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LumberKing

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A way to mod how the assassination works via the diplomacy button would be nice, such as setting delays like other diplomatic interactions.
 

fishface60

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TypeScript is your answer. You write things in a statically typed programming language that gets compiled to raw JS

The language is not likely to change. One of the nice features is that the game can generate the tooltips for you automatically, since the lanugage is simple enough that each effect can be traced.

Doing this for an arbitrary language is a difficult problem, to the point you'd need to compile all your scripts, which would probably result in much slower load times.

I don't hold out much hope that my feature requests will be answered in this sea of requests, but here's what I've come up with from my latest modding experiments:
  • Can you allow the empire scope on empires? It'd cut the amount of code I have in my current mod down by ⅕ if I had that, as I wouldn't need to duplicate the logic for if your primary title is a Kingdom and if your primary title is an Empire.
  • Can you allow is_title_active and activate_title to take a reference like PREV rather than the name of a title? I'd like to be able to disable some titles.
  • Can we have drop-in directories for triggered_modifiers? If we had those I could make decisions conditional on a modifier and cut down the amount of code by ⅔.
  • Can we have title_event? I could have also cut code down with that.
  • How about title_decision? I wouldn't have to restrict some events to operating on the primary title if I had that.

On the other hand, I was happy to discover new_title existed, even though it wasn't documented anywhere (changelog, ckiiwki or existing scripts), which has made my mod work more reliably.
 
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Lord of Pain

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Allow different GFX types in the same layer within 'portraits_xxx.gfx' files and thereby giving more portrait variations.

Ex. Swedes being able to use both Norse AND Celtic hair, instead just allowing one or the other (currently one has to merge two DLCs but modders aren't allowed to share such files). This would make characters' looks more rare and varied, lessening the change of seeing clones over and over, enhancing aesthetics by a lot IMO, and give more potential in adding cultural meltingpots.
 
Last edited:

ivo_tentye

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I would like to see a option in the defines.lua to display bonuses form buildings per building chain instead of per building. So if you have small barracks giving +10 Heavy infantry that upgrade to medium barracks giving 20 more heavy infantry the GUI lists + 30 Heavy infantry.
 

AvroLancaster

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One hole I found recently was the lack of ability to scope to a religion without scoping to a character or province.

I wanted to check the moral authority of a religion even if it has no adherents. I found a workaround, but it might not be available for other mods.
 

apg

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I would like to see a option in the defines.lua to display bonuses form buildings per building chain instead of per building. So if you have small barracks giving +10 Heavy infantry that upgrade to medium barracks giving 20 more heavy infantry the GUI lists + 30 Heavy infantry.

YES - i have wanted this for along time, would make things look so much nicer.
 

mjohnson85

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Something that could make cadet branches really simple would be allowing the localisation system (like the recent addition to nicknames) to dynasties. Especially since a lot of cadet branches were based on location or primary titles. For example: dynasty = { name = [Root.PrimaryTitle.GetFullName] }
 

Azarias59

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Dear Meneth and Captain Gars,

The ability for rulers to grant themselves minor titles via the event system would be fantastic for modding purposes. (Ex. Think of how "title_prince" does not go away once you become independent, and extend us an ability to do that with other minor titles.)
Sincerely,

Azarias
 

LumberKing

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Allow ducal revokation mechanic (non-Imperial) for any religion.
 

yenot

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That would be absolutely awesome if any of the following would be possible:

- Some way to count current amount of event troops (i.e. taking earmark as argument)

- Some way to include event troops into calculation for troop spawning command that uses match_mult

- Flag in spawn_troops to enable event troops reinforcement
 

Haccoude

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I don't really know for how long it's been in the list, but I would like to re-emphasise the ability to control the availability of matrilineal marriages. As far as I know, modders still can't enable matrilineal marriages for patricians, and I don't think availability to set matrilineal marriages as the "standard" or only marriage option for certain religions or cultures was ever made available. The second one is mostly important for fantasy settings, but the first is one the multiple hardcoded limitations built into patricians that made the Republic the worst DLC for modders, and AFAIK none of the hard limits have been eased.
 

ngppgn

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A "duration = {} statement for plots, ambitions and focus, with the same syntax as mtth event clauses, dynamically defining the coldown time for those, as opposed to the currentq static setting in defines.lua.
Also a MAX_FOCI_NUM that defines the maximum amount of foci that one can pick simultaneously
 

illathid

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A scope for characters ethnicity, please.

You know there's a condition in game already that check for graphical culture (i.e. ethnicity) right? It can be called from a character scope.

e.g. graphical_culture = norsegfx
 
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