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richvh

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FROM is the attacker. If you want pagans to be able to use it against non-pagans, then you have to specify FROM is pagan, and ROOT is not.
 

jursamaj

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i checked playing as a hellenic and no they dont convert either, so no religions can convert. as for event 39700 what do you mean by hidden? when i searched for it all that appeared was a on_action file.

Code:
# Character converts religion, for whatever reason. ROOT is the character after conversion and the FROM scope has the old religion.
on_character_convert_religion = {
	events = {
		CM.10026
		671 #set rival conversion flag if eligible
	}
}
Those are events that can be triggered by the conversion. 39700 is the event that does the conversion:
Code:
on_vassal_accepts_religious_conversion = {
	events = {
		39700 # Hidden event actually changing the religion
	}
}
The event itself is in events/religious_events.txt.
 

DireEpidemic

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Those are events that can be triggered by the conversion. 39700 is the event that does the conversion:
Code:
on_vassal_accepts_religious_conversion = {
	events = {
		39700 # Hidden event actually changing the religion
	}
}
The event itself is in events/religious_events.txt.


https://dl.dropboxusercontent.com/u/41579701/religious_events.txt this is my religious events file, ik it says hidden (her dur) but i dont see it? do we hav different versions or do i have to enable something to see it?


here the mod itself https://dl.dropboxusercontent.com/u/41579701/CKII Mods/RandomSpawningReligionsExtractThisOne.zip

basically default religions cant convert even when they accept the demand?
 
Last edited:

UseYourIlusion

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Is it possible to compare the piety of two characters in the trigger for an event, so it will only fire if someone has more piety than the target.
Code:
trigger = {
any_playable_ruler = {
# Has more piety than ROOT
}
}
 

omega20056

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How would I enable Zoroastrian women to lead armies? The description for the 'feminist' condition says it only nullifies vassal opinions.
 

UseYourIlusion

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How would I enable Zoroastrian women to lead armies? The description for the 'feminist' condition says it only nullifies vassal opinions.
It's decided by who can be a marshall. If you go into common/job_titles.txt and go to the job_marshal section and change it so the allow section is something like (assuming you want the whole religious group)

Code:
allow = {
		OR = {
			AND = {
				OR = {
					is_female = no
					AND = {
						religion = cathar
						liege = { religion = cathar }
					}
					AND = {
						religion_group = zoroastrian_group
						liege = { religion_group = zoroastrian_group }
					}
				}
				OR = {
					NOT = { religion = hindu }
					trait = kshatriya
				}
				is_adult = yes
			}
			has_character_flag = special_marshal
		}
 

omega20056

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It's decided by who can be a marshall. If you go into common/job_titles.txt and go to the job_marshal section and change it so the allow section is something like (assuming you want the whole religious group)

Code:
allow = {
		OR = {
			AND = {
				OR = {
					is_female = no
					AND = {
						religion = cathar
						liege = { religion = cathar }
					}
					AND = {
						religion_group = zoroastrian_group
						liege = { religion_group = zoroastrian_group }
					}
				}
				OR = {
					NOT = { religion = hindu }
					trait = kshatriya
				}
				is_adult = yes
			}
			has_character_flag = special_marshal
		}
Thank you!
 

thadian

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I made a custom religion that uses the Aztec logo. Problem is, my Capital at Isle of Man, the logo is huge. Like, bigger than the island itself, how do I shrink a logo?

Where is the Aztec Logo in the files? I can probably use Paint.net to shrink the image of the flag and frame, to make it smaller. I just don't know where the files are.

This is for a kingdom tier titular title if that matters.
 

DC123456789

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https://dl.dropboxusercontent.com/u/41579701/religious_events.txt this is my religious events file, ik it says hidden (her dur) but i dont see it? do we hav different versions or do i have to enable something to see it?


here the mod itself https://dl.dropboxusercontent.com/u/41579701/CKII Mods/RandomSpawningReligionsExtractThisOne.zip

basically default religions cant convert even when they accept the demand?

Is that your entire religious events file? It should be a lot longer.
 

Zarathustra_the

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Is there a way to dynamically get a name of a character for use with set_name?
 

ImpBattery

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Hello what are the lines to change to remove attrition ?

Maybe try to set 0 to these lines in common/defines.lua :

ATTRITION_LEVEL_FACTOR
ATTRITION_LEVEL_FACTOR_50_OVER
ATTRITION_LEVEL_FACTOR_100_OVER

--

Also a question of my own : I'm now trying to create a decision, but can't find how to give it an icon ? I have located the file where they are (gfx/interface), duplicated the image I wanna use, named it decision_icon_[my decision's id] but it's not enough. Any idea of what I should do ?
 

richvh

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You need to define a spriteType in a .gfx file in interface linking your decision to the icon.
 

thadian

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Is technology the only prerequisite that can be given to buildings? I cannot scope Building A as a Prerequisite to Building B?

