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richvh

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mean_time_to_happen gives the average time it takes for the event to fire. Set it to days = 1 and it will fire very quickly; set it to years = 60 and it will take a long time to fire. You use factors to increase or decrease the likelihood that it will fire, factors greater than 1 will slow it down, factors lower than 1 will speed it up. A factor of 0 will disable it. (Do not use negative factors.)
 

Dragonovith

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mean_time_to_happen gives the average time it takes for the event to fire. Set it to days = 1 and it will fire very quickly; set it to years = 60 and it will take a long time to fire. You use factors to increase or decrease the likelihood that it will fire, factors greater than 1 will slow it down, factors lower than 1 will speed it up. A factor of 0 will disable it. (Do not use negative factors.)

Thanks richvh, but how much does factor 1 slows it down? Do you know where can I see a guide about this? The wiki's guide wasn't very clear about this.
 

richvh

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A factor of 1 doesn't affect the speed at all. All factors (that meet the tests associated with them) are multiplied together and with the MTTH to reach the effetive MTTH.
 

jursamaj

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Does anyone know of a mod, or how to mod CK2 in order to have expanded Coat of Arms Editor options. I'm particularly looking to add the designs from the three Dynasty Shields DLCs. I've seen expanded Coat of Arms editors in the Game of Thrones and Elder Kings mods, but I'm looking for a stand alone mod, or how to make my own to use in the vanilla game.
Expanding the COA options is fairly easy. I once added an inescutcheon template, allowing a small shield in the middle of the large shield. Check out interface/coats_of_arms.gfx, interface/coats_of_arms.txt, and the entire contents of gfx/coats_of_arms/.

Here's a sample of how my mod worked: http://forum.paradoxplaza.com/forum/showthread.php?657528-Custom-coat-of-arms-templates&highlight=
 

unmerged(784233)

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Is there a way to alter the Investiture options in any .txt files, or is that hard coded?

"female_temple_holders = yes" in the religions.txt file doesn't allow assigning females as heirs to bishoprics and there doesn't seem to be anything in the crown_laws.txt that would allow it.

I ask because (at least in 2.1.1 - not sure about now) I was able, as Basque, to give females bishoprics, but not assign females as heirs. I haven't played as Basque since 2.1.3, so not sure if that part is changed now, though. I was using Absolute Cognatic succession at the time (true_cognatic in the files).
 

Chris93

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Does anybody know the possible cause of these bugs, or where we can look for it, at least?

1) The mod doesn't have/show the diplomatic range introduced by the newest patches
2) Characters keeps killing themselves by assassination
3) The event to name your children never pops up, so they always get random names.

I'm a member of MEP mod
 

talias

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Does anybody know the possible cause of these bugs, or where we can look for it, at least?

1) The mod doesn't have/show the diplomatic range introduced by the newest patches
2) Characters keeps killing themselves by assassination
3) The event to name your children never pops up, so they always get random names.

I'm a member of MEP mod

1) If you don't use vanilla job_actions.txt, have you added "is_within_diplo_range = FROM" to the actions? Other possibility is that your diplo-range is too large for your map.

2) Vanilla added this to stop it in asassination plot's allow.
Code:
        OR = {
            NOT = { character = FROM }  # Not against myself! (unself I am bonkers)
            trait = lunatic
        }
 

wraithstalke

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I noticed that a Character with an Indian Culture and an Indian Religion will use their Dynasty CoA as the coat of arms for their primary title, and I found they use their Dynasty CoA's even in non indian titles, such as the Duchy (Petty Kingdom) of Uppland.

I looked at the 00_religions and 00_cultures entry's for them but I don't see anything that grants them this rule, unless it is:

has_coa_on_barony_only = no

but I thought that defaulted to "no" anyway.

I would like to mod the Norse faith so that they will also use dynasty CoAs in place of primary title CoAs.
 

richvh

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How would I go about changing the sizes and costs of mercenaries?

Sizes are defined in common/mercenaries; costs are related to size and some defines in common/defines.lua
 

richvh

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The conditions for being able to command an army are identical to those for being a marshal, and are defined in common/job_titles.txt
 

bagalas

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Greets. I wish to enable the trade post seize plot for republic leaders and regardless of trade post number difference. Here is the plot in question but I'm not sure which part to change to have the desired effect.
plot_seize_trade_post = {
type = rep_trade_posts
intrigue_plot = yes

# Plotter scope
potential = {
has_dlc = "The Republic"
is_patrician = yes
is_merchant_republic = no
prisoner = no
age = 16
NOT = { trait = incapable }
NOT = { trait = imbecile }
}

# Target scope
allow = {
has_trade_post = yes
trade_post_owner = {
num_of_trade_post_diff = {
character = FROM
value = 1
}
OR = {
same_liege = FROM
any_vassal = { character = FROM }
}
NOT = { character = FROM }
NOT = {
has_opinion_modifier = { who = FROM modifier = opinion_seized_tp }
}
}
any_neighbor_province = {
has_trade_post = yes
trade_post_owner = {
character = FROM
}
}
}

