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THIS scopes to the currently scoped character, you would want to do as I said and use PREV as it scopes back one thing so in your example it scopes back to father_even_if_dead.
I imagine the issue with their not being a line break is due to the base game itself not using the copy name function so it had not been tested to see the localisation it gives out, a bug report for that would be a good idea if you can get it to be a repeatable simple issue and then provide a test decision to show it.

Thanks, it worked! I must've copied the wrong file when i thought PREV wasn't working correctly. Finally i can move on to tweak when AI does it!
 
Does anyone know exactly how the on action triggers on_war_ended_victory and on_war_ended_defeat work? I've learned through experimenting that the event fires just before the war ends (ie. war = yes will still evaluate as true), before any titles change hands. Even taking this into account, I am having very bad luck getting events which use these triggers to actually fire. There's something I'm missing, but I don't know what.
 
Hey there if someone could point me in the right direction that would be very nice !

I've been searching to edit some troops stats and in common\special_troops i've found this :

horse_archers = {
morale = 3
maintenance = 4
phase_skirmish_attack = 4
phase_melee_attack = 1
phase_pursue_attack = 7
phase_skirmish_defense = 4.5
phase_melee_defense = 2
phase_pursue_defense = 4.5
base_type = light_cavalry
}

war_elephants = {
morale = 15
maintenance = 20
phase_skirmish_attack = 0.25
phase_melee_attack = 25
phase_pursue_attack = 3
phase_skirmish_defense = 6
phase_melee_defense = 10
phase_pursue_defense = 3
base_type = heavy_cavalry
}

camel_cavalry = {
morale = 5
maintenance = 3
phase_skirmish_attack = 3
phase_melee_attack = 6
phase_pursue_attack = 3
phase_skirmish_defense = 2
phase_melee_defense = 2
phase_pursue_defense = 1.5
base_type = light_cavalry
}

Now I would like to know where I could find the regular troops to use as reference for balance.

The wiki page http://www.ckiiwiki.com/Combat#Unit_Statistics lists everything but I'm just bothered because I can't find anything in the files .....
 
Hey there if someone could point me in the right direction that would be very nice !

I've been searching to edit some troops stats and in common\special_troops i've found this :



Now I would like to know where I could find the regular troops to use as reference for balance.

The wiki page http://www.ckiiwiki.com/Combat#Unit_Statistics lists everything but I'm just bothered because I can't find anything in the files .....

It's in the Defines.lua in Common. It starts at LIGHT_INFANTRY_MORALE
 
outside of the character creation block, is there a command or effect to directly modify or set age?

I'm having trouble locating a command to do this.
 
Why is the Byzantine Empire a different color on Mac versus PC, and how can I mod it to be the same color it is on Mac on my PC? I looked up the RGB values in landed_titles.txt, and the one for the Byzantine Empire looks like the Mac color, and the one for the Roman Empire looks like the PC color. If I mod the Roman Empire color to match the Byzantine Empire color, will it change the Byzantine Empire color in my game?
 
Is there a condition to check if a character is marked historical, such as hist=yes in the save file?


EDIT: Addtitionally, is there a way to check for Dynasty Prestige?
 
Last edited:
How do I change terrain? Like how would I go about, lets say, turning the middle east into a grassland?
 
Map modding question.
"ERROR: Topology texture width and height must both be factors of 64." Gives a CTD.
I've made the map width and height divisible by 64. Still, I'm missing something?
Thanks.
 
Is the baron-tier "Create a Vassal" when right clicking a holding moddable? If so, where is that located?
 
Let's say I use the following piece of code:
Code:
ROOT = { set_secret_religion = FROM }

1. What happens if FROM does not have a secret religion? Does the code use FROM's public religion instead or does it break?

2. Does anything happen if FROM's secret religion is the same as ROOT's public religion?

3. What happens if I use convert_to_secret_religion = yes on a character that does not have a secret religion? Does it simply do nothing?
 
OK, here's another one from me: There is a particular minor title, unique in the whole world. (It has grant = 1, and only one sovereign is permitted to appoint it.) What is the most efficient way to check whether it currently has a holder?

Thanks,

nd
 
I've created custom maps before and is familiarized with the process. However, my latest map is totally black, i.e. has no texture. Tried reinstalling the game and deleting cache files, with no result.
 
Anyone have an idea why the game might be generating random dynasties for what should be lowborn women who I have married to dynastied characters? Their coding looks like this:

Code:
320905003={
    name = "Judith"
    female = yes
    culture = "saxon"
    religion = "catholic"
    disallow_random_traits = no
    630.3.12 = {
        birth = yes
    }
    651.5.10 = {
        add_spouse = 320302005 #Wistan Stanforth
    }
    711.11.3 = {
        death = yes
    }
}
320905004={
    name = "Blæja"
    female = yes
    culture = "saxon"
    religion = "catholic"
    disallow_random_traits = no
    666.2.6 = {
        birth = yes
    }
    692.4.4 = {
        add_spouse = 320302006 #Rædwulf Stanforth
    }
    758.2.3 = {
        death = yes
    }
}
 
Anyone have an idea why the game might be generating random dynasties for what should be lowborn women who I have married to dynastied characters? Their coding looks like this:

Code:
320905003={
    name = "Judith"
    female = yes
    culture = "saxon"
    religion = "catholic"
    disallow_random_traits = no
    630.3.12 = {
        birth = yes
    }
    651.5.10 = {
        add_spouse = 320302005 #Wistan Stanforth
    }
    711.11.3 = {
        death = yes
    }
}
320905004={
    name = "Blæja"
    female = yes
    culture = "saxon"
    religion = "catholic"
    disallow_random_traits = no
    666.2.6 = {
        birth = yes
    }
    692.4.4 = {
        add_spouse = 320302006 #Rædwulf Stanforth
    }
    758.2.3 = {
        death = yes
    }
}

You need to specify dynasty=0 if you want them to be lowborn
 
You need to specify dynasty=0 if you want them to be lowborn
Hmm, I changed the coding to look like this for example:

Code:
320902004={
    name = "Bride"
    dynasty = 0 #Lowborn
    female = yes
    culture = "pictish"
    religion = "catholic"
    trait = quick
    disallow_random_traits = no
    698.8.12 = {
        birth = yes
    }
    718.8.10 = {
        add_spouse = 320110008 #Allan MacAillein
    }
    775.7.13 = {
        death = yes
    }
}
320902005={
    name = "Eua"
    dynasty = 0 #Lowborn
    female = yes
    culture = "pictish"
    religion = "catholic"
    trait = quick
    disallow_random_traits = no
    730.8.12 = {
        birth = yes
    }
    752.2.20 = {
        add_spouse = 320110009 #Garalt MacAillein
    }
    809.9.16 = {
        death = yes
    }
}

I'm still getting the same thing. The game is giving them a randomly generated dynasty.