I am wanting to use Prerequisites to avoid cluttering the building screen to only show what can be built.
 

Parha

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Hey rich, I figured out how to fire the event for everyone, just took some looking at coding. Could you answer these two questions though? Is there a way for an event to fire for someone has any claim what-so-ever and also this question, is a character a member of one of the 5 families in a merchant republic.
 

Drake_Hound

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Why are you doing it manually. Just turn autosave off inside the game. If you really need to know, turn it off ingame, then search in settings.ini for 'autosave='.

Autosave was on 0 but still save to steam cloud was enabled >.<
While on steam setting it was disabled.
Yeah in the end I put autosave to never, to stop those crashes in mods.

Funny how quicksave and manual save compressed or uncompressed worked, but autosave didn't for custom ruler created characters, (worked fine with preset characters)

Anyway thanks for the help, but already solved it that way :)
 

thadian

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Someone go back in time and give my mama an abortion paid by the state. I gone retarded.

A snip of my Building File:
Code:
# QUARTER 1
	ca_commons_quarter_1 = {
		potential = {
			FROM = {
				ai = no
			}
		}
		desc = ca_commons_quarter_1_desc
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 0 }
		gold_cost = 50
		build_time = 90 #3 Months
		levy_size = 0.02
		light_infantry = 50
		pikemen = 50

		ai_creation_factor = 50
		extra_tech_building_start = 100.0
	}

# QUARTER 2
	ca_commons_quarter_2 = {
		potential = {
			FROM = {
				ai = no
			}
		}
		desc = ca_commons_quarter_2_desc
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 1 }
		prerequisites = { ca_soup_kitchen_1
				  ca_public_baths_1
				  ca_lower_wards_1 
				}
		upgrades_from = ca_commons_quarter_1
		gold_cost = 50
		build_time = 90 #3 months
		levy_size = 0.02
		light_infantry = 50
		pikemen = 50
	
		ai_creation_factor = 50
		extra_tech_building_start = 100.0
	}

# QUARTER 3
	ca_commons_quarter_3 = {
		potential = {
			FROM = {
				ai = no
			}
		}
		desc = ca_commons_quarter_3_desc
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 2 }
		prerequisites = { ca_soup_kitchen_2
				  ca_public_baths_2
				  ca_lower_wards_2 
				}
		upgrades_from = ca_commons_quarter_2
		gold_cost = 100
		build_time = 180 #6 months
		levy_size = 0.02
		light_infantry = 50
		pikemen = 50

		ai_creation_factor = 50
		extra_tech_building_start = 100.0
	}


# SOUPKITCHEN 1
	ca_soup_kitchen_1 = {
		potential = {
			FROM = {
				ai = no
			}
		}
		desc = ca_soup_kitchen_1_desc
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 0 }
		prerequisites = { ca_commons_quarter_1 }
		gold_cost = 50
		build_time = 365
		tax_income = -0.5 # Monthly Charity
		supply_limit = 0.2 #200 Troop Supply
		liege_piety = 0.01

		ai_creation_factor = 50
		extra_tech_building_start = 100.0
	}

# SOUPKITCHEN 2
	ca_soup_kitchen_2 = {
		potential = {
			FROM = {
				ai = no
			}
		}
		desc = ca_soup_kitchen_2_desc
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 1 }
		prerequisites = { ca_commons_quarter_2 }
		upgrades_from = ca_soup_kitchen_1
		gold_cost = 50
		build_time = 547 #1.5y
		tax_income = -0.5 # Monthly Charity
		supply_limit = 0.2 #200 Troop Supply
		liege_piety = 0.01
	
		ai_creation_factor = 50
		extra_tech_building_start = 100.0
	}

# SOUPKITCHEN 3
	ca_soup_kitchen_3 = {
		potential = {
			FROM = {
				ai = no
			}
		}
		desc = ca_soup_kitchen_2_desc
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 2 }
		prerequisites = { ca_commons_quarter_3 }
		upgrades_from = ca_soup_kitchen_2
		gold_cost = 100
		build_time = 730 #2y
		tax_income = -0.5 # Monthly Charity
		supply_limit = 0.2 #200 Troop Supply
		liege_piety = 0.01

		ai_creation_factor = 50
		extra_tech_building_start = 100.0
	}


# PUBLICBATHS 1
	ca_public_baths_1 = {
		potential = {
			FROM = {
				ai = no
			}
		}
		desc = ca_public_baths_1_desc
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 0 }
		prerequisites = { ca_commons_quarter_1 }
		gold_cost = 50
		build_time = 365
		disease_defence = .01

