Sorry for posting this help request here, but i seem not to get help is the "Event scripting threads"... eventhough i posted it several days ago. Please help me understand what's the problem.
When i load a game or a scenario with this.... it says he doesn't recongnize neither "has_improvement", nor "mean_tim_to_happen"... Therefore, the game has read the line in the "db\event.txt" document, and it has read into the "db\events\Fantasy.txt" file. So what is the problem ?
What must i change to make it work ?
Thanks in advance
Best regards
When i load a game or a scenario with this.... it says he doesn't recongnize neither "has_improvement", nor "mean_tim_to_happen"... Therefore, the game has read the line in the "db\event.txt" document, and it has read into the "db\events\Fantasy.txt" file. So what is the problem ?
What must i change to make it work ?
Code:
province_event = {
id = 23400
picture = "Mythologie"
trigger = {
condition = { type = has_improvement value = { hill_fort = yes } }
condition = { type = not value = { type = has_improvement value = { small_castle = yes } } }
condition = { type = religion value = catholic }
condition = { type = or
condition = { type = culture value = irish }
condition = { type = culture value = welsh }
condition = { type = culture value = scottish }
}
condition = { type = owner
condition = { type = not value = { type = or
condition = { type = culture value = irish }
condition = { type = culture value = welsh }
condition = { type = culture value = scottish }
}
}
}
mean_time_to_happen = {
months = 7500
modifier = {
condition = { type = has_advance value = { inquisition = yes } }
factor = 1.2 }
modifier = {
condition = { type = has_improvement value = { university = yes } }
factor = 1.2 }
modifier = {
condition = { type = has_improvement value = { templar_house = yes } }
factor = 1.2 }
modifier = {
condition = { type = has_improvement value = { school = yes } }
factor = 1.2 }
modifier = {
condition = { type = has_improvement value = { church = yes } }
factor = 1.2 }
modifier = {
condition = { type = has_improvement value = { large_church = yes } }
factor = 1.2 }
modifier = {
condition = { type = has_improvement value = { domed_church = yes } }
factor = 1.2 }
modifier = {
condition = { type = has_improvement value = { cathedral = yes } }
factor = 1.2 }
modifier = {
condition = { type = has_improvement value = { monastery = yes } }
factor = 1.2 }
modifier = {
condition = { type = not value = { type = clergy_power value = 0.25 } }
factor = 1.5 }
modifier = {
condition = { type = not value = { type = clergy_power value = 0.15 } }
factor = 1.3 }
modifier = {
condition = { type = not value = { type = clergy_power value = 0.05 } }
factor = 1.1 }
}
action_a = { # Use the prophecy of Mirddhyn : The red dragon wins... the celtic kingdom is long dead !
ai_chance = 35
effect = { type = remove_improvement value = hill_fort }
effect = { type = set_to_realm_culture }
effect = { type = ruler_prestige value = 100 }
effect = { type = noble_loyalty value = 0.5 }
effect = { type = burgher_loyalty value = -0.2 }
effect = { type = peasant_loyalty value = -0.6 } }
action_b = { # Use the prophecy of Mirddhyn : The white dragon wins... we will revive the celtic kingdom !
ai_chance = 35
effect = { type = remove_improvement value = hill fort }
effect = { type = trigger for = ruler value = 23405 }
effect = { type = ruler_prestige value = 100 }
effect = { type = noble_loyalty value = -0.5 }
effect = { type = peasant_loyalty value = +0.6 } }
action_c = { # All that are just superstitions !
ai_chance = 30
effect = { type = remove_improvement value = hill_fort }
effect = { type = ruler_prestige value = 200 }
effect = { type = add_province_effect value = looted } }
}
Thanks in advance
Best regards