Is it possible to give a culture an extra retinue?Specifically a retinue that belongs to a different culture?
Is it possible to give a culture an extra retinue?Specifically a retinue that belongs to a different culture?
Yes; just update the potential for the "new" retinue.
Sorry, I wasn't sure since Hippo had been answering all of my questions. Where exactly would I have an extra closed bracket? I have been going over the mod multiple times on notepad++ but nothing seems out of place. Even clicking on each bracket shows me where it is linked.
It should already be possible to seduce outside of your realm - the same realm limitation is only for the AI (ai_target_filter = realm). If they are out of diplomatic range, you'll need to look at the allow block and replace "is_within_diplo_range = FROM" with something closer to what you want.
Edit: Probably replace "is_within_diplo_range = FROM" with
Code:OR = { is_within_diplo_range = FROM at_location = FROM }
It isn't, its hardcoded.Where is the prepared invasion decision defined? I've tried searching for it in a number of different ways and haven't been able to find it.
There are currently only functionality for adding/removing Great Works in history.It looks like effects were added to the wiki (I don't know if those were by you or someone else) but there don't seem to be script commands to create or remove wonders. Do those not exist or are they just not on the wiki yet? I was kind of banking on those to move a feature over from being a building to being a wonder.
iconType = {
name = "wonder_image"
quadTextureSprite = "GFX_wonder_strip_generic_wonder_small"
# My own coordinates added here seem to do nothing..original text has no coordinates listed
position = { x = 254 y = -6 }
allwaystransparent = yes
}
guiButtonType = {
name = "wonder_image_bg"
quadTextureSprite = "GFX_wonder_background_fields_small"
# My own coordinates added here seem to do nothing...original text has no coordinates listed
position = { x = 254 y = -6 }
clicksound = click
}
Forging Claim on Alexander the Great's Bloodline.
#Opportunity arises.
narrative_event = {
id = HF.24200
title = EVTTITLEHF24200
desc = EVTDESCAHF24200
picture = GFX_evt_hippodrome_byzantine
border = GFX_event_narrative_frame_war
is_triggered_only = yes
ai = no
capable_only = yes
prisoner = no
trigger = {
real_tier = EMPEROR
prestige = 15000
is_adult = yes
ai = no
is_alternate_start = no
NOT = { trait = content }
NOT = { has_character_flag = flag_chance_for_alexander_blood } #Opportunity only once per character.
NOT = { has_global_flag = flag_alexander_blood_restored } #Bloodline unlocked only once per playthrough.
capital_scope = {
OR = {
region = world_europe_west
region = world_europe_north
region = world_europe_south
region = world_europe_east
region = world_asia_minor
region = world_middle_east_jerusalem
region = world_middle_east_arabia
}
}
}
weight_multiplier = {
days = 1
modifier = {
factor = 0.35
capital_scope = {
NOR = {
region = world_europe_south
region = world_asia_minor
}
}
}
modifier = {
factor = 0.35
NOR = {
culture_group = latin
culture_group = byzantine
culture_group = arabic
}
}
modifier = {
factor = 0.35
NOR = {
religion_group = christian
religion_group = muslim
religion = hellenic_pagan
religion = hellenic_pagan_reformed
}
}
modifier = {
factor = 3
trait = ambitious
}
modifier = {
factor = 2
religion_group = christian
}
modifier = {
factor = 3
religion = hellenic_pagan_reformed
}
modifier = {
factor = 2
religion = hellenic_pagan
}
modifier = {
factor = 3
culture = greek
}
modifier = {
factor = 1.5
culture_group = latin
}
modifier = {
factor = 0.5
age = 50
}
modifier = {
factor = 2
trait = brave
}
modifier = {
factor = 2
has_education_martial_trigger = yes
}
modifier = {
factor = 2
has_lifestyle_martial_trigger = yes
}
modifier = {
factor = 2
capital_scope = { region = world_asia_minor }
}
modifier = {
factor = 2
trait = scholar
}
modifier = {
factor = 2
has_ambition = obj_forge_bloodline
}
modifier = {
factor = 2
learning = 8
}
modifier = {
factor = 2
learning = 10
}
modifier = {
factor = 2
learning = 12
}
modifier = {
factor = 2
learning = 14
}
modifier = {
factor = 2
learning = 16
}
modifier = {
factor = 2
learning = 18
}
modifier = {
factor = 2
learning = 20
}
modifier = {
factor = 2
learning = 22
}
modifier = {
factor = 2
learning = 24
}
modifier = {
factor = 2
learning = 26
}
modifier = {
factor = 2
learning = 28
}
modifier = {
factor = 2
learning = 30
}
modifier = {
factor = 1.5
prestige = 22000
}
modifier = {
factor = 1.5
prestige = 24000
}
modifier = {
factor = 1.5
prestige = 26000
}
modifier = {
factor = 1.5
prestige = 28000
}
modifier = {
factor = 1.5
prestige = 30000
}
modifier = {
factor = 1.5
prestige = 40000
}
modifier = {
factor = 1.5
prestige = 50000
}
modifier = {
factor = 1.5
piety = 1000
OR = {
religion = hellenic_pagan
religion = hellenic_pagan_reformed
}
}
modifier = {
factor = 1.5
piety = 1500
OR = {
religion = hellenic_pagan
religion = hellenic_pagan_reformed
}
}
modifier = {
factor = 1.75
piety = 2000
OR = {
religion = hellenic_pagan
religion = hellenic_pagan_reformed
}
}
modifier = {
factor = 1.75
check_variable = { which = bloodline_won_wars value = 5 }
}
modifier = {
factor = 1.75
check_variable = { which = bloodline_won_wars value = 10 }
}
}
immediate = {
set_character_flag = flag_chance_for_alexander_blood
}
option = { #Pursue.
