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That's only on the list of suggestions though. I don't know Paradox's track record for adding suggestions but there's a good chance it won't be added.

Yes I am aware of that; that is precisely why I posted the question in the first place. :)

Supposedly a lot of things have already found their way into patch 2.4, that were originally suggestions, from that list.
 
@Captain Gars

Scripted triggers/effects are not working properly with respect to references to character traits. All trait references in a scripted trigger/effect (and only in a scripted trigger/effect) are throwing asserts like these:

Code:
[triggerimplementation.cpp:8661]: Unknown trait-type incapable in trigger
[triggerimplementation.cpp:8661]: Unknown trait-type in_hiding in trigger

It appears that they're being initialized before traits are initialized. All 'trait = xxx' triggers are evaluating false, and if you test their automatic tooltip localisation, the referenced trait name will simply be the empty string ( e.g., Has the trait '' ).

This is an issue in both 2.4.1 and 2.4.2beta, and I imagine it will continue to be broken until you fix it. :)

See this thread in the bug report forum for more information (I am not the author, but I posted the 8th reply or so confirming it):

https://forum.paradoxplaza.com/foru...d-events-not-reading-traits-correctly.871197/

Thanks in advance for the fix!
 
Yes I am aware of that; that is precisely why I posted the question in the first place. :)

Supposedly a lot of things have already found their way into patch 2.4, that were originally suggestions, from that list.

Where can I ask to find out if this thing is going to be implemented any time soon..?
 
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Update:

- Fixed initializing errors in scripted triggers/effects
- Bookmarks are now sorted in chronological order
- Fixed missing space in localization of special titles
- Morale effect now works in unit & character scope
- Troops effect now works in unit & character scope
- Now possible to switch to owner scope from unit scope
- Now possible to switch to leader scope from unit scope
- Now possible to switch to location scope from unit Scope
- Added missing localization for leader event target
 
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Gars, what is this unit scope you mention? Is it it possible to scope to commander less army and set its morale?
 
Gars, what is this unit scope you mention? Is it it possible to scope to commander less army and set its morale?

You can scope from a character to unit (any_unit/random_unit), and yes you can now set morale and reinforce troops.
 
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I have seen this modifications are not present in patch 2.43 Beta 3, they will be present in the definitive version?
Most likely not for the patch, but for the next patch/DLC.
 
What do you mean? Can I scope to any_unit = { limit = { enemy} troops = -1 morale = -1} from a character event? Or must I target through an enemy commander?

Pseudo-code example btw
 
What do you mean? Can I scope to any_unit = { limit = { enemy} troops = -1 morale = -1} from a character event? Or must I target through an enemy commander?

Pseudo-code example btw

This would trigger if any enemy unit meets a unit lead by your character for a battle in your capital.

Code:
character_event = {
   id = 123

   is_triggered_only = yes
  
   trigger = {
     any_current_enemy = {
       any_army = {
         location = {
           ROOT = {
             is_capital = PREV
           }
         }
       }
     }
     any_army = {
       location = {
         ROOT = {
           is_capital = PREV
         }
       }
       OR = {
         owner = {
           character = ROOT
         }
         leader = {
           character = ROOT
         }
       }
     }
   }

   option = {
     random_current_enemy = {
       limit = {
         any_army = {
           location = {
             ROOT = {
               is_capital = PREV
             }
           }
         }
       }
       morale = -0.25
       troops = -0.25
       leader = {
         death = yes
       }
     }
     random_army = {
       limit = {
         location = {
           ROOT = {
             is_capital = PREV
           }
         }
         OR = {
           owner = {
             character = ROOT
           }
           leader = {
             character = ROOT
           }
         }
       }
       morale = 0.25
       troops = 0.25
       leader = {
         piety = 10
       }
     }
   }
}
 
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I think I love you :) Finally this enables so much, how long do we need to wait till this stuff will work?
 
The sole unit_event in vanilla is for fleets, so I'd assume so.
 
The sole unit_event in vanilla is for fleets, so I'd assume so.
Well, that event doesn't actually *use* any of the unit stuff, unless the 'loot = 1000' test is against the unit. But the change log mentions any/random_unit, any/random_army, and any/random_fleet. Just wanted clarification if 'unit' means 'army or fleet'. :)
 
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I wanted to ask if there were any plans to make tools/scripts available to make CTD/Assert debugging easier. I've found that doing that takes maybe 50% of my mod time up, especially as a new person.
 
I wanted to ask if there were any plans to make tools/scripts available to make CTD/Assert debugging easier. I've found that doing that takes maybe 50% of my mod time up, especially as a new person.

I'd say the -debug, -debugscripts mode they've activated is already a HUGE step up on that front.
 
Update:

- Possible to construct buildings in forts
 
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BOOYAH! Can we get access to the potentials to build trade post holdings too?
 
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