bare with me have you changed it in your history ?????

Yup, put the 'ct_con_wall_5' into its requisite spot in file 496-Byzantion.txt, as follows:

Code:
867.1.1 = { 
	b_constantinople = ct_port_1
	b_constantinople = ct_port_2
	b_constantinople = ct_port_3
	b_constantinople = ct_training_grounds_1
	b_constantinople = ct_shipyard_1
	b_constantinople = ct_shipyard_2
	b_constantinople = ct_barracks_1
	b_constantinople = ct_barracks_2
	b_constantinople = ct_marketplace_1
	b_constantinople = ct_marketplace_2
	b_constantinople = ct_marketplace_3
	b_constantinople = ct_wall_1
	b_constantinople = ct_wall_2
	b_constantinople = ct_wall_3
	b_constantinople = ct_wall_4
	b_constantinople = ct_wall_5
	b_constantinople = ct_con_wall_5
	b_constantinople = ct_wall_q_1
	b_constantinople = ct_wall_q_2
	b_constantinople = ct_wall_q_3
	b_galata = ct_wall_1
	b_galata = ct_barracks_1
	b_hagiasophia = tp_monastery_1
	b_hagiasophia = tp_monastery_2
	b_hagiasophia = tp_monastery_3
	b_hagiasophia = tp_wall_1
	b_hagiasophia = tp_barracks_1
}

I know it requires only the second highest wall, rather than the highest, but thats just because I was playing around with the requirement tier, seeing if that was the issue. It originally was 'ct_con_wall_6' and upgraded from 'ct_wall_5.' I doubt thats a problem, but I just wanted to mention it.
 

Dhop84

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Yup, put the 'ct_con_wall_5' into its requisite spot in file 496-Byzantion.txt, as follows:

Code:
867.1.1 = { 
	b_constantinople = ct_port_1
	b_constantinople = ct_port_2
	b_constantinople = ct_port_3
	b_constantinople = ct_training_grounds_1
	b_constantinople = ct_shipyard_1
	b_constantinople = ct_shipyard_2
	b_constantinople = ct_barracks_1
	b_constantinople = ct_barracks_2
	b_constantinople = ct_marketplace_1
	b_constantinople = ct_marketplace_2
	b_constantinople = ct_marketplace_3
	b_constantinople = ct_wall_1
	b_constantinople = ct_wall_2
	b_constantinople = ct_wall_3
	b_constantinople = ct_wall_4
	b_constantinople = ct_wall_5
	b_constantinople = ct_con_wall_5
	b_constantinople = ct_wall_q_1
	b_constantinople = ct_wall_q_2
	b_constantinople = ct_wall_q_3
	b_galata = ct_wall_1
	b_galata = ct_barracks_1
	b_hagiasophia = tp_monastery_1
	b_hagiasophia = tp_monastery_2
	b_hagiasophia = tp_monastery_3
	b_hagiasophia = tp_wall_1
	b_hagiasophia = tp_barracks_1
}

I know it requires only the second highest wall, rather than the highest, but thats just because I was playing around with the requirement tier, seeing if that was the issue. It originally was 'ct_con_wall_6' and upgraded from 'ct_wall_5.' I doubt thats a problem, but I just wanted to mention it.
Code:
		ct_con_wall_1 = {
		desc = ct_con_wall_1_desc
		potential = {
			FROMFROM = { title = b_constantinople }
		}
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 0 }
		build_cost = 50
		build_time = 365
		fort_level = 0.5
		levy_size = 0.025
		tax_income = 0.2
		ai_creation_factor = 90
		
		extra_tech_building_start = 0.2
	}
	ct_con_wall_2 = {
		desc = ct_con_wall_2_desc
		potential = {
			FROMFROM = { title = b_constantinople }
		}
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 2 }
		upgrades_from = ct_con_wall_1
		build_cost = 50
		build_time = 547 #1.5y
		fort_level = 0.5
		levy_size = 0.025
		tax_income = 0.2
		ai_creation_factor = 89
		
		extra_tech_building_start = 0.2
	}
	ct_con_wall_3 = {
		desc = ct_con_wall_3_desc
		potential = {
			FROMFROM = { title = b_constantinople }
		}
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 4 }
		upgrades_from = ct_con_wall_2
		build_cost = 100
		build_time = 730 #2y
		fort_level = 1.0
		levy_size = 0.05
		tax_income = 0.2
		ai_creation_factor = 88

		extra_tech_building_start = 0.2
	}
	ct_con_wall_4 = {
		desc = ct_con_wall_4_desc
		potential = {
			FROMFROM = { title = b_constantinople }
		}
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 6 }
		upgrades_from = ct_con_wall_3
		build_cost = 150
		build_time = 1095 #3y
		fort_level = 1.0
		levy_size = 0.05
		tax_income = 0.2
		ai_creation_factor = 87

