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I would guess the weights (including 0 weight) only apply when picking a name at random, so wouldn't apply to father/mother/grandfather/grandmother chances.
 
This is awesome. But does it have higher priority than the father/mother and grandfather/grandmother chances? As in, could a name with 0 chance of being generated at random still promulgate in a family due to it being the name of an ancestor?

Ah. Yes. Another point that would be interesting. I hope ancester names are still possible.
 
I would guess the weights (including 0 weight) only apply when picking a name at random, so wouldn't apply to father/mother/grandfather/grandmother chances.

I am assuming that this is the case (and the fact that player-created names can propagate down family trees seems to reinforce this), but it never hurts to be sure :)
 
Would it be possible to have something higher than 1 as the default? If 1 is the default for adding a name that should only show up seldom values for all the existing names have to be set, too ...

Good point. I've set the default value to 100 instead.
 
Update:

- Variables can be displayed with localization system (i.e. "[Root.PrimaryTitle.test_var.GetName] has value [Root.PrimaryTitle.test_var.GetValue].")
 
Update:

- Variables can be displayed with localization system (i.e. "[Root.PrimaryTitle.test_var.GetName] has value [Root.PrimaryTitle.test_var.GetValue].")

! is this in response to when i asked if variables can be shown in in the interface or is this purely for event text? either way its a help :)
 
! is this in response to when i asked if variables can be shown in in the interface or is this purely for event text? either way its a help :)

It "only" means that you can use it in all places where you normally can use localisation based on a scope, such as events, decisions, etc.
 
Can you localize to global variables as well?

By global variables, do you mean the globally saved event targets? Because then yes (that was already in). What this update concerned was the province, character and titles variables.
 
By global variables, do you mean the globally saved event targets? Because then yes (that was already in). What this update concerned was the province, character and titles variables.
I mean actual variables. Unless there aren't actually any global variables (E.G., you might want to have something to track something that's not really tied to any specific character/title/province).
 
I mean actual variables. Unless there aren't actually any global variables (E.G., you might want to have something to track something that's not really tied to any specific character/title/province).

There are no global variables.
 
Update:

- All any-triggers now support the use of count = x
- Added calc_true_if trigger

calc_true_if returns true if at least amount of the triggers in it returns true. In this example at least 3 of the 5 triggers need to return true:

Code:
		calc_true_if = {
			amount = 3
			culture = swedish
			religion = catholic
			is_female = no
			is_adult = yes
			age = 50
		}
 
Last edited:
Is it cal_true_if (like in your comment) or calc_true_if (like in your code snippet)?
 
Update:

- All any-triggers now support the use of count = x
- Added calc_true_if trigger

calc_true_if returns true if at least amount of the triggers in it returns true. In this example at least 3 of the 5 triggers need to return true:

Code:
		calc_true_if = {
			amount = 3
			culture = swedish
			religion = catholic
			is_female = no
			is_adult = yes
			age = 50
		}

This is amazing! Thank you!
 
Update:

- Variables can be displayed with localization system (i.e. "[Root.PrimaryTitle.test_var.GetName] has value [Root.PrimaryTitle.test_var.GetValue].")

So this makes it possible to use variables to be used as right side value?

Will something like this work?:

Code:
wealth = Root.PrimaryTitle.test_var.GetValue
 
So this makes it possible to use variables to be used as right side value?

Will something like this work?:

Code:
wealth = Root.PrimaryTitle.test_var.GetValue

No, it is to be used in localisation to display the values and names of the variables to the user in a proper fashon.