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romandream

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hmm well i just started my first mod; a roman empire mod and so far it's going ok but the only issue is that i want it so when i form the empire as anyone except byzantium it doesn't destroy the byzantine empire, but it's doing it anyways and while i found an easy solution, the solution creates another issue where i can't form rome as byzantium.
how can i get this to work so i can create rome as byzantium or create rome while leaving byzantium alone.
so far i tried many things that all have failed, here is what i tried last and i think i'm close...maybe
Code:
  e_byzantium = {
			destroy_landed_title = THIS
			is_triggered_only = yes
			    trigger = { has_landed_title = p_byzantium }

		}
any advice?
 

havenost

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I don't understand why this decision won't show up in the intrigue menu. Its a decision for your player character to abdicate the throne. It use to work in previous versions the game but now it refuses to show up. Its in its own decisions file called adbidicate_throne.txt.

Code:
decisions = {

	abdicate_throne = {
		potential = {
			ai = no
			is_ruler = yes
			is_feudal = yes
			capable_only = yes
			NOT = { has_character_flag = wants_to_abdicate }
			current_heir = { dynasty = ROOT }
		}
		allow = {
			war = no
			prisoner = no
		}
		effect = {
			set_character_flag = wants_to_abdicate
			
			current_heir = {
				character_event = { id = ABDICATE.001 days = 3 random = 3 tooltip = "abd_ask" }
			}
		}
		ai_will_do = {
			factor = 0 # Prevent AI from doing (can cause major crashes)
		}		
	}
}
 
Last edited:

romandream

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to DC123456789: yea a player triggered event to form the roman empire with just de jure empire of italia, as a roman characer of any religion. most of it works fine except byzantium being destroyed when i form rome as italy.
 

romandream

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@DC123456789
just the event part? hmm well i only changed this part in roman_events
Code:
		e_byzantium = {
			destroy_landed_title = THIS
		}
this from realm_decisions
Code:
restore_roman_empire = {
		is_high_prio = yes
		potential = {
			has_dlc = "Legacy of Rome"
			age = 16
			prisoner = no
			NOT = { trait = incapable }
			NOT = { has_global_flag = rome_restored }
			culture = roman
			religion_group = christian
		}
		allow = {
            prestige = 1000
			completely_controls = d_latium
			completely_controls = d_venice
			completely_controls = d_ferrara
			completely_controls = d_sicily
			completely_controls = d_genoa
			completely_controls = d_capua
			completely_controls = d_apulia
		}
		effect = {
			set_global_flag = rome_restored
			narrative_event = { id = LoR.20 tooltip = EVTTOOLTIPLoR.20 }
			prestige = 2000
			wealth = 1000
			
		}
		ai_will_do = {
			factor = 1
		}
	}
and lastly just two changes here in landed_titles
Code:
e_roman_empire = {
	color={ 102 2 60 }
	color2={ 255 255 20 }
	
	capital = 333 # Rome
	
	short_name = yes
	
	title = "Emperor"
	title_female = "Empress"
	purple_born_heirs = yes
	
	culture = roman
	religion = orthodox
	
	allow = {
		always = no # Only created through special event
	}
}
thats all so far.
i'm trying to change as little as possible so it's not much.

and i've not changed the religion part yet.
 

jursamaj

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I'm really annoyed by the continue limitations of "The Republic DLC" really! You cannot change crowns, if inland they become unplayable, if you change succession they become unplayable and so on... I've paid to play Republics and to mod them so what's the problem?
Sadly, Republic DLC clothes are hardcoded, instead of being handled by portrait_properties.txt. :unsure:
 

fanoI

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@DC123456789
just the event part? hmm well i only changed this part in roman_events
Code:
		e_byzantium = {
			destroy_landed_title = THIS
		}
this from realm_decisions
Code:
restore_roman_empire = {
		is_high_prio = yes
		potential = {
			has_dlc = "Legacy of Rome"
			age = 16
			prisoner = no
			NOT = { trait = incapable }
			NOT = { has_global_flag = rome_restored }
			culture = roman
			religion_group = christian
		}
		allow = {
            prestige = 1000
			completely_controls = d_latium
			completely_controls = d_venice
			completely_controls = d_ferrara
			completely_controls = d_sicily
			completely_controls = d_genoa
			completely_controls = d_capua
			completely_controls = d_apulia
		}
		effect = {
			set_global_flag = rome_restored
			narrative_event = { id = LoR.20 tooltip = EVTTOOLTIPLoR.20 }
			prestige = 2000
			wealth = 1000
			
		}
		ai_will_do = {
			factor = 1
		}
	}
and lastly just two changes here in landed_titles
Code:
e_roman_empire = {
	color={ 102 2 60 }
	color2={ 255 255 20 }
	
	capital = 333 # Rome
	
	short_name = yes
	
	title = "Emperor"
	title_female = "Empress"
	purple_born_heirs = yes
	
	culture = roman
	religion = orthodox
	
	allow = {
		always = no # Only created through special event
	}
}
thats all so far.
i'm trying to change as little as possible so it's not much.

and i've not changed the religion part yet.

Let's see if I've understood well: you want to give the possibility to restore the Roman Empire from the West leaving Byzantium in place?