		extra_tech_building_start = 0.2
	}
	ct_con_wall_5 = {
		desc = ct_con_wall_5_desc
		potential = {
			FROMFROM = { title = b_constantinople }
		}
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 8 }
		upgrades_from = ct_wall_4
		build_cost = 150
		build_time = 1460 #4y
		fort_level = 1.5
		levy_size = 0.1
		tax_income = 0.5
		ai_creation_factor = 86

		extra_tech_building_start = 0.2
	}
		
    ct_con_wall_6 = { # Theodosian Walls
	    desc = ct_con_wall_6_desc
		potential = {
			FROMFROM = { title = b_constantinople }
		}
		desc = ct_con_wall_6_desc
		upgrades_from = ct_con_wall_5
		build_cost = 150
		build_time = 1460 #4y
		fort_level = 4.0
		ai_creation_factor = 86

		extra_tech_building_start = 0.3
	}
}
try this. Have you done the local for it ?
 

wolf_brother

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Apr 13, 2013
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@wolf_brother: I actually coded all that stuff myself as a simple alternative to the more complicated young/old age systems used by other mods such as CKII+, though that is not too important (just wanted to let you know as it was not to my knowledge borrowed from anyone else). Anyhow, most of the code looks fine, I suspect the problem is that you have e namespace stuff in the modifiers code. Namepsaces are only needed for events. Remove those from the modifiers code and see if that works.

Thanks! That solved it.
 

Dhop84

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Sorry guys for keep repeating myself but ive asked these questions but have yet to have had an answer so please if anyone can help i would be really grateful
.1) I want to set a character,the byzantine emperor with a character flag straight from the start like a hidden thing as i will want the character flag to be used for an event when he dies how would i do this and will the character flag still be viable after the said character has died ?

2.) In modding buildings how do i replace the vanilla buildings with my own? I dont want to replace all buildings everywhere just certain ones in certain places . I no how to add my own buildings but theres some that iv created that means i dont need the vanilla ones so i need to replace them

3.) How does the on_actions work exactly ?? Is it*like i can create an on_action whatever i like ? Such as say i want an event to trigger at the start of a reign would i write reign_start 123 in on_actions then in the event do a is_triggered_only = yes And the event id 123 and thats it ??
 

DominusNovus

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Code:
		ct_con_wall_1 = {
		desc = ct_con_wall_1_desc
		potential = {
			FROMFROM = { title = b_constantinople }
		}
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 0 }
		build_cost = 50
		build_time = 365
		fort_level = 0.5
		levy_size = 0.025
		tax_income = 0.2
		ai_creation_factor = 90
		
		extra_tech_building_start = 0.2
	}
	ct_con_wall_2 = {
		desc = ct_con_wall_2_desc
		potential = {
			FROMFROM = { title = b_constantinople }
		}
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 2 }
		upgrades_from = ct_con_wall_1
		build_cost = 50
		build_time = 547 #1.5y
		fort_level = 0.5
		levy_size = 0.025
		tax_income = 0.2
		ai_creation_factor = 89
		
		extra_tech_building_start = 0.2
	}
	ct_con_wall_3 = {
		desc = ct_con_wall_3_desc
		potential = {
			FROMFROM = { title = b_constantinople }
		}
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 4 }
		upgrades_from = ct_con_wall_2
		build_cost = 100
		build_time = 730 #2y
		fort_level = 1.0
		levy_size = 0.05
		tax_income = 0.2
		ai_creation_factor = 88

		extra_tech_building_start = 0.2
	}
	ct_con_wall_4 = {
		desc = ct_con_wall_4_desc
		potential = {
			FROMFROM = { title = b_constantinople }
		}
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 6 }
		upgrades_from = ct_con_wall_3
		build_cost = 150
		build_time = 1095 #3y
		fort_level = 1.0
		levy_size = 0.05
		tax_income = 0.2
		ai_creation_factor = 87

		extra_tech_building_start = 0.2
	}
	ct_con_wall_5 = {
		desc = ct_con_wall_5_desc
		potential = {
			FROMFROM = { title = b_constantinople }
		}
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 8 }
		upgrades_from = ct_wall_4
		build_cost = 150
		build_time = 1460 #4y
		fort_level = 1.5
		levy_size = 0.1
		tax_income = 0.5
		ai_creation_factor = 86

		extra_tech_building_start = 0.2
	}
		
    ct_con_wall_6 = { # Theodosian Walls
	    desc = ct_con_wall_6_desc
		potential = {
			FROMFROM = { title = b_constantinople }
		}
		desc = ct_con_wall_6_desc
		upgrades_from = ct_con_wall_5
		build_cost = 150
		build_time = 1460 #4y
		fort_level = 4.0
		ai_creation_factor = 86

		extra_tech_building_start = 0.3
	}
}
try this. Have you done the local for it ?

I didn't change the localisation at all, I just left it at the ca_con_wall localisation. As for your method, I'm trying to understand it. You've split up the Theodosian Walls into 2, one of which can be built at tech level 0, and one which can be expanded at tech level 2. I'm curious why this would fix things; it seems a tad more convoluted than it should be.