#Basileus is Dead
character_event = {
id = basileus.13
title = "EVTNAMEbasileus.13"
desc = "EVTDESCbasileus.13"
picture = "GFX_evt_title_basileus_dead"
border = "GFX_event_normal_frame_religion"
sound = church_bells
major = yes
is_triggered_only = yes
trigger={
has_landed_title= e_byzantium
}
option = {
name = EVTOPTAbasileus.13 # This is the saddest day of my life
if = {
limit = { has_global_flag = porphyry_sarcophagi }
narrative_event = { id = basileus.14 days = 1 }
clr_global_flag = porphyry_sarcophagi
}
if = {
limit = { has_global_flag = marble_sarcophagi }
narrative_event = { id = basileus.15 days = 1 }
clr_global_flag = marble_sarcophagi
}
if = {
limit = { has_global_flag = granite_sarcophagi }
narrative_event = { id = basileus.16 days = 1 }
clr_global_flag = granite_sarcophagi
}
if = {
limit = { has_global_flag = gold_smalti }
narrative_event = { id = basileus.17 days = 1 }
clr_global_flag = gold_smalti
}
if = {
limit = { has_global_flag = ceramic_tesserae }
narrative_event = { id = basileus.18 days = 1 }
clr_global_flag = ceramic_tesserae
}
if = {
limit = { has_global_flag = glass_mosaic_tesserae }
narrative_event = { id = basileus.19 days = 1 }
clr_global_flag = glass_mosaic_tesserae
}
}
option = {
name = EVTOPTBbasileus.13 # I dont care
}
}
#Burying Former Basileus.1
narrative_event = {
id = basileus.14
title = "EVTNAMEbasileus.14"
desc = "EVTDESCbasileus.14"
picture = "GFX_evt_basileus_funeral"
border = "GFX_event_narrative_frame_religion"
major = yes
is_triggered_only = yes
immediate = {
remove_province_modifier = { name = "built_mausoleum" }
option = {
name = EVTOPTAbasileus.14
}
}
}
#Burying Former Basileus.2
narrative_event = {
id = basileus.15
title = "EVTNAMEbasileus.15"
desc = "EVTDESCbasileus.15"
picture = "GFX_evt_basileus_funeral"
*border = "GFX_event_narrative_frame_religion"
major = yes
is_triggered_only = yes
immediate = {
remove_province_modifier = { name = "built_mausoleum" }
option = {
name = EVTOPTAbasileus.15
}
}
}
Is it possible to make an event option have a result that is variable based on an attribute, or would you have to make multiple options for the same course of action, and then have each of the options only show up between a set range of values for that attribute?
common\cb_types\00_cb_types.txt. You can see the starting date for crusades there, and it's pretty easy to change.Is there a way to change the starting date for crusades, jihads and so on?
Thank you sir.common\cb_types\00_cb_types.txt. You can see the starting date for crusades there, and it's pretty easy to change.
any_courtier = { is_female = no
can_marry = yes }
any_courtier = { is_female = yes
can_marry = yes }
Check out lovers_events.txt, id = 64085. It's an event that has 2 courtiers eloping, altho they have top already be lovers. Your selector will probably include random_courtier.How would you code an event to marry two random courtiers to each other?
I know how to set up and structure events, and I know I'd have to set up a conditionCode:any_courtier = { is_female = no can_marry = yes } any_courtier = { is_female = yes can_marry = yes }
But how would code two random courtiers to marry each other? I know I'd have to find them with random_courtier and is_female = yes or no for the man and woman, but what commands do I use for those scopes? I don't even know the syntax for add_spouse, nor do I know of an event that uses it to make into my model.
If I would like to scope to all my duke direct vassals (so no kings, or dukes who are vassalized to a king, who is vassalized to me), how should I construct the thing?
Edit: I want to destroy those specific duchies, so if someone could help me with that, that would be great already, but being able to add some opinion modifiers there would also be nice....
ROOT = {
any_direct_vassal = {
limit = { tier = duke }
primary_title = {
destroy_landed_title = yes
}
}
}
As minor titles can't be hereditary for now, is there a way to look if the (dead) father of a character has, in his past life, a minor title ? Something like father_even_if_dead = has_minor_title = XXXX, but I'm not sure if you can check minor titles with the father_even_if_dead scope.
it does not do anything...Something like:
Code:ROOT = { any_direct_vassal = { limit = { tier = duke } primary_title = { destroy_landed_title = yes } } }
I just looked in my current save file, and these are the only keys any dead person had:I think there was someone who made a mod of these minor titles and also had this issue. If I remember correctly the conclusion was that on death he loses the title (as it is available for someone else).
What you can do is; When the title is allocated to someone, make him also get a character flag or modifier. These may (or may not) persist after death.
We'd need to see your modded file.So I've run into a strange bug with retinues. I modded the retinue file to change the culture requirements for some of the retinues, and now somehow the game has an extra retinue type. It shows up in the retinue menu as a blank retinue - no numbers, no cost. But when it is spawned, it shows up as a single Light Infantry soldier. And, naturally, since it doesn't cost anything, every single landed character in the game has one. So now my map is covered with tiny 1-man armies.
Does anyone have any idea what could have caused this problem? I've looked through my modded file, but I don't see anything out of place.
Sounds like coding issue to me; I've had no problem modifying vanilla culture requirements. Mind posting what you've changed in 00_retinue_subunits.txt so we can take a look?So I've run into a strange bug with retinues. I modded the retinue file to change the culture requirements for some of the retinues, and now somehow the game has an extra retinue type. It shows up in the retinue menu as a blank retinue - no numbers, no cost. But when it is spawned, it shows up as a single Light Infantry soldier. And, naturally, since it doesn't cost anything, every single landed character in the game has one. So now my map is covered with tiny 1-man armies.
Does anyone have any idea what could have caused this problem? I've looked through my modded file, but I don't see anything out of place.