You have two possibilities in this case:

  1. Modify the event Lor.20 in this way:
    Code:
    if = {
         limit = { has_landed_title = e_byzantium }
         destroy_landed_title = e_byzantium
    }
  2. Better solution would be to create your event because the description of Lor20 and the de jure changes it does would not fit your situation
 

LordPeter

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Hi,
is there a condition where I can check what climate a province has?
Like whether it will get a harsh, normal or mild winter, or none at all?
And what does the "is_winter = yes" condition check on - whether there currently is a winter in the province, or whether it may have winters?
Thx :)
 

omega20056

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Bit of a difficult one here, but I'm wondering if it would be possible to limit demense laws so that they only apply in the primary kingdom? I want to make the CA laws demense laws and I'd like them to differ for titles if a character has several.
Bump.
 

theBowerer

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Hello!

How would you go about changing up unit models? I've tried taking Viking Ships and renaming them into Russian Ships, but that didn't work, so there is obviously more to it that that. Does anyone know how to do that?

Bump

Also, does anyone know if you can make buildings give bonuses to offense/defence (say, an Armoury), morale and troop movement speed? I know that you can apply it to troop types (for example, I can write pikemen_offensive = 3), but is there any way for them to affect troops as a whole?
 

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Thank you very much! You were right it was the capable_only line. I guess they remove its functionality?

"capable_only = yes" is a pre-trigger. It's for use outside of trigger blocks in events, to speed up event processing by narrowing down the field of candidates for an event before the trigger is even looked at.

The version of that you'd want to use in an actual trigger is "NOT = { trait = incapable }".
 

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I want to modify the Slave Raid CB in the Game of Thrones mod. Right now only patricians/merchant republics can use this CB on coastal realms (feudal realms with slavery allowed can use the CB on realms with a land border only). I want to modify the CB so that feudal realms can use this CB on coastal realms.

The relevant section appears to be:
Code:
can_use_title = {
		tier = COUNT
		OR = {
			FROM = {
				has_landed_title = PREV
			}
			holder_scope = {
				is_liege_or_above = FROM
			}
		}
		
		location = {
			# One of the following must be true:
			#	The province borders the attacker's realm/demesne
			#	The province is coastal and the attacker is a patrician
			OR = {
				any_neighbor_province = {
					has_owner = yes
					owner = {
						OR = {
							character = ROOT
							is_liege_or_above = ROOT
						}
					}
				}
				AND = {
					port = yes
					ROOT = {
						OR = {
							is_merchant_republic = yes
							is_patrician = yes
							# trait = pirate
							# religion_group = drowned_god_group
						}
					}
				}
			}
			# Cannot use against same-culture-group provinces
			NOT = { culture_group = ROOT }
			# Must not already be sacked
			NOT = { has_province_modifier = sacked }
		}
	}
 

jursamaj

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Hi,
is there a condition where I can check what climate a province has?
Like whether it will get a harsh, normal or mild winter, or none at all?
And what does the "is_winter = yes" condition check on - whether there currently is a winter in the province, or whether it may have winters?
Thx :)
Given that it's only use in vanilla is to check if somebody qualifies to be a Winter Soldier, I would assume 'is_winter' checks that the province is actually having a winter. (As a curiosity, the executable file doesn't have checks for the other seasons…) So far as I can tell, there are no other scripting checks related to climate.

In researching this, I encountered an oddity: province 599 is listed under both mild & normal winter in climate.txt. 365 & 396 are listed twice under the same category.
 

jursamaj

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I want to modify the Slave Raid CB in the Game of Thrones mod. Right now only patricians/merchant republics can use this CB on coastal realms (feudal realms with slavery allowed can use the CB on realms with a land border only). I want to modify the CB so that feudal realms can use this CB on coastal realms.

The relevant section appears to be:
Code:
can_use_title = {
		tier = COUNT
		OR = {
			FROM = {
				has_landed_title = PREV
			}
			holder_scope = {
				is_liege_or_above = FROM
			}
		}
		
		location = {
			# One of the following must be true:
			#	The province borders the attacker's realm/demesne
			#	The province is coastal and the attacker is a patrician
			OR = {
				any_neighbor_province = {
					has_owner = yes
					owner = {
						OR = {
							character = ROOT
							is_liege_or_above = ROOT
						}
					}
				}
				AND = {
					port = yes
					ROOT = {
						OR = {
							is_merchant_republic = yes
							is_patrician = yes
							# trait = pirate
							# religion_group = drowned_god_group
						}
					}
				}
			}
			# Cannot use against same-culture-group provinces
			NOT = { culture_group = ROOT }
			# Must not already be sacked
			NOT = { has_province_modifier = sacked }
		}
	}
Remove the entire AND clause, except for the 'port = yes'.
 
Last edited:

saint242

ia ia!
61 Badges
Jun 3, 2013
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Remove the entire AND clause, except for the 'port = yes'.

So it should look like this, right?
Code:
can_use_title = {
		tier = COUNT
		OR = {
			FROM = {
				has_landed_title = PREV
			}
			holder_scope = {
				is_liege_or_above = FROM
			}
		}
		
		location = {
			# One of the following must be true:
			#	The province borders the attacker's realm/demesne
			#	The province is coastal and the attacker is a patrician
			OR = {
				any_neighbor_province = {
					has_owner = yes
					owner = {
						OR = {
							character = ROOT
							is_liege_or_above = ROOT
						}
					}
				}
				AND = {
					port = yes
				}
			}
			# Cannot use against same-culture-group provinces
			NOT = { culture_group = ROOT }
			# Must not already be sacked
			NOT = { has_province_modifier = sacked }
		}
	}