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Sledjer

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Few questions:

1.What is vassal_decision?
2.How to make decision trigger an event that targets a random prisoner?
3.Why are there no guides for decision modding ANYWHERE?
1. AFAIK vassal_decision is a decision that affects either a vassal, a courtier, or someone you are hosting(you host prisoners and councilors, though councilors must also be a vassal or courtier to be a councilor.)
2. This is just a guess, but most targets are pretty blunt, so it's probably random_prisoner.
3. No clue, I wish there were some. The wiki does have lists of some scopes and commands, though; so that should fulfill most of your needs.
 

richvh

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I don't think there's a random_prisoner or any_prisoner scope, you have to do:
Code:
random_courtier = {
   limit = {
      prisoner = yes
      host = ROOT
   }
#insert commands here
}
 

olupien

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Hey all, quick question here: How can I remove the pope entirely from the game. I effectively mean the title and all triggers and events requiring it so that the game wouldn't crash? I wish to have the vanilla map of europe without a pope or pentarchs....would I simply go through the landed_titles and remove it....and also the history/titles entry for it as well? I assume I'd have to remove all "catholic" religion for provinces etc which is ok...I just want to remove the pope from rome as it's required for my conversion mod and also don't want it to remain a theocracy...any ideas?
 

talias

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Hey all, quick question here: How can I remove the pope entirely from the game. I effectively mean the title and all triggers and events requiring it so that the game wouldn't crash? I wish to have the vanilla map of europe without a pope or pentarchs....would I simply go through the landed_titles and remove it....and also the history/titles entry for it as well? I assume I'd have to remove all "catholic" religion for provinces etc which is ok...I just want to remove the pope from rome as it's required for my conversion mod and also don't want it to remain a theocracy...any ideas?

Basically you just need to remove the pope title, it's history, pope related events and decisions. Don't forget that pope is used in some of events since he is "always around", for example, narrative events, so you have to go through them too. There is no need to remove catholic religion, it will simply become religion without a religious head. And you would probably want to change the Rome's history so that the capital isn't a temple.
 

Provenance

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Another question: can non-Patrician rulers of Merchant Republics be replicated through Events? As I understand, they exist in vanilla only through history files (to stand in for historical rulers), but can you use events to give a non-Patrician characters Merchant Republics and still keep them as such?
 

richvh

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No, any ruler of a Merchant Republic (during normal gameplay) becomes a patrician.
 

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I have two questions. First of all is this a valid trigger for an event:
Code:
NOT = {
     TECH_CONSTRUCTION = 4
	}
Second of all, how do you set an expiration date for a character flag?
 

richvh

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I have two questions. First of all is this a valid trigger for an event:
Code:
NOT = {
     TECH_CONSTRUCTION = 4
	}

Yes, provided you're in province scope.

Second of all, how do you set an expiration date for a character flag?

Code:
if = {
   limit = {
      had_character_flag = {
         flag = <flag name>
         days = <# of days you want it to expire after>
      }
   }
   clr_character_flag = <flag name>
}
 

Meneth

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Does anyone know how to define unit icons (shown when an army is selected) for special units? E.G., if I wanted to add a Berserkers unit, they'd currently default to the horse archers icon, but I might instead want them to use the heavy infantry icon or a modified version of that.
A search through the interface folder for the existing special units yielded nothing, so I'm out of ideas.
 

Captain Gars

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Can a building give a boost in movement speed as bonus?

No. Because movement speed is per province, while buildings give modifiers per settlement. But, I have added a local_movement_speed modifier that can be used for province modifiers. It will most likely be in the next patch.
 

Korbah

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Does anyone know how to define unit icons (shown when an army is selected) for special units? E.G., if I wanted to add a Berserkers unit, they'd currently default to the horse archers icon, but I might instead want them to use the heavy infantry icon or a modified version of that.
A search through the interface folder for the existing special units yielded nothing, so I'm out of ideas.

It's fairly easy, Groogy really did design it so it was easy to mod.
All you need to do is expand the image by the number of frames for your new units, and place your new unit icons into it in the order they appear in the special_troops file.

So, if you have in the special troops file;
horse_archers
elephants
camel_riders
battlemages

You'd add 1 new frame after the "coloured" camel riders, and one new frame after the greyed out camel riders, into those frames you'd add the new battlemage icons. The game will then automatically take them and apply it to the battlemages. If you add your unit at the start of the special_troops file, you'll have to shift everything forward by a step.

Oh also don't forget to expand the frame # in the unitpanel.gfx file.
 

Dragoon_103

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Got a quick question regarding the engines use of defined variables for events/laws etc, does the engine allow defining a certain variable such as, " Allow_Laws " to use a section of code, so if i want something to be easy to configure what is allowed to have the laws/event then i just put in Allow_Laws = { religion = norse } then if i want to have a reference to the variable, like LAWSTUFF = { NOT = Allow_laws } , so if i put in Allow_Laws where i would normally but a religion or culture would the game know how to read that type of code?

EDIT
If this does work does it also work with multiple things inside of the variable, so
Code:
Allow_Laws = {
    religion_group = pagan
    culture = norse
    NOT = {
        religion = catholic
        culture = german
    }
}

i Do not now how to use the /Code properly, so i hope it looks kind of good :p
 
Last edited:

Meneth

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It's fairly easy, Groogy really did design it so it was easy to mod.
All you need to do is expand the image by the number of frames for your new units, and place your new unit icons into it in the order they appear in the special_troops file.

So, if you have in the special troops file;
horse_archers
elephants
camel_riders
battlemages

You'd add 1 new frame after the "coloured" camel riders, and one new frame after the greyed out camel riders, into those frames you'd add the new battlemage icons. The game will then automatically take them and apply it to the battlemages. If you add your unit at the start of the special_troops file, you'll have to shift everything forward by a step.

Oh also don't forget to expand the frame # in the unitpanel.gfx file.
Thanks, that helps a lot!
Though I wish they'd use separate images rather than an image-strip. Can't have it all though, I suppose.
 

Kuld von Reyn

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Does anyone know if it's possible to make music files only play during specific centuries, but not before or after that century? I miss how music was done in Europa Univeralis 2, so I've been gathering up various pieces of medieval music with the intention of replacing all the music in the game with it, but I'd prefer it if 15th century music wasn't playing during the 11th century and vice versa.
 

jursamaj

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Thanks, that helps a lot!
Though I wish they'd use separate images rather than an image-strip. Can't have it all though, I suppose.
The strip makes sense from a programming perspective. Your way, they'd have to open and process that many more files.

Altho personally, I'd have done it as a 2-by-N strip, instead of a 1-by-2N strip...
 

jursamaj

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Does anyone know if it's possible to make music files only play during specific centuries, but not before or after that century? I miss how music was done in Europa Univeralis 2, so I've been gathering up various pieces of medieval music with the intention of replacing all the music in the game with it, but I'd prefer it if 15th century music wasn't playing during the 11th century and vice versa.
Well, 'year = 999' and 'NOT = { year = 999 }' work in a lot of contexts. Give it a try and let us know. :)

Edit: Also, Songs of Yuletide uses 'NOT = { real_month_of_year = 11 }' to only play in (real) December...
 

Nuubialainen

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Nov 12, 2012
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Is it possible to use the option button with colored borders for custom tooltip? Like for example 'tooltip_info = diplomacy' gives blue borders, is it possible to add an entry to the sprites that would tell the game to use that blue option button without using 'tooltip_info'?