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I admit I couldn't find much.

On another note, I basically stole your events to give and remove the "childking" flag from the king as necessary (except fixed them so the event descriptions weren't reversed, hehehe), and made my first event that checks from governors or generals against the flag to see how they react, which will then go into a series of events based on their reactions to hopefully cause the Child King in question to have to struggle with holding the Empire together.

Assumptive: It works. :p

So I wanted to post the event here (I warn you, it's a bit of a monstrousity, because I was rather thorough) and have people eyeball it and let me know if I'm missing anything or if I'm doing something no one cares about. :)

Code:
character_event = {
	
	id = 90002

	trigger = {
		OR = {
			NOT = { loyalty = 50 }
			popularity = 75
			is_governor = yes
			NOT = { trait = coward }
			NOT = { has_character_flag = ck_usurper }
			NOT = { has_character_flag = ck_supporter }
			country = {
				any_child = {
					is_ruler = yes
					has_character_flag = childking
					NOT = { is_friend = THIS }
					}
				}
			}
		NOT = {loyalty = 50 }
		popularity = 75
		is_general = yes
		NOT = { trait = coward }
		NOT = { has_character_flag = ck_usurper }
		NOT = { has_character_flag = ck_supporter }
		country = {
			any_child = {
				is_ruler = yes
				has_character_flag = childking
				NOT = {is_friend = THIS }
				}
			}
		}

	mean_time_to_happen = {
		months = 24
		modifier = {
			factor = .5
			traits = proud }
		modifier = {
			factor = .5
			traits = corrupt }
		modifier = {
			factor = .9
			traits = assertive }
		modifier = {
			factor = .85
			trait = selfish }
		modifier = {
			factor = .9
			trait = deceitful }
		modifier = {
			factor = .75
			trait = arrogant }
		modifier = {
			factor .9
			trait = reckless }
		modifier = {
			factor = .6
			trait = ambitious }
		modifier = {
			factor = .9
			trait = rash }
		modifier = {
			factor = .9
			trait = arbitrary }
		modifier = {
			factor = 1.1
			trait = just }
		modifier = {
			factor = 1.5
			trait = righteous }
		modifier = {
			factor = 1.5
			trait = humble }
		modifier = {
			factor = 1.1
			trait = submissive }
		modifier = {
			factor = 1.15
			trait = generous }
		modifier = {
			factor = 1.1
			trait = honest }
		modifier = {
			factor = 1.1
			trait = cautious }
		modifier = {
			factor = 1.25
			trait = modest }
		modifier = {
			factor = 1.4
			trait = content }
		modifier = {
			factor = 1.1
			trait = wise }
		modifier = {
			factor = .7
			is_rival = THIS }
		}
	title = "Must I be ruled by a child?!"
	desc = "Our ruler is a mere child. Certainly there are those better prepared for the needs of rule!"

	option = {
		name = "I will not suffer such nonsense!"
		loyalty = -10
		add_rival = THIS
		set_character_flag = ck_usurper
		}
	option = {
		name = "Hopefully they will become a proper ruler."
		loyalty = 10
		add_character_flag = ck_supporter
		}
	}

Furthermore, I want to create two other groupings of events. One was based on Land's suggestion of a Senile king, the other will be based on the King being, well, batpoop loco, and involve the people reacting to an insane king making decisions (which will be in the event pool when I finish) that are just... not right.

Thoughts?

Me.
 
TheLand said:
"Extend" means "Extend the contents of the directory" not "Extend the contents of the file"...

So if you modify one line of the localisation file events.csv, at 434k, you need all 434k of it in your mod.

Hm. I guess my memory is off; I never changed the original files, so I've never had to deal with it.

So I wanted to post the event here (I warn you, it's a bit of a monstrousity, because I was rather thorough) and have people eyeball it and let me know if I'm missing anything or if I'm doing something no one cares about.

I'm not quite certain why you have the OR in there... It's essentially checking whether one of those triggers is true, but right below it, you have the same list of triggers, under the conditions that all of them be true.

You're also missing a } in your triggers, so the event will crash ^_~ . You did that just to make me laugh, didn't you :) ?

You're going to have some problems with the ck_usurper option adding a rival; I think you meant to make the king a rival, but the way you have it designed, it's adding themselves as rivals. And if you have it make the king a rival, the king is going to be wildly over rival limit.

You may also consider increasing the loyalty effects; since it's a one-time event in a rather crucial junction, I would advise having it make a 20 point difference.
 