chance = {
factor = 1 # Must be an integer

modifier = {
factor = 0.0
FROM = {
ai = yes
war = yes
}
}
modifier = {
factor = 0.01
FROM = { trait = content }
}
modifier = {
factor = 0.2
FROM = { trait = slow }
}
modifier = {
factor = 0.2
FROM = { trait = kind }
}
modifier = {
factor = 0
ROOT = {
holder_scope ={
NOT = { character = FROM }
reverse_opinion = { who = FROM value = 25 }
}
}
OR = {
FROM = { trait = envious }
FROM = { trait = deceitful }
FROM = { trait = ambitious }
}
}
modifier = {
factor = 0
ROOT = {
holder_scope ={
NOT = { character = FROM }
reverse_opinion = { who = FROM value = 50 }
}
}
NOT = {
OR = {
FROM = { trait = envious }
FROM = { trait = deceitful }
FROM = { trait = ambitious }
}
}
}
modifier = {
factor = 0.2
ROOT = {
holder_scope ={
NOT = { character = FROM }
reverse_opinion = { who = FROM value = 0 }
}
}
OR = {
FROM = { trait = envious }
FROM = { trait = deceitful }
FROM = { trait = ambitious }
}
}
modifier = {
factor = 0.2
ROOT = {
holder_scope ={
NOT = { character = FROM }
reverse_opinion = { who = FROM value = 25 }
}
}
NOT = {
OR = {
FROM = { trait = envious }
FROM = { trait = deceitful }
FROM = { trait = ambitious }
}
}
}
modifier = {
factor = 1.5
NOT = {
ROOT = {
holder_scope = {
NOT = { character = FROM }
reverse_opinion = { who = FROM value = -50 }
}
}
}
}
modifier = {
factor = 1.5
NOT = {
ROOT = {
holder_scope = {
NOT = { character = FROM }
reverse_opinion = { who = FROM value = -75 }
}
}
}
}
modifier = {
factor = 1.5
FROM = { trait = quick }
}
modifier = {
factor = 2.0
FROM = { trait = envious }
}
modifier = {
factor = 2.0
FROM = { trait = deceitful }
}
modifier = {
factor = 4.0
FROM = { trait = ambitious }
}
modifier = {
factor = 4.0
ROOT = {
holder_scope = {
num_of_trade_post_diff = {
character = FROM
value = 10
}
}
}
}
}

success = {
trade_post_owner = {
character = FROM
}
}
abort = {
# holder = {
# independent = yes
# }
}
abort_effect = {
FROM = {
clr_character_flag = plot_seize_trade_post_decision_taken
}
}
effect = {
seize_trade_post = FROM
}
}
Thank you.
 

bagalas

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I cannot seem to find the trade post limit modifier for trade practices technology. In the game, at trade tech lvl1 I have a -100% limit modifier, at level 2 its -50% at lvl 3 its zero and then it goes up by +10% with every level. I wish to adjust this modifier but it has no trace in the technology.txt.
Any guidence is helpful thank you.
 

jursamaj

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Greets. I wish to enable the trade post seize plot for republic leaders and regardless of trade post number difference. Here is the plot in question but I'm not sure which part to change to have the desired effect.
Code:
	allow = {
		has_trade_post = yes
		trade_post_owner = {
			num_of_trade_post_diff = {
				character = FROM 
				value = 1
			}
			OR = {
				same_liege = FROM
				any_vassal = { character = FROM }
			}
			NOT = { character = FROM }
			NOT = { 
				has_opinion_modifier = { who = FROM modifier = opinion_seized_tp }
			}
		}
		any_neighbor_province = {
			has_trade_post = yes
			trade_post_owner = { 
				character = FROM
			}
		}
	}
Did you even read the plot. The 'allow' clause says when you're allowed to do it. Within that, the 'num_of_trade_post_diff' clause clearly covers the difference in number of trade posts. Reduce the number in it to make the requirement smaller, or delete that entire clause to make it not matter.
 

bagalas

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Did you even read the plot. The 'allow' clause says when you're allowed to do it. Within that, the 'num_of_trade_post_diff' clause clearly covers the difference in number of trade posts. Reduce the number in it to make the requirement smaller, or delete that entire clause to make it not matter.
I tried six different variation before I posted. None of them worked, untill I figured I'd change the trade post diff value to -200. That did the trick. Thank you anyway.
 

jursamaj

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I cannot seem to find the trade post limit modifier for trade practices technology. In the game, at trade tech lvl1 I have a -100% limit modifier, at level 2 its -50% at lvl 3 its zero and then it goes up by +10% with every level. I wish to adjust this modifier but it has no trace in the technology.txt.
Any guidence is helpful thank you.
In defines.lua:
Code:
	MIN_TRADETECH_LEVEL_FOR_TPS = 1,				-- Minimum tech level needed to build trade posts
	TRADETECH_LEVEL_FOR_BASE_TPS = 3,
These 2 lines set the modifiers to -100% and 0% at tech 1 and 3. Level 2 is just interpolated between them. The +10% per level I don't know about, may be hard-coded.
 

Hotl3looded

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How can I fire a narrative event to all playable characters when a war is won?

I tried to emulate this part of the invasion cb (in the on_success section):

Code:
ROOT = {
				if = {
					limit = {
						has_dlc = "Legacy of Rome"
						OR = { 
							has_landed_title = e_byzantium
							has_landed_title = e_roman_empire
						}
						religion_group = christian
					}
					character_event = { id = LoR.30 days = 12 }
				}
			}

By putting this code into my own cb (also in the on_success section):
Code:
any_playable_ruler = {
				limit = {
					NOT = { has_landed_title = k_france }
					ai = no
				}
				narrative_event = { id = xxx.7 } # Might have to change
			}

But it doesn't work.