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Alfonso Barbossa

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I missed this thread, so posted in a separate thread. I suspect this is a better place to ask:

I'd like to make a mod that overwrites (or adds) a simple terrain map mode that also overlays river status (meaning the adjacent_to_major_river and river_floating_through static modifiers) with dark blue lines through the terrain.

I have found map_modes.txt, which defines simple_terrain, which apparently uses "color_mode = simple_terrain" to define what is displayed. I cannot find where the color_mode is defined (maybe it is hardcoded?). That pretty much has put me at a stopping point for figuring this out on my own.


I was wondering if there is a guide, sample map mode, or even a basic map mode mod around that I could look at as a starting point.

I'd appreciate any help or suggested starting points for figuring this out. :)
The only way I can think of doing this is to create duplicate terrain types(like plains_major_river) in 00_terrains.txt and manually assign them in the map editor to all affected provinces. Maybe you could also create a decision/event based system that would scan the entire map for provinces with those modifiers and then assign terrain types accordingly, but I don't that there is an effect for changing terrain types.
 

Jamey

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The only way I can think of doing this is to create duplicate terrain types(like plains_major_river) in 00_terrains.txt and manually assign them in the map editor to all affected provinces. Maybe you could also create a decision/event based system that would scan the entire map for provinces with those modifiers and then assign terrain types accordingly, but I don't that there is an effect for changing terrain types.
To be clear, I'm not trying to change these modifiers to a terrain type, but to display where the modifiers exists in a map mode. Adding it to the existing simple terrain would be ideal, but if that would require changing the river modifier to a terrain type (really, many terrain types as each terrain can have that modifier), then it seems like it would be a massive amount of work for no real gain.

It seems very odd that there is no better way to modify that map mode. It also seems odd that there doesn't seem to be a way to add a map mode that simply displays where a modifier exists on the map.
 

mudcrabmerchant

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Is it possible to change the conditions for troop recruitment to be based on something other than local availability of trade goods? For example, could I make it so that horse archers can be recruited if a province has a dominant culture from the Scythian or Persian groups?
 

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So one of my main interests is the AI objective feature that armies/navies have. Does anyone know of any mods that already experiment with adding new objectives or know a good dev diary from the beginning that went over the topic? Maybe a thread I've missed somewhere that went over it? My few minutes of poking around haven't turned up much but surely there's a resource here.
 

mudcrabmerchant

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Can you have countries start out with military traditions already unlocked? I'd like to use military traditions to unlock different units for different groups of nations, but after testing, it appears that the starting bonus can only have one effect (so I can unlock horse archers or heavy cav, but not both).
 

Robska

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Can you have countries start out with military traditions already unlocked? I'd like to use military traditions to unlock different units for different groups of nations, but after testing, it appears that the starting bonus can only have one effect (so I can unlock horse archers or heavy cav, but not both).

I believe you can set this in a file in the \common\ folder. Something like game_setup.txt. The base file currently sets certain governors for certain regions. That should be the file.
 

mudcrabmerchant

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I believe you can set this in a file in the \common\ folder. Something like game_setup.txt. The base file currently sets certain governors for certain regions. That should be the file.

Thanks! Unfortunately this will leave dynamically generated nations out in the cold, but this is the best solution I can think of.
 

maxk94

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Question: Is there any easy way to change the scenario-map like for most other pdx game like in the "Clausewitz Scenario Editor"?
Or you know any good method to change borders and release countries for a new shattered map-mod?
 

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Just wondering. Is there any way I could create a small event or decision for playing as Syrakousai; that following the annexation of the Italic Siculians, I could have allow for a choice to accept Italic traditions, or keep Hellenic traditions?
 

Alfonso Barbossa

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Just wondering. Is there any way I could create a small event or decision for playing as Syrakousai; that following the annexation of the Italic Siculians, I could have allow for a choice to accept Italic traditions, or keep Hellenic traditions?
As far as I am aware you'd have to make it a country formation decision/event and have the main culture of the new tag be latin. I've just checked and you could for example make a new custom tag and allow it in the military traditions file of latin while forbidding it in hellenic traditions. So once you form the new tag it will change while keeping your culture. Never tested something like this though.
 

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Hey hey, hey! How's it going party people, I've got a quick question that I hope can get answered all posthaste; I've been trying to put the extra songs found in the Imperator: Rome Soundtrack DLC into the base game, and while I was able to get them into the music.bank file (used FMod Bank Tools) I've ran into an issue where the songs, after they play, fail to start up the next track. The only reason I can figure out is because the music file in ImperatorRome/game/music does not list them as actually existing (the music.bank file has 21 songs in it, the music file only has 16 tracks listed for the game to play.) How do I add the extra songs into the text file? I know it can be done, I've watched a few LPs where songs like Oceanus and Cleopatra play, but I'm too much of a brainlet to get this deep into the grease of game design.
 

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I can't find a modifier code in /common for specific tech progress, the modifier that modifies the tech speed of a certain type, for instance you know how martial point of researcher increases progress speed of martial tech, I can't find a modifier code that increases civic tech speed for instance. There is only one global tech speed modifier I can find which increases all of them.
 

Alfonso Barbossa

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I can't find a modifier code in /common for specific tech progress, the modifier that modifies the tech speed of a certain type, for instance you know how martial point of researcher increases progress speed of martial tech, I can't find a modifier code that increases civic tech speed for instance. There is only one global tech speed modifier I can find which increases all of them.
I couldn't find such a modifier either. You could theoretically use a scripted value to only add research based on whatever your formula is to one branch of research through periodic events. Check out the effects of the raze ability to get an idea.
 

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How do you change a country's ruling party? I added "religious_party" to a country's leader in character_setup.csv, but, starting a new game, he remains the ruler of the Civic Party instead, he just gets 50 religious party attraction. At least Chersonesus has a leader in the military faction, so it should be possible, but I probably simply didn't edit the correct file.

EDIT: for anyone with the same question, I doubt you actually can change the party of any party leader. How I think it works:

If you change the party of the ruler in character_setup.csv, they will still lead the Civic Party, but just have 50 attraction for the party you selected, which is useless.

If you remove the "ruler" trait from a character in character_setup.csv, they will remain the leader of the Civic Party, and the ruler is now the faction leader of the next party (which is the Military one).

If you remove the "ruler" trait from a character and change their party, they will now be the leader of the Military faction (no matter which one you select), and the ruler will be the faction leader of the Civic Faction, previously the faction leader of the Military Faction as above.
 
Last edited:

maxk94

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Hey guys I wont to add the chance that AI will build in their capital Province and Region first, how can I write this exactly in the default.txt under chance = { modifier = { ....} }

Thank you
 

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  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Europa Universalis III Complete
  • Cities: Skylines - Campus
  • Hearts of Iron IV: Together for Victory
Would it be possible to expand the scope of money in the game, so that it works on the scale of tens of thousands instead of the usual hundreds?

What I mean is, is it possible to increase both the incomes and the expenses all around the game, to 50 times their current number? So for example a single HI unit would cost 1,000 gold to recruit, every tech would need around 30,000 gold, every event could take away thousands of gold....but at the same time you'd be gaining similarly large incomes - personal money of characters would be around tens of thousands, same for taxes and trade incomes, money from events, and your treasury would be over a hundred thousand and such.

In other words, just increasing the scale of the size of money numers, while it essentially remains the same in gameplay.

My question is just if it is possible or not, thank you. :)

Asking because I am working on a personal immersion mod, and I find it easier to work with larger numbers than "3.05 gold per month" or such. I originally wanted to do this in EU4 but decided to try this in Imperator first.