name = EVTOPTAHF24200
custom_tooltip = { text = TT_EVTOPTAHF24200 }
hidden_tooltip = { narrative_event = { id = HF.24201 days = 25 random = 25 } }
}
option = { #Abandon.
name = EVTOPTBHF24200
}
}
It doesn't appear on its own; instead, it's called from on_decade_pulse, and its weight in there (base 15, compared to 15 for Ashoka's bloodline and 7900 for nothing happening) is modified by the combined weight_multiplier in the event. Which means that on its own it has a very low chance of happening every decade (15 * weight_multiplier / (7900 + 15 * weight_multiplier), and that's not even counting the Ashoka part).Not really a modding question but I was told by another poster that the Blood of Alexander event "pulses" every 10 years, which I thought that meant if, after meeting the bare requirements one doesn't automatically get the event to trigger the game waits another 10 years to see if it triggers again. I don't see anything in the event file that suggests it triggers every ten years and in fact while tracking this across several potential candidates it seems to be random. Once I got the event triggered 17 years from the date I actually fulfilled the reqs (emperor, adult, capital in Aden, 15k prestige, not content).
Basically I'm trying to figure out what the factors are that make it take so long (in terms of both years and number of emperors) for me to acquire this bloodline. I get that it's harder for my characters as they get a penalty for being the "wrong" culture and religion but I don't think that's all.
Code:Forging Claim on Alexander the Great's Bloodline. #Opportunity arises. narrative_event = { id = HF.24200 title = EVTTITLEHF24200 desc = EVTDESCAHF24200 picture = GFX_evt_hippodrome_byzantine border = GFX_event_narrative_frame_war is_triggered_only = yes ai = no capable_only = yes prisoner = no trigger = { real_tier = EMPEROR prestige = 15000 is_adult = yes ai = no is_alternate_start = no NOT = { trait = content } NOT = { has_character_flag = flag_chance_for_alexander_blood } #Opportunity only once per character. NOT = { has_global_flag = flag_alexander_blood_restored } #Bloodline unlocked only once per playthrough. capital_scope = { OR = { region = world_europe_west region = world_europe_north region = world_europe_south region = world_europe_east region = world_asia_minor region = world_middle_east_jerusalem region = world_middle_east_arabia } } } weight_multiplier = { days = 1 modifier = { factor = 0.35 capital_scope = { NOR = { region = world_europe_south region = world_asia_minor } } } modifier = { factor = 0.35 NOR = { culture_group = latin culture_group = byzantine culture_group = arabic } } modifier = { factor = 0.35 NOR = { religion_group = christian religion_group = muslim religion = hellenic_pagan religion = hellenic_pagan_reformed } } modifier = { factor = 3 trait = ambitious } modifier = { factor = 2 religion_group = christian } modifier = { factor = 3 religion = hellenic_pagan_reformed } modifier = { factor = 2 religion = hellenic_pagan } modifier = { factor = 3 culture = greek } modifier = { factor = 1.5 culture_group = latin } modifier = { factor = 0.5 age = 50 } modifier = { factor = 2 trait = brave } modifier = { factor = 2 has_education_martial_trigger = yes } modifier = { factor = 2 has_lifestyle_martial_trigger = yes } modifier = { factor = 2 capital_scope = { region = world_asia_minor } } modifier = { factor = 2 trait = scholar } modifier = { factor = 2 has_ambition = obj_forge_bloodline } modifier = { factor = 2 learning = 8 } modifier = { factor = 2 learning = 10 } modifier = { factor = 2 learning = 12 } modifier = { factor = 2 learning = 14 } modifier = { factor = 2 learning = 16 } modifier = { factor = 2 learning = 18 } modifier = { factor = 2 learning = 20 } modifier = { factor = 2 learning = 22 } modifier = { factor = 2 learning = 24 } modifier = { factor = 2 learning = 26 } modifier = { factor = 2 learning = 28 } modifier = { factor = 2 learning = 30 } modifier = { factor = 1.5 prestige = 22000 } modifier = { factor = 1.5 prestige = 24000 } modifier = { factor = 1.5 prestige = 26000 } modifier = { factor = 1.5 prestige = 28000 } modifier = { factor = 1.5 prestige = 30000 } modifier = { factor = 1.5 prestige = 40000 } modifier = { factor = 1.5 prestige = 50000 } modifier = { factor = 1.5 piety = 1000 OR = { religion = hellenic_pagan religion = hellenic_pagan_reformed } } modifier = { factor = 1.5 piety = 1500 OR = { religion = hellenic_pagan religion = hellenic_pagan_reformed } } modifier = { factor = 1.75 piety = 2000 OR = { religion = hellenic_pagan religion = hellenic_pagan_reformed } } modifier = { factor = 1.75 check_variable = { which = bloodline_won_wars value = 5 } } modifier = { factor = 1.75 check_variable = { which = bloodline_won_wars value = 10 } } } immediate = { set_character_flag = flag_chance_for_alexander_blood } option = { #Pursue. name = EVTOPTAHF24200 custom_tooltip = { text = TT_EVTOPTAHF24200 } hidden_tooltip = { narrative_event = { id = HF.24201 days = 25 random = 25 } } } option = { #Abandon. name = EVTOPTBHF24200 } }