		ai_creation_factor = 50
		extra_tech_building_start = 100.0
	}

# PUBLICBATHS 2
	ca_public_baths_2 = {
		potential = {
			FROM = {
				ai = no
			}
		}
		desc = ca_public_baths_2_desc
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 1 }
		prerequisites = { ca_commons_quarter_2 }
		upgrades_from = ca_public_baths_1
		gold_cost = 50
		build_time = 547 #1.5y
		disease_defence = .01
	
		ai_creation_factor = 50
		extra_tech_building_start = 100.0
	}

# PUBLICBATHS 3
	ca_public_baths_3 = {
		potential = {
			FROM = {
				ai = no
			}
		}
		desc = ca_public_baths_2_desc
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 2 }
		prerequisites = { ca_commons_quarter_3 }
		upgrades_from = ca_public_baths_2
		gold_cost = 100
		build_time = 730 #2y
		disease_defence = .01

		ai_creation_factor = 50
		extra_tech_building_start = 100.0
	}



# LOWERWARDS 1
	ca_lower_wards_1 = {
		potential = {
			FROM = {
				ai = no
			}
		}
		desc = ca_lower_wards_1_desc
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 0 }
		prerequisites = { ca_commons_quarter_1 }
		gold_cost = 50
		build_time = 365
		garrison_size = .02

		ai_creation_factor = 50
		extra_tech_building_start = 100.0
	}

# LOWERWARDS 2
	ca_lower_wards_2 = {
		potential = {
			FROM = {
				ai = no
			}
		}
		desc = ca_lower_wards_2_desc
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 1 }
		prerequisites = { ca_commons_quarter_2 }
		upgrades_from = ca_lower_wards_1
		gold_cost = 50
		build_time = 547 #1.5y
		garrison_size = .02
	
		ai_creation_factor = 50
		extra_tech_building_start = 100.0
	}

# LOWERWARDS 3
	ca_lower_wards_3 = {
		potential = {
			FROM = {
				ai = no
			}
		}
		desc = ca_lower_wards_2_desc
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 2 }
		prerequisites = { ca_commons_quarter_3 }
		upgrades_from = ca_lower_wards_2
		gold_cost = 100
		build_time = 730 #2y
		garrison_size = .02

		ai_creation_factor = 50
		extra_tech_building_start = 100.0
	}

A snip of my Localizations

Code:
ca_commons_quarter_1;Commons District;;;;;;;;;;;;;x
ca_commons_quarter_2;Commons District;;;;;;;;;;;;;x
ca_commons_quarter_3;Commons District;;;;;;;;;;;;;x
ca_commons_quarter_1_desc;Build a Commons District;;;;;;;;;;;;;x
ca_commons_quarter_2_desc;Upgrade your Commons District;;;;;;;;;;;;;x
ca_commons_quarter_3_desc;Upgrade your Commons District;;;;;;;;;;;;;x
ca_soup_kitchen_1;Soup Kitchen;;;;;;;;;;;;;x
ca_soup_kitchen_2;Soup Kitchen;;;;;;;;;;;;;x
ca_soup_kitchen_3;Soup Kitchen;;;;;;;;;;;;;x
ca_soup_kitchen_1_desc;Build A Soup Kitchen;;;;;;;;;;;;;x
ca_soup_kitchen_2_desc;Build a Soup Kitchen;;;;;;;;;;;;;x
ca_soup_kitchen_3_desc;Build a Soup Kitchen;;;;;;;;;;;;;x
ca_public_baths_1;Public Baths;;;;;;;;;;;;;x
ca_public_baths_2;Public Baths;;;;;;;;;;;;;x
ca_public_baths_3;Public Baths;;;;;;;;;;;;;x
ca_public_baths_1_desc;Build a Public Baths;;;;;;;;;;;;;x
ca_public_baths_2_desc;Upgrade your Public Baths;;;;;;;;;;;;;x
ca_public_baths_3_desc;Upgrade your Public Baths;;;;;;;;;;;;;x
ca_lower_wards_1;Lower Wards;;;;;;;;;;;;;x
ca_lower_wards_2;Lower Wards;;;;;;;;;;;;;x
ca_lower_wards_3;Lower Wards;;;;;;;;;;;;;x
ca_lower_wards_1_desc;Build a Lower Wards;;;;;;;;;;;;;x
ca_lower_wards_2_desc;Upgrade your Lower Wards;;;;;;;;;;;;;x
ca_lower_wards_2_desc;Upgrade your Lower Wards;;;;;;;;;;;;;x

I am not getting correct localizations. And, all buildings are showing up in building menu (when the only ones that should show up are the ones you qualify to build) which is why I hoped I could set the triggers as "other buildings" instead of just tech.

What am I doing wrong? I have worked on this for more than "a few hours" and I have evaded the answer.