Jane_Doe said:
I'm not quite certain why you have the OR in there... It's essentially checking whether one of those triggers is true, but right below it, you have the same list of triggers, under the conditions that all of them be true.

Governors and Generals count as the same thing? Consider that fixed. :p

You're also missing a } in your triggers, so the event will crash ^_~ . You did that just to make me laugh, didn't you :) ?

:rolleyes:

You're going to have some problems with the ck_usurper option adding a rival; I think you meant to make the king a rival, but the way you have it designed, it's adding themselves as rivals. And if you have it make the king a rival, the king is going to be wildly over rival limit.

That's a good point I didn't take into account, and yes I meant to make the king the rival. I'll just remove the rival...ness.

You may also consider increasing the loyalty effects; since it's a one-time event in a rather crucial junction, I would advise having it make a 20 point difference.

Well, I didn't want to overdo it, I'm planning on there being a bunch more events that chain out from this, this is only the beginning, and I don't want to destroy their loyalty without the ability to repair it. I was kinda intending for the king to have events in the chain where he has the option to kowtow to those trying to take over as compared to fighting them which will improve their loyalty at the expense of the king's family's prestige (basically people viewing him as a puppet to the courts). So I'm planning on a number of small adjustments in both directions.

Me.
 
Asmodeous said:
Governors and Generals count as the same thing? Consider that fixed. :p

Ooooooooh, I see what you meant. No, the way you had it set up, it was checking for each individual element :) ... To have it work the way you want it to, you should do this.

Code:
trigger = {
		NOT = { loyalty = 50 }
		popularity = 75
		OR = { 
			is_governor = yes
			is_general = yes
		}
		NOT = { trait = coward }
		NOT = { has_character_flag = ck_usurper }
		NOT = { has_character_flag = ck_supporter }
		country = {
			any_child = {
				is_ruler = yes
				has_character_flag = childking
				NOT = { is_friend = THIS }
			}
		}
	}

Alternately, preserving your initial structure, we could do this:

Code:
trigger = {
		OR = {
			AND = {	
				NOT = { loyalty = 50 }
				popularity = 75
				is_governor = yes
				NOT = { trait = coward }
				NOT = { has_character_flag = ck_usurper }
				NOT = { has_character_flag = ck_supporter }
				country = {
					any_child = {
						is_ruler =  yes	
						has_character_flag = childking
						NOT = { is_friend = THIS }
						}
					}
				}
			AND = {
				NOT = {loyalty = 50 }
				popularity = 75
				is_general = yes
				NOT = { trait = coward }
				NOT = { has_character_flag = ck_usurper }
				NOT = { has_character_flag = ck_supporter }
				country = {
					any_child = {
						is_ruler = yes
						has_character_flag = childking
						NOT = {is_friend = THIS }
					}
				}
			}
		}


Well, I didn't want to overdo it, I'm planning on there being a bunch more events that chain out from this, this is only the beginning, and I don't want to destroy their loyalty without the ability to repair it. I was kinda intending for the king to have events in the chain where he has the option to kowtow to those trying to take over as compared to fighting them which will improve their loyalty at the expense of the king's family's prestige (basically people viewing him as a puppet to the courts). So I'm planning on a number of small adjustments in both directions.

Me.

A perfectly valid point, I just tend to think an opening nudge should be fairly large in comparison with followup nudges :) . I was also assuming a fairly large chain. Plus, I was thinking in terms of the current setup, where loyalty tends be plentiful, unless you have a large number of loyal units or closed nobility.
 
So I've hit another snag.

I'm having an event hit the king, and I want it to affect other people as well. Primarily what I want the event's aftermath to be for one of the options is to reduce the King's family prestige by 10 (easy enough family_prestige = -10), increase the King's wealth by 50 (easy enough, wealth = 50 ), and two other things...

I want everyone who's a governor or general to have their wealth increased by 10, and I want to give the whole country a tax modifier.

So I'm thinking that for the country I just give it:

national_tax = -0.1 (this is a percentage I hope?) maybe?

And what would I do with the other ones? :/

Any thoughts? :eek:

Me.
 
I just uploaded version .011. It fixes the (numerous) bugs in version .01, so now everything should be working correctly :) .

My apologies to those who downloaded versions .005 and .01, only to find that they didn't actually do anything.
 
Oooops, okay, now it's on v012 - I just noticed a flaw in the trigger prevented event 80005 from firing as it ought.

