I've been having troubles making the government frames. I've got them saved as dds dtx 3 charframe_##_gov, ## 50-150. Is there a file in the interface, I've searched through them but I haven't found any. The govs got the frame_suffix="_gov".
# Help North Africa survive the onslaught of Christians
character_event = {
id = 855438 #just some random numbers
desc = "The Tribes come to defend against the infidels!"
picture = "GFX_evt_battle"
border = "GFX_event_normal_frame_war"
is_triggered_only = yes
trigger = {
war = yes
religion_group = muslim
is_primary_war_defender = yes
OR = {
culture_group = arabic
#culture_group = iranian
culture_group = east_african
culture_group = west_african
}
OR = {
any_war = { using_cb = crusade } #the console says those cb are NOT used, but they return true anyways. commenting the entire condition out also doesn't do anything
any_war = { using_cb = religious }
}
capital_scope = {
AND = {
religion_group = muslim
#region = world_africa_north
OR = {
culture_group = arabic
#culture_group = iranian
culture_group = east_african
culture_group = west_african
}
}
#The capital must be within the arab empire or Mali and also be of the correct culture and religion. Or probably not.
}
#i took them out in case they caused the trouble. nope
#NOT = { realm_size = 100 }
#realm_character_percent = {
# target = 0.5
# religion_group = muslim
#}
NOR = {
has_earmarked_regiments = tribaldefenders1
has_earmarked_regiments = tribaldefenders2
has_earmarked_regiments = tribaldefenders3
}
}
#commenting the entire section out also doesn't do anything
weight_multiplier = {
days = 10
modifier = {
factor = 2
NOT = { prestige = 100 }
}
modifier = {
factor = 2
NOT = { piety = 100 }
}
modifier = {
factor = 1.2
realm_size = 25
}
modifier = {
factor = 1.2
realm_size = 50
}
modifier = {
factor = 1.2
realm_size = 75
}
}
option = {
name = "EXCELLENT"
capital_scope = {
#tooltip = {
ROOT = {
spawn_unit = {
province = PREV
owner = ROOT
earmark = tribaldefenders1
troops = {
light_cavalry = { 1000 1000 }
horse_archers = { 500 500 }
}
#match_character = ROOT
#match_mult = 0.05
disband_on_peace
attrition = 1.0
}
spawn_unit = {
province = PREV
owner = ROOT
earmark = tribaldefenders2
match_character = ROOT
match_mult = 0.05
disband_on_peace
attrition = 1.0
}
spawn_unit = {
province = PREV
owner = ROOT
earmark = tribaldefenders3
match_character = ROOT
match_mult = 0.05
disband_on_peace
attrition = 1.0
}
}
#}
}
}
}
Do I need one? Never did for Victoria 2. The trigger should suffice, shouldn't it?What does the on_action trigger for it look like?
All triggered events need to be called, either by on action or by another event. Or, you can convert it to a mean time to happen event. (Those are more performance intensive, so avoid it of you can. If you can't, use any appropriate pre-trigger)Do I need one? Never did for Victoria 2. The trigger should suffice, shouldn't it?
Oh my, that's a real issue then.All triggered events need to be called, either by on action or by another event.
on_war_started = {
events = {
CM.10012
JD.30020 # Western protectorate receives reinforcements from China
JD.30030 # Western protectorate receives reinforcements from China
JD.30015 # Clean up trade contracts
855438 #NUSSOR PERSONAL TRIBAL DEFENDERS
}
}
on_war_started = {
events = {
CM.10012
JD.30020 # Western protectorate receives reinforcements from China
JD.30030 # Western protectorate receives reinforcements from China
JD.30015 # Clean up trade contracts
}
random_events = {
100 = 855438 #NUSSOR PERSONAL TRIBAL DEFENDERS, also tried 1, to no avail
}
}
Incredible, that actually was the whole problem! Thank you! I guess I've fallen in so many traps that I finally know enough to make events.Your disband_on_peace lines need to be disband_on_peace = yes.
Incredible, that actually was the whole problem! Thank you! I guess I've fallen in so many traps that I finally know enough to make events.
Is it possible to allow building forts in friendly or neutral territory for particular government types or character flags like trade posts?
I'd like to change the Hermetic society clothing for chinese characters, does anyone know what file I should look at for that?
I have an issue with the "on_new_holder" on_action when the player character is the dying character.
It appears to fire before you take control of your successor, so the AI gets to choose the options instead of the player, and adding intermediate events doesn't help. Currently I'm using an intermediate event to delay the main event by one day as a band-aid solution to ensure that the player receives the event. Is it possible to achieve the same effect without delay?
It is.Does anyone have an answer to this? Is it possible to the change society based clothes that a character wears? I'd like to try and change the clothing worn by chinese hermetics from painted faces to robes or hats. So anyone knows what files to look can you please help me out?
Hmm, well that would indicate that you might have forgotten something in your religion/culture definitions.Please help - made a mod with custom religion and culture, all seems fine but when I try to *present debutante* game freezes for few seconds and then crashes...
No, that's hard codedCan new holding types be added?
You can make an event or decision that does that. It would use the destroy_settlement command. Typically it is title scope = { destroy_settlement = THIS }, where title scope is the baron level holding you want to destroy.For example, could I make a desicion that simply removes a holding?
No, that's hard coded
You can make an