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unmerged(51416)

Dominus et Deuculus
Dec 6, 2005
1.131
0
Does anybody got this trigger to fire? I want to use this in character event to fire. To be more specific:

event said:
trigger = {

age = 16
is_female = no
is_ruler = no
wealth = 1000
is_land = yes
NOT = { has_character_flag = civil_war_help }
country = {
has_civil_war = yes
invention = steppe_cavalry
NOT = { army_size_percentage = 1.2 }

}
}

Can anybody test it? Currently I have problems running Rome, so I'm forced to mod without testing. If I get this running fri/sat I should be able to release new versions of my mod (Improved Military Mod for 1.2, Improved Civil War Mod for 1.2 and few more minor bonuses ;) )
 
You have a trigger here that belongs to the province scope, so instead of:
Code:
is_land = yes
it should be:
Code:
location = {
is_land = yes
}

Here's the whole fixed event:

Code:
trigger = {

age = 16
is_female = no
is_ruler = no
wealth = 1000
location = { is_land = yes }
NOT = { has_character_flag = civil_war_help }
country = {
has_civil_war = yes
invention = steppe_cavalry
NOT = { army_size_percentage = 1.2 }
}
}

I'm almost certain the invention = x trigger works...I'll go try & make sure though.
 
Lol, that's the part I didn't change at all, it belongs to stock 1.2 event ;] Time to go to bed, I'll check it out in 24h...
 
Well...perhaps a mistake on their part? I can't see the need to have is_land be part of both province and character scopes...
 
I'm fairly certain that you need to change invention = x to country scope - in short

Code:
country = {
     invention = Noble_Sacrifice
}

Since the country has the invention, not the character. I've tested it briefly in my own mod as part of switching factions (though it was a country event there), and didn't note any problems using it.
 
Lol. Next week I'll write a list of all triggers (Johan's list is missing quite a few that still work from EU3, along with a number of switches) effects and modifiers, with their scope, and for some a brief "how they work" i.e. if it's a percentage value or not, a yes/no or not, etc. I'll make a large .txt file that's openly available, so if anybody wants to add something, or finds an error in it, they can.
This way we'll have a large database without waiting for the devs, who undoubtedly have priorities above & beyond us few modders, to create one.
 
Jane_Doe said:
I'm fairly certain that you need to change invention = x to country scope - in short

Code:
country = {
     invention = Noble_Sacrifice
}

Since the country has the invention, not the character. I've tested it briefly in my own mod as part of switching factions (though it was a country event there), and didn't note any problems using it.
Actually, if you look into my code, you'll see it belongs to country ;) Character is not in state of civil war either, nor has army percentage defined :p Thanks for answer, anyway :)

I'll try to mod a little tomorrow :D
 
Keraunos said:
Actually, if you look into my code, you'll see it belongs to country ;) Character is not in state of civil war either, nor has army percentage defined :p Thanks for answer, anyway :)

I'll try to mod a little tomorrow :D

I... Wow, I'm not certain how my eyes skipped over that, especially with the civil war check @_@ . At least I have an excuse for army_percentage, where I likely stopped reading with has_invention.

I guess my only excuse is that I'm used to scope changes being indented ^_^0 .
 
Jane_Doe said:
I... Wow, I'm not certain how my eyes skipped over that, especially with the civil war check @_@ . At least I have an excuse for army_percentage, where I likely stopped reading with has_invention.

I guess my only excuse is that I'm used to scope changes being indented ^_^0 .

Lol...Kerauno's last post made me go look at my own changes to the morecivilwar.txt and mercs.txt civil war units events, and guess what? I did the same thing with mercs.txt - left the army_percentage in the character scope...no wonder I've had comments about too many reinforcements...it was still not fixed. Haha crap.