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this thread is created for who would like to talk about my ideas (yet posted in the Status Report Thread) and modding problems in general


first, sorry for my poor english
nice to read you again in this forum, MrT !

what I would like to have is more events possibilities :
(I would have many other things to ask for, but other will do it probably)

1. possibility to target "the one from whom the event is trigerred" : if X, in an event, makes that another event happens to Y, it would be great that Y can do something that has consequences for X
for the moment, this is possible (I think) only in some conditions, for example with liege/best vassal...

2. to have the same "csc targets" and "effects targets"
for example, you can test something for "any_child" but not trigger something to this "any_child" in particular ; and you can't test for your "best son"...

3. to have the possibiliy to trigger the "human player"


NB : for the bridefinder, I have made something, with events (in my totomod 2.0, available in french for the moment) ; I think it could be enhanced with very few "hardcode programmation" ; please be free to use my ideas if you find them usable
 

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another commentary to the post
(seem that few people are interested, nevertheless, I think that this modifications would alow to have new events very interesting)

in fact, the point "1" (target for "who has triggered this event) would be a solution for the point "2" (same csc_targets as trigger targets), for example :

1st event : a ruler is deceitful with good intrigue, he can plote against any neighbor, if yes, trigger to this one
2nd event : this one can choose between few possibilities wich trigger different events to the first ;
3rd event : the first sees the result of his action, depending on the reaction of the second

the "conditions" are tested for the "target" in the 1st event and the 2nd event allows to trigger something to this "target"

you can reinforce also the importance of the traits, because you see more the consequences : the first ruler will be a pain for you if he makes to many ploting events to you ; so you could decide to plote against him or to declare war on him, only because of that
 

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another suggestion, even if I fear that this possibility has yet been seen by Johan and not kept (but maybe not? ):

more diplomatical event effects : war, peace, marriages, alliances...
 

unmerged(2456)

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Mar 29, 2001
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total said:
1. possibility to target "the one from whom the event is trigerred" : if X, in an event, makes that another event happens to Y, it would be great that Y can do something that has consequences for X
for the moment, this is possible (I think) only in some conditions, for example with liege/best vassal...
I believe not putting anything on who to target does this. I'm not positive, but i remember that from somewhere. However i've found no real use for this, that's why i say i'm not sure.
2. to have the same "csc targets" and "effects targets"
for example, you can test something for "any_child" but not trigger something to this "any_child" in particular ; and you can't test for your "best son"...
This is something i really really really think would be good.

That and make it so you can thread chance of happening stuff into other stuff that has a chance of happening.

This would best used for Heretic/Excommunicated and Province/Character Religious Conversions where there is a chance of heresy. Both would only happen if the first already happened.

This was tried earlier, but it caused CTDs.

The other thing would be modifiers to chance of effects happening. and allowing character events to trigger province events and vise versa and province events to trigger other province events.
 

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Jinnai said:
I believe not putting anything on who to target does this. I'm not positive, but i remember that from somewhere. However i've found no real use for this, that's why i say i'm not sure.

well, I think that if you don't put the "for = xxx", with the "trigger = yyy", the event "yyy" fires for the caracter who has currently the event ;
you're right, in general, it is not very interesting

but it is not what I mean (perhaps, I am not very clear), another example to explain myself :

X has event 1001, he chooses button a with the consequence : "trigger = 1002 for = any_ruler"
the "any_ruler" choosed is Y
Y has event 1002, he can choose between "button a : trigger = 1003 for = 'who trigerred event'" or "button b : trigger = 1004 for = 'who trigerred event" ; he chooses button b
X has event 1004

the 'who trigerred event' is missing for the moment, that is what I would like
 

unmerged(6777)

Field Marshal
Dec 10, 2001
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Me too. Not possible, sadly, and not likely to be possible with the current CK event engine. :(
 

unmerged(6777)

Field Marshal
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total said:
too bad :(
thanks for answer
Well I haven't given up all hope of something that might let us come up with a work-around for it (or at least accomplish some of those things). It's just that I haven't been able to propose a system that wouldn't involve massive amounts of time for Johan to implement. I haven't utterly given up, though, and am still working on finding a solution.
 

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yes, I spent much time thinking about it before giving up

maybe an idea : to have a false "trait" (not visible) given to the triggered caracter (Y in my last example) and equal to the id of X ; the "trigger trait" would be replaced by each new id

seems (apparently ;) ) quite easy to do, doesn't it ?
 

unmerged(6777)

Field Marshal
Dec 10, 2001
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Sort of...except that you want it to be unique, which is something that makes it either extremely limitted or too prone to causing other nightmares.

My most recent thoughts were along the lines of allowing an event to create a new numeric or alphabetical flag (and maybe also a logical flag). It would have only limited applications but would certainly assist in some event chains.

example:

Code:
effect = { type = create_alpha_flag value = abcde }
effect = { type = create_numeric_flag value = 12345 }
effect = { type = create_logical_flag value = true/false }
Would also need accompanying effects to remove the tag later, and condition checks to see if flag exists.

Would be somewhat tricky to use, but in some instances would let some nifty events be scripted.
 

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:confused: well, yes it would be very limited but it would be sufficient for its purpose ;
again I will try to explain myself ( :eek:o seems that my english is too poor and that I have difficulties to explain myself...)

X (id = 333) triggers event 1001 to Y (id = 444)

Y gets the "trigger_trait = 333"
Y has event 1001

Y chooses an option with "type = trigger for = who_triggered value = 1002"
who_triggered = trigger_trait = 333

X (id = 333) gets the "trigger_trait = 444"
X has event 1002

...
I don't know how the game keeps the information, but if it was to be seen in the savegame (but I think it should not), it would be in the caracter section, with the traits (deceitful...)


nevertheless, your system could work also :)
and the "flag" system could have also other purposes, like for example "pre-scripted scenarii" (but I had understood that Johan wanted to avoid this sort of things ?)
 

unmerged(6777)

Field Marshal
Dec 10, 2001
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Yep...I understand what you have in mind and it's something I'd very much like to be able to do. It's also something that can't be done easily at present and which my unique assigned tag approach would permit. It would still have limitations, but it would go a long way to supplying at least some potential for that type of event where:

event happens for A that triggers and event for B. The event for B results in a third event that can be reliably triggered for A.

My solution is to set up a temporary tag (or two) that would be part of an exclusion to the first event firing until the tag (or tags) had been cleared by the second and/or third events. It's ugly, not at all elegant, but it would work under the current event engine.

It is also something that I am 99% sure could be coded and implemented in CK. What I don't know is what amount of time would be required to code it. If it's something that would eat up all the time that Johan can give us then it probably isn't high enough in priority to make it worth requesting. Given an unlimmited amount of coding time, all sorts of things could be achieved. Sadly, we don't have that luxury.
 

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well it depends if there are only 3 flags or if we can construct as many flags as we need

the second solution would really offer many possibilities :
- 1 shot events (could happen only one time)
- prescripted scenarii : for example, the "100 years war" (don't know how you call the wars between kings of France and England ?) : what I am thinking about is not to script exactly what happened but to provoke the conditions that could (or not, depending on the choices of the rulers) lead to that
- more "logical" crusades : depending on who is crusading (many kings or nobody), the crusade would end or continue (with mtth modifiers depending on the flags) ; on the contrary the pope could put pressure on a king to go and crusade if nobody is yet crusading