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Indeed it will make code more easy to read and probably it will be more faster for the engine itself as it has to not check all conditions if the first one is true (martial is 8) it can never be something else!

No offense, but I think it's worth a slightly higher priority to make command changes that can't actually be done currently, as opposed to implementing commands which can currently be done but which would make code easier to read.
 
No offense, but I think it's worth a slightly higher priority to make command changes that can't actually be done currently, as opposed to implementing commands which can currently be done but which would make code easier to read.
Yeah that and fixing existing issues with modding are more important than simplifying already existing and very easy script functions.
 
I could admit that this idea could be at lower priority but please note that an "else if" is not only easier to understand for the humans but it uses less processor power too because, as already said, only one a branch could be valid the others are simply skipped! So in the end could be seen as an optimization...
 
I could admit that this idea could be at lower priority but please note that an "else if" is not only easier to understand for the humans but it uses less processor power too because, as already said, only one a branch could be valid the others are simply skipped! So in the end could be seen as an optimization...
It is already quite easy to understand man like it is not difficult for one extra line of code also it doesn't help with processor usage much as it is like one line less of code...
 
It is already quite easy to understand man like it is not difficult for one extra line of code also it doesn't help with processor usage much as it is like one line less of code...
You're ignoring what Meneth pointed out, that often it's not only 1 line of code.

More importantly, it's not just OCD that programmers avoid duplication of code. Duplication makes it far too easy for an editor to change one copy and miss another one (or five...). The problem is that PDS are game programmers, not programming language programmers, and it shows in the ad hoc nature of their scripting language. Writing a programming language is a specialized skill that isn't taught in general programming courses.
 
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I think the comparison is >= and not <= as you expected. However I would be interested in the answer whether this was the only problem with your syntax or the format should also be different.
I've seen multiple posts by different people about this bug, including at least one with a screen cap of a failure. (here)
 
I think that comparing two variables does not work as intended. I have open a bug report here:
http://forum.paradoxplaza.com/forum...er-is-malfunctioning.&p=17731639#post17731639

Please, take a look at it and confirn/disconfirm it.

Thanks

See your bug report for an answer.

We have "if = { limit = ..." but there is no "else" (that this do this if the condition of "if" is false") and "else if = { limit = ..." (that is if the first condition is false and this is true...).

Unfortunately that wouldn't work. The trigger system is built so one trigger knows nothing about what comes before or after it.
 
Update:

- Fixed problems with the variable triggers check_variable and is_variable_equal
- Variable triggers and effects can compare variables between types of scopes (country/province)
 
Captain, can you take a look at this bug? Should be an easy fix.
 
Captain, can you take a look at this bug? Should be an easy fix.

I'm not officially back on CK for a while - I'm doing EU4 this week and then I have to look at some upcoming games for the next 3-4 weeks. But I will have some time to work on CK stuff before the next big patch, so make sure this is listed in the Suggestions thread and I will look at it.
 
so make sure this is listed in the Suggestions thread and I will look at it.
I've had as a policy that bugs aren't listed in the suggestions thread; it seems far more logical to me that the bug forum should be used for that purpose, as bug fixing should have higher priority than adding new stuff.
 
It's already in Bug Reports (I linked to it in the other post.)
 
It's way too complicated to remove the religious ties from it. What you can do now is remove the is_theocracy = yes from the cardinal title, and mod whether the new ruler of k_papal_state should lose his old holdings and minor religious titles on election or not.

What about using it for a religious title besides the religious head? For Judaism, the succession for the Kohen Gadol is best modeled by agnatic primogeniture, so I'd like to use the papal succession for a different religious office instead.
 
Update:

- Added save_event_target_as effect
- Added save_global_event_target_as effect
- Added clear_global_event_target effect
- Added clear_global_event_targets effect
- Saved event targets possible to use as right-side arguments
- Saved event targets possible to use in localization

This update is a rather big one so I've created a separate thread to describe what it means in detail:

http://forum.paradoxplaza.com/forum/showthread.php?800491-New-effect-for-saving-event-targets
 
Since you're back on CK2 now, could you check on the status of this bug which I referred to above?
 
Since you're back on CK2 now, could you check on the status of this bug which I referred to above?

I'm not really "back" but I found the problem with this and since it was such a quick fix it will be in the Charlemagne release.
 
Thank you. I thought it would be an easy fix all along.
 
Thank you. I thought it would be an easy fix all along.

Yeah, but so does every other modder about every other request... ;)