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duinnin

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So any idea what happens if color2 is missing? Defaults to white anyway?

Unrelated. Can you add characters and define them to have random traits? Make it easier to add new characters without micromanaging their traits and makes new games feel bit more new.
 

RedRooster81

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So any idea what happens if color2 is missing? Defaults to white anyway?

Unrelated. Can you add characters and define them to have random traits? Make it easier to add new characters without micromanaging their traits and makes new games feel bit more new.

Yeah, all you NEED to put into character histories is a name and birthdate (and culture and religion)--so useful for adding back history for say a bishopric. The game will provide the rest. You'll get a lowborn (no dynasty), male (unless you put is_female = yes), and random stats and traits. Sometimes nice, sometimes not, always interesting. ;)

On the color, some of the Muslim titles don't have them. I don't know what it would do. Like everything in modding, try it out. The worst that can happen is that you get a CTD. But not likely in this case. :) Best case, you'll learn something new about the game. And there's so much us mortals don't know yet.
 

Arko

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On the color, some of the Muslim titles don't have them. I don't know what it would do. Like everything in modding, try it out. The worst that can happen is that you get a CTD. But not likely in this case. :) Best case, you'll learn something new about the game. And there's so much us mortals don't know yet.

Sometimes a little word from the omniscient Paradox Devs should save some boring testing on pretty hidden feature like this.
Isn't color2 involved in border color as a third color to avoid gliches between 2 countries ?
 

RedRooster81

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Sometimes a little word from the omniscient Paradox Devs should save some boring testing on pretty hidden feature like this.
Isn't color2 involved in border color as a third color to avoid gliches between 2 countries ?

Yeah, you're right, Arko. It is part of the border color.
 

duinnin

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When adding new provinces, how are ya'll handling positions? I mean, are you positioning the city icon based on the location of the primary holding, or based on location of the largest city in the county? Just curious how I should handle positions and which holding to determine where my city icon goes, since the city, temple or castle are located in different spots in the county. Hope this makes sense.

And what is the best, or easiest, way to implement positions? Whether its adding for new provinces or moving existing ones.
 

Arko

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When adding new provinces, how are ya'll handling positions? I mean, are you positioning the city icon based on the location of the primary holding, or based on location of the largest city in the county? Just curious how I should handle positions and which holding to determine where my city icon goes, since the city, temple or castle are located in different spots in the county. Hope this makes sense.

And what is the best, or easiest, way to implement positions? Whether its adding for new provinces or moving existing ones.

I take one x ; y position for the capital and one to calculate ohter positions, based on the province center.
well I've made a spreadsheet to calculate it for me.

let's say I have these as coordinate on map : 531 973. on a province where the capital is in the center.
it gives me 531,000 1075,000 as coordinates for capital. (2048-973=1075 -inverted map coord PI style)
next for army : x+5 ; y+5
next for councillors : x-5 ; y+5
next province name : x-5 ; y-5
I've kept harbour manualy.
Next I copy paste to my postions.txt. It exports it with comas "," so I need to convert it to dots "."
It works on most cases ; when provinces have a "regular" shape. Otherwise you need to adjust it manualy.

Adjusting rotation is a pain. I'm not at ease with it.

Positions are static, so you can't define it differently to correspond to the holding types.
 

chatnoir17

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When adding new provinces, how are ya'll handling positions? I mean, are you positioning the city icon based on the location of the primary holding, or based on location of the largest city in the county? Just curious how I should handle positions and which holding to determine where my city icon goes, since the city, temple or castle are located in different spots in the county. Hope this makes sense.

And what is the best, or easiest, way to implement positions? Whether its adding for new provinces or moving existing ones.

I position the city on the most important place in the county, since CoA is shown on the city.
For changing positions I use the nudge function in game. You can turn on it in the setting.txt.
 

chatnoir17

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Lots of those surnames are unused for characters in the history folder -especially double occurences. Pretty sure they are used for random characters.

I guess they are simply copied from CK1. I have tested Japan culture characters in Umbra Spherae Mod, but no one seems to use the surnames in dynasties.txt.
 

Arko

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For changing positions I use the nudge function in game. You can turn on it in the setting.txt.

How does that nudge fonction actually work ? Does it do ALL the work ?
 

chatnoir17

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How does that nudge fonction actually work ? Does it do ALL the work ?

Yes, for city, councillors, etc. One problem is it rewrites the vanilla position data, not your mod's one, but otherwise it works well as general position editor.
 

Arko

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Yes, for city, councillors, etc. One problem is it rewrites the vanilla position data, not your mod's one, but otherwise it works well as general position editor.

thanks.

so I need to backup my vanilla positions. put in my mod's positions file.
activate nudge in settings.
launch game.
quit.
retrieve my file.
de-activate nudge in settings.
backup your original positions.

right ?

how does it deal with rotation ?
how does it deal with harbour position ?
does it it create the missing entries in positions.txt or do we need to add some fake ones before ?
 

chatnoir17

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thanks.

so I need to backup my vanilla positions. put in my mod's positions file.
activate nudge in settings.
launch game.
quit.
retrieve my file.
de-activate nudge in settings.
backup your original positions.

right ?
Backup your vanilla position.txt -> activate nudge in setting.txt ->run the game.
You can go to the nudge modus from the start window.
After changing positions, copy the position.txt in vanilla map folder and paste it in your mod, and recovery the vanilla file if you need.
Run your game again with your mod. The positions will be fixed.

You don't need to de-activate the nudge function.

how does it deal with rotation ?
In my experience, the rotation was not a great deal, but you can change it with dragging.

how does it deal with harbour position ?
There is a function to check harbor positions. It is very useful, since a bug with the position often brings CTD.

does it it create the missing entries in positions.txt or do we need to add some fake ones before ?

No, you don't need to make dummies before.
 

Arko

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You can go to the nudge modus from the start window.

Sorry to be a bit noobish... but can you explicit a bit more please ? the nudge mod activates a special UI ingame that's it ?
 

chatnoir17

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Sorry to be a bit noobish... but can you explicit a bit more please ? the nudge mod activates a special UI ingame that's it ?

Yes, on right middle, you will find a big button. :D
 

Arko

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Question Combo! :p

- Can the game handle other Data formats that not Year/Month/Day?
- Can it handle a year past 9999? (Five Digits Year)
- Can we change the months and how much months make a year?
- Can we change at least change the month's names?
 
Last edited:

Wolfgang Pauli

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Question Combo! :p

- Can the game handle other Data formats that not Year/Month/Day?
- Can it handle a year past 9999? (Five Digits Year)
- Can we change the months and how much months make a year?
- Can we change at least change the month's names?
The game can go to at least 999999. That's all I know, though. I highly doubt that Paradox script can handle a different date format. Names and such should all be in localisation.
 

tronn

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Hi, I want to fiddle with events that spawn units. In the mongol_events.txt I found this line, which creates a new unit on the map, but I need help with the syntax.
Associated with each unit type are two numbers, but what they mean? Are they maximum/minimum or some kind of mean value for number of units to be spawned?
Also, Mongol units don't suffer attrition but is this coded in the part below, or somewhere else in the event file?
Thanks in advance!

new_character = {
spawn_unit = {
province = 893 # Surgut
troops =
{
horse_archers = { 10000 10000 }
light_cavalry = { 6666 6666 }
light_infantry = { 2222 2222 }
heavy_infantry = { 1112 1112 }
knights = { 200 200 }
 

apg

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i saw this in the decisions.txt and am unsure of its meaning...

Code:
is_high_prio = yes

does it just put the decision at the top of the decisions list - thus making it more 'noticeable'?.