Negative. Vanilla has 135 instances in 19 files of ai_will_do base factor ranging from 0.001 to 0.5.The base factor for ai_will_do needs to be an integer I think, you need to have an ai_will_do modifier that's always triggered with a factor of 0.05.
Any time you see script language keywords in-game like that, it indicates a parsing error. That could be mis-matched brackets, or a syntax error as here, or anything else that "breaks" the parser. Since "potential" is the 1st such thing shown here, that means the error was somewhere before the word "potential" in the decision file.Problem isn't with "effects", but problem is that game don't read this correct.
You method also don't work.
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Anyone have an idea on the viability of more than 5 holy sites?
I don't think it will cause any game breaking bugs or CTDs, but I am not sure graphically how the religion tab would look. I think it should be okay, although you may have a some of them showing up outside the window.
I'd be more worried about the gameplay side of things, because it can cause MA to soar, which affects a number of aspects of the game.
The engine supports five holy sites. No more, no less.I don't think it will cause any game breaking bugs or CTDs, but I am not sure graphically how the religion tab would look.
YOUR_RELATION;Your $RELATION$;;;;;;;;;;;;x
YOUR_RELATION;Your $RELATION$;;;[Actor.GetTwojTwojaCap] $RELATION$;;;;;;;;;x
Not sure about the first but the second one is referenced in the event files for old gods rebel events and scales the strength or the troopsDoes anyone know if the game rules provincial_revolts and provincial_revolt_strength have hard-coded response or if they are things we can mess around with? It looks like the only reference to them is in 00_game_rules.txt.
trait = {
is_visible = {
OR = {
character = FROM
sire = {
has_character_flag = { (value = from.getcharacterid) }
}
}
}
You ca but not like your script. Firstly sire is not a scope, has_character_flag = flag is the correct form, normal brackets () are not used in the script, you can't change scopes using dots except in localisation, you can't use a command inside a condition and getcharacerid is not a valid command or condition itself.Can you use character ID as a variable? Like I want to set a character flag by pulling a value from another's id.
I'd also like to use it here is it possible and what would the code be?
Code:trait = { is_visible = { OR = { character = FROM sire = { has_character_flag = { (value = from.getcharacterid) } } } }
That would work, you still also need to actually set that flag somewhere though. What are you using this for? There are generally better ways of scoping to certain people than using dynamic flags as your example was about their sireThanks for telling me about the dynamic flags, is there somewhere that I can read more about them?
I put it into the code and it doesn't show up unfortunately, is this code right?
any_realm_character = {
has_character_flag = can_see_trait_@FROM
}
a) Refer to yes. But dead people cannot be right clicked to target for a decision.What happens when a character dies ? More specifically, I assume that all flags, modifiers and variables (eg Wealth, Prestige etc) are removed or zeroed, but is it possible to add them back again via a decision or event ?
What I am trying to do is add a decision on any recently deceased character (date of death less than 12 months before the present) that allows the player to give them a proper funeral. The effect would be to put an opaque overlay over the character's portrait of various funeral plots (eg grave, tomb, mausoleum, monument) and give the plot builder some sort of Piety or Prestige boost in return for some fixed Gold cost.
a) Can an event or decision refer to a dead character ?
b) How hard is it to make custom portrait overlays ?
a) Refer to yes. But dead people cannot be right clicked to target for a decision.
b) Never tried personally
For a funeral event your best bet is to launch an event to their liege or whoever you want to have the funeral using the on death on action and allow the funeral events to be started from there.