This essentially prevented anyone from taking sides in the Roman vs Hellenistic war debate ^_^0 ... That seems to be the last mod-preventing error, however. It's working fine now.
 
Well, my fingers are too tired to keep typing tonight, so here's version .02. I haven't bugtested it, so most of the new events probably have something wrong with them, but given that the new events are specific to Bitter Rivalry, it doesn't matter too much.

I'll probably have them bugtested by tomorrow afternoon, but uploading it now gives more time for people to comment on whether bitter rivalries are too disruptive :) . Also: more time to improve the event descriptions.
 
I don't know if you've fixed this yet, but a number of modifiers in your character_events.txt were typed as ".5" instead of "0.5" which the game reads as some sort of minor error. I just downloaded 0.2, so we'll see if the same is true this time around.
 
battlecry said:
I don't know if you've fixed this yet, but a number of modifiers in your character_events.txt were typed as ".5" instead of "0.5" which the game reads as some sort of minor error. I just downloaded 0.2, so we'll see if the same is true this time around.

I've fixed it for 2.1, but there's still some left in 2.0... Especially since I hadn't fixed any of the bitter rivalry events until I had them all done.
 
wow, this certainly is exactly what rome needs to go from good to great
(or at least it will be once everything in the OP is accomplished ;))
if you need any help, i'll gladly put my (very very rusty) event-scripting skills to use :) (although the name suggests this is a "one-modder" kind of mod, one can always hope)

if not, well i'm too tired to try it today, but i'll certainly download 0.02 (there doesn't seem to be a link to it though) and play it. I certainly hope the ambitious goals will be reached
 
Flooper X said:
wow, this certainly is exactly what rome needs to go from good to great
(or at least it will be once everything in the OP is accomplished ;))
if you need any help, i'll gladly put my (very very rusty) event-scripting skills to use :) (although the name suggests this is a "one-modder" kind of mod, one can always hope)

Thank you ^_^ . I have a fairly decent idea of the basic implementation of each of the features listed - it just takes a lot of typing, and a few strokes of inspiration here and there to flesh it out.

I admit to a degree of possessiveness over my mod, but anyone wishing to help is certainly welcome to :) . Just let me know what you're interested in, and what your ideas are for it, and we can see if it will work out. The more events there are, the more diverse the factors impacting the characters, after all :) ...

Don't expect the name to change until I'm struck by something fairly grand-sounding, though ^_~ ...

if not, well i'm too tired to try it today, but i'll certainly download 0.02 (there doesn't seem to be a link to it though) and play it. I certainly hope the ambitious goals will be reached

You might want to wait a few hours for version .021, though... A bug in event 80033 prevented the bitter rivalry chain from firing for the warfare style factions, which basically deactivated half of what I'd prepared (though, with a mean time of 150 years, and requirements of two charisma seven characters on opposite sides of the issues, it wouldn't fire often in any case).

And with luck, tomorrow afternoon I'll have version .1 ready, which basically extends the factions to the other six technology branches :) . Probably the cultural factions as well, but that will require increasing the mean time for bitter rivalries so that the character's country isn't spammed with them....

But after I fix the obvious bugs, it would be nice to have someone look over the code to catch broken triggers, if you don't mind such a dull task ^_^ . I'm a tad sloppy with my code at times, and I'm concerned that certain events might not fire as a result.
 
Jane_Doe said:
Thank you ^_^ . I have a fairly decent idea of the basic implementation of each of the features listed - it just takes a lot of typing, and a few strokes of inspiration here and there to flesh it out.

I admit to a degree of possessiveness over my mod, but anyone wishing to help is certainly welcome to :) . Just let me know what you're interested in, and what your ideas are for it, and we can see if it will work out. The more events there are, the more diverse the factors impacting the characters, after all :) ...

Don't expect the name to change until I'm struck by something fairly grand-sounding, though ^_~ ...
Well the first thing that comes to my mind (that you haven't done yet, or so it seems) is events where characters with a lot of loyal troops try to use their influence to gain money or higher ranks within the government, instead of, as it is now, sit around and eventually die, fully content with not using their sometimes massive influence for anything useful. I don't know if there is a way to check how many loyal cohorts a character has, but if there is, well especially combined with your intrigues it could add aditional depth.
Apart from that, well i'd just figure the "visions" of the first post will be reached quicker with one more event-typer.


Jane_Doe said:
You might want to wait a few hours for version .021, though... A bug in event 80033 prevented the bitter rivalry chain from firing for the warfare style factions, which basically deactivated half of what I'd prepared (though, with a mean time of 150 years, and requirements of two charisma seven characters on opposite sides of the issues, it wouldn't fire often in any case).