It doesn't appear on its own; instead, it's called from on_decade_pulse, and its weight in there (base 15, compared to 15 for Ashoka's bloodline and 7900 for nothing happening) is modified by the combined weight_multiplier in the event. Which means that on its own it has a very low chance of happening every decade (15 * weight_multiplier / (7900 + 15 * weight_multiplier), and that's not even counting the Ashoka part).
The event is part of the on_decade_pulse action. Every 10 years, each character will try to fire one of the events from each group in there. The Alexander and Ashoka bloodline events are both in the "forged_bloodline" group:
15 for the Alexander bloodline
15 for the Ashoke bloodline
7900 for no event.
So, if you qualify for the Alexander bloodline, don't quality for the Ashoka bloodline, and nothing modifies you chances, every 10 years there is a 0.19% chance of the event firing. Of course, you might notice that I mentioned modifying your changes - that's where the weight_multiplier comes in. Each of those modifier groups in there multiplies against the weight for firing the event. For example, if your capital is not in southern Europe or Asia Minor, you chances are multiplied by 0.35, making it less likely to fire. On the other hand, if you are ambitious, it multiplies it by 3, making it more likely to fire.
EDIT: If you don't get it the first time, it has the same chance of firing again 10 years later. It won't be 10 years from when you quality - every character has a single decade pulse every 10 years from when they are born. The exact day can vary a bit, if I recall, so it won't necessarily be 10 years to the day from your last decade pulse event.
If you meant to change the graphics, you need to actually change the graphics files.first time trying to change something so sorry if I have missed something obvious.
I tried to add a few council members and that worked with more members able to join, correct description, function etc.
What does not work is the windows in council > my council. It only displays 8 councillors there and I have to scroll to see the additional 4 despite there is enough space on the window.
I tried to edit domestic_court.gui, line 865 and change the size of "council_view" { x=600 y=360 } to size = { x=600 y=540 }, also tried to change "voters" in line 910 from { x=502 y = 330} to size = { x=502 y = 503} but none of that changed the window there.
position for some of the wonder elements is dealt dfferently.Anyone know how to move the new wonder icon/image located in the province.gui file? can it be moved? I have moved the rest of the top_frame_bg image and have also added a few lines of code to the .gui file referencing x and y position but it doesn't seem to affect the ingame image...for example the text I found being referenced by guibounds console cmd.
Code:iconType = { name = "wonder_image" quadTextureSprite = "GFX_wonder_strip_generic_wonder_small" # My own coordinates added here seem to do nothing..original text has no coordinates listed position = { x = 254 y = -6 } allwaystransparent = yes } guiButtonType = { name = "wonder_image_bg" quadTextureSprite = "GFX_wonder_background_fields_small" # My own coordinates added here seem to do nothing...original text has no coordinates listed position = { x = 254 y = -6 } clicksound = click }
and an image example of the WIP UI
![]()
positionType = {
name = "wonder_image_top_pos"
position = { x = 31 y = -121 }
}
Unless TWRome guys actually care and enforce their right, no one cares. See all those copyrighted music mods around that Paradox let's there be..This is a more abstract modding question than most here but maybe someone with experience on the matter can help answer it for me anyways.
If I want to upload a Flag mod on the steam workshop which uses the flag designs from another game (in my case Total War:Rome 2) is this in breach of copyright even if I make no financial gain out of it?
Oh I'm embarrassed I overlooked that, should have seen it myself. Thanks Arko!position for some of the wonder elements is dealt dfferently.
in province.gui, use this entries near the end of the file.
Code:positionType = { name = "wonder_image_top_pos" position = { x = 31 y = -121 } }