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maitrecarotte

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Is there a way to change the starting date for crusades, jihads and so on?
 

Dhop84

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After making the changes suggested by talias in an earlier post im still having problems with this part of the event chain . The aim is for this part to trigger through an on_action event an on_death to be clear its supposed to trigger when the holder of the title e_byzantium dies it will then trigger a narrative event depending on which global flag has been set.This what happens at the games start im getting blank boxes coming up which doesn't allow me to move forward can anyone see something ive missed??
Code:
#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
   }
  }
 }
 

Nivve

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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?

You can simply add a new trigger in an option. The option will only be available when the trigger requirements are met.
Alternatively you could work with an IF-statement, but it's more error-prone.

Just be sure that there isn't a situation where no options are available :p
 

maitrecarotte

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common\cb_types\00_cb_types.txt. You can see the starting date for crusades there, and it's pretty easy to change.
Thank you sir.

Since im in this thread again, how do I make the tech progress faster? I am checking defines.lua, but it mostly covers tech spread, while I want faster tech points income for everyone.
 
Last edited:

appleseed26

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I found the "dukes_called_kings = yes" in the cultures file, so an independent duke will be called king,

is it any chance to make an independent king call himself an emperor? "maybe kings_called_emperors = yes" ?
 
Last edited:

MartMakkie

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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....
 
Last edited:

unmerged(326086)

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Is there a way to mod when someone can be taken as a concubine? Like, for example, preventing claimants or heirs from being taken as a concubine, even if they're in a court that would currently allow it?


Edit: From looking into how to do other interactions, I'm guessing this is hard-coded.
 
Last edited:

frankatank109

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Never mind about the flag figured it out, it was a pretty noobish question anyway.
 

AvroLancaster

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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 condition
Code:
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.
 

jursamaj

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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 condition
Code:
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.
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.
 

Nivve

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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....

Something like:
Code:
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.

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.
 

unmerged(463457)

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Is there a way to change religion conversion rate for court chaplins? I saw a mod introducing Judaism religion with a religious head. Is that possible to mod in, in the hellenistic pagan religion? Also I would like to change the crown laws of a republic beyond limited, is that possible?

Thanks! :)
 

Protoplasm

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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.
 

jursamaj

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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.
I just looked in my current save file, and these are the only keys any dead person had:
attributes, birth_date, birth_name, culture, death_date, death_reason, dna, dynasty, dynasty_named_title, father, female, graphical_culture, historical, killer, liege, mother, name, nickname, occluded, old_holding, properties, real_father, religion, ruler, spawned_bastards, spouse, traits, type

Since 'flags' is not in there, I doubt character flags persist for dead people. Altho, that file is only from 885, so there may simply be nobody who died with a character flag yet. So, I ran a couple of old save files thru (1144/1145, both pre 1.10 patch), and that only added:
fertility, health, piety, prestige, score

So, sometime after patch 1.092, fertility, health, piety, prestige, and score were *dropped* for dead people. But these 3 file analyses convince me that character flags don't persist for dead people.
 

jursamaj

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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.
We'd need to see your modded file.
 

ahhheygao

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Jan 2, 2013
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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?