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Austregisel

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Where can I find these things to edit?
1- pop growth(i want to reduce
2- Assimilation(Are too fast for me)
3- Warscore won by battle
 

maxk94

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1- pop growth(i want to reduce
\common\modifiers\00_hardcoded -> looking for global_ and local_population_growth

2- Assimilation(Are too fast for me)
there are some places:
\common\modifiers\00_hardcoded
\common\pop_types
\common\governor_policies\00_default
looking for "assimilation"

3- Warscore won by battle
\common\defines\00_defines
there:
DEFAULT_WARGOAL_BATTLESCORE_BONUS
WARSCORE_MAX_FROM_BATTLES
this you can change

------------------------------------------------------------------------------------------------------------------------------------------------------

My questions:
Can there an option for modders to block building more than one building of one type? I can just block buidling them additional after one is built!

But atm you can build twice because my
allow = {
NOT = { has_building = forum_building }
}
is just working if you have the building, its not counting when one forum is already in progress :(
 

Herrebrugh

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Are global variable lists (or any other lists than the normal ones/add_to_list) actually functional? I've tried several ways of getting it to save a couple of variables that would be nice to have combined in a list, but they either make the event not fire at all or make the game crash.

If someone has a functioning example, that'd be very helpful.

Or if there's an alternative to the normal lists that can be used for events not in a direct chain.
 

suoernanny089

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Does anybody know how the "in_land_battle" on_action (in /common/on_action/specific_from_code.txt) actually works?
It doesn't trigger an event the usual way. Also the documentation says it expects no scope to be triggered from, so how could I even scope to the unit that's in battle (which is what I want to use it for)?
 

Jopo-80

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OK, just a quick question... I´m trying to make a new culture (finno-ugric) and place them on the map in a single province and so far it has gone smoothly but then... The male and female first names don´t show up?? I made a list of names and all seems good, I can´t spot the error? family names do show up, but the first names don´t? Any advice?

Edit: It just shows finno-ugric_malename where the characters name should be?

Edit-2; OK, I got it working... For some reason adding new culture groups is not working? I tried adding a new file to the /common/cultures folder but had to make a workaround instead using the existing 00_baltic culture group file.
 
Last edited:

YTnuBF

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A Culture Group's naming conventions need to be defined in a localization file.

You can look for an example of how it's done in \\ImperatorRome\game\localization\english\cultures_l_english.yml .
Code:
 aryan_malename:0 "$NAME_MALE$ $REGNALNUMBER$ $FAMILY_MALE$ $NICKNAME$"
 aryan_femalename:0 "$NAME_FEMALE$ $REGNALNUMBER$ $FAMILY_MALE$"
 bactrian_malename:0 "$NAME_MALE$ $REGNALNUMBER$ $FAMILY_MALE$ $NICKNAME$"
 bactrian_femalename:0 "$NAME_FEMALE$ $REGNALNUMBER$ $FAMILY_MALE$"
 baltic_malename:0 "$NAME_MALE$ $REGNALNUMBER$ $FAMILY_MALE$ $NICKNAME$"
 baltic_femalename:0 "$NAME_FEMALE$ $REGNALNUMBER$ $FAMILY_MALE$ $NICKNAME$"
 # and so on

You can copy the file and rename it for your own mod and just delete all the original entries, just adding your own.
Or if you already have a localization file for your mod and you feel you don't need several, just include naming information there.

You can also define how Armies, Navies, Cohorts and different Units are named per Culture Group.

I suggest you use a text editor like Notepad++.
 
Last edited:

Jopo-80

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OK, another question.... I´m trying to add jobs to monarchy governments and so far so good but the jobs screen is giving me trouble, it needs to be expanded with a scroll bar (vertically preferably) , how do I do that? Here´s a screenshot of how it looks now... 20191202034558_1.jpg
 

Vityviktor

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My custom/improved localization mod isn't working anymore.

upload_2019-12-3_18-7-3.png

upload_2019-12-3_18-5-20.png


This is the mod folder, a copy of the localization folder, with modded files in underlined folders (I copied everything and added the edited files trying to make it work). Is there something wrong? The mod worked perfectly until the update.
 

Egoshorn

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I was wondering if anyone had run into a conflict between the number of great families and the number of clan chiefs. For example, if a migratory tribe becomes a regional power, the potential number of clan retinue should be 4, with one being a tribal chief, so having a total of three clan chief retinue generated. However, if there are only 3 great families, does that prevent another clan chief from becoming promoted?

Interested to know, because previously clan chiefs would pop up nearly immediately for me, but now are we going to be limited to two+tribal chief?
 

Kota88

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Is there a way to stop governors from changing focuses each time I appoint a new one? I find it extremely annoying to have to change them back each time.
 

Kornstab

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+1 for localization Mods not working.

I have a Mod for the German language (Deutschkorrektur). There is a workaround:
Change the language in game to English and then back to your language. You have to repeat this at each program start. Not ideal, but... And changes in macroregions_l (and maybe some other files?) are still not working.

@Tagor: Your file works with this workaround.
 

lukaslunt

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Hello. I am trying to solve a problem:

I create an event where two characters are created and I would like to marry them, unfortunately I do not know how to do, I try with spouse but it does not work.

Here is the code
Code:
extended_force.101 = {
    type = country_event
    hidden = yes
    
    trigger = {
        owns = 5664
        has_global_variable = force_schism
    }
    
    immediate = {
        add_new_family = Lynn    #plural form is the key
        
        create_character = {
            first_name = Xendor
            religion = potentium
            culture = sumpa
            female = no
            age = 24
            save_scope_as = xendor
            set_variable = { name = xendor }
        }
        
        create_character = {
            first_name = Arden
            religion = potentium
            culture = sumpa
            female = yes
            age = 24
            family = fam:Lynn
            set_variable = { name = arden_lynn }
        }
    }
}
 

AstroCat

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Are mods working for anyone? None of mine are working at all, including the "official" music mod. Did a clean install and no luck.