And with luck, tomorrow afternoon I'll have version .1 ready, which basically extends the factions to the other six technology branches :) . Probably the cultural factions as well, but that will require increasing the mean time for bitter rivalries so that the character's country isn't spammed with them....

But after I fix the obvious bugs, it would be nice to have someone look over the code to catch broken triggers, if you don't mind such a dull task ^_^ . I'm a tad sloppy with my code at times, and I'm concerned that certain events might not fire as a result.
Unfortunatelly, I haven't done any serious event-scripting since EU2 about two years ago, but by the looks of it it's mostly the same though. Apart of course from the addition of characters to the mess :p and MTTH instead of startdate/enddate/offset, but i've got that more or less figured out.
however I might not be the best suited to check for mistakes until i've figured out this new system, apart from missing "{"s and "}"s, which, frankly, is'nt all that hard .p

I'll probably need some "acceleration time" before I can start being really productive, but at least I will be productive eventually :p
 
I got distracted from my goal with the release of GTA4 (by the way, as someone who was never a fan of the Grand Theft Auto series, this is serioulsy a must have game. I'm very impressed by Rockstar for a change. The reviewers seriously weren't kidding when they said the script and voice acting was "Oscar Worthy"...).

I'll hopefully undistract myself tomorrow, and I need to find out if there's a few command loops I need or if I have to do them manually with seperate events, which would be, to say the least, a monstrousity.

Me.
 
Well, version .021 is up and it isn't up... I debugged most of the events of version .02, but there's something up with the csv file that crashes the mod unless I keep in a stray semicolon that's one reason event 80056 doesn't work properly.

Here's the pertinent section of the events and csvs, if someone can see what I'm missing... I'm certain it will stand out when I wake up, but just in case it doesn't, you understand. For the purposes of this post, I have removed the stray semicolon.

EDIT: Code removed for stylistic reasons

So why is it crashing @_@ ? And how many problems ARE there with event 80056?
 
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FOUND SOMETHING OUT --- OF VITAL IMPORTANCE FOR .CSV
(I don't know if this applies to you Jane, but I just solved a similar problem this way)
In a few modded .csv files, Ive found people have added separators like this:

Code:
##################

If you do this, the ##### need the closing statement, or it will create random errors.

For example: There was a separator added to event.csv which looked like this:
Code:
####################
and should have looked like this:
Code:
#################;;;;;;;;;;;;x

This caused errors in my modded units.csv , while affecting the events in event.csv not at all!

So if you've added separators anywhere, take a look at them and make sure they've got the semicolons & x after them. Its a really odd problem but it fixed all my text problems when I corrected it.
 
Okay, there's two typos in .021s Character Events.txt.

These:

Code:
EVTOPTA80017;It's all so clear now.


EVTOPTA80019;It's all so clear now.

Should look like this:

Code:
EVTOPTA80017;It's all so clear now.;x


EVTOPTA80019;It's all so clear now.;x

Note: These were also present in .02, and probably as long as those events have been in your mod.

Try this and see if everything works. As I said, errors in .csv files are kinda random, I had errors in event.csv, and those errors only showed up when I tried to put units.csv into the mod/localisation folder with it, and they only caused the text from units.csv to be messed up, along with crashes. The game must read these files in some strange way.
 
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Ok one last post for tonight. I tested your .021 with my mod, with the corrections I pointed out, and it doesn't crash. I had to go through and fix all those ".5 instead of 0.5" things again , but it seems stable now. I can't really tell if the events are working, I'll leave that to you, but at least they don't crash the game.

This is all of them (in character events.txt), by the way, to make it easier for you:
Code:
Malformed token: .5, near line: 608
Malformed token: .5, near line: 613
Malformed token: .1, near line: 1048
Malformed token: .25, near line: 1167
Malformed token: .25, near line: 1171
 
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I'll just wait untill all of that is fixed before I download it...
 
I... I never would have noticed. Everything was working fine in that portion of the csvs, so I assumed any issues there would have popped up long ago o.o .

I've uploaded the now-working version .021, which has corrected the stray and missing semicolons, as well as the missing 0s.

Still working on fixing 80056 since it's blanking though.

EDIT: Never mind, I see the problem... I didn't change scopes properly for the modifiers. I knew I just needed some sleep ^_^ ...

And another trigger/triggers >_< ...
 
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