I think that might be it.
That did indeed do the trick. Now I just have to figure out whats wrong with my building files...
I think that might be it.
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
}
}
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.
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
}
}
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 ?????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.
bump!!!!!!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 ?
#################################################
#Age Modifiers
namespace = youth
youth = {
icon = -36
health = -1
martial = -2
}
namespace = old_age
old_age = {
icon = -36
health = -1
martial = -2
}
#################################################
# 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
}
}
}
######;;;;;;;;;;;;;;;;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
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 ?????
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
}
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.
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
}
}
@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.
try this. Have you done the local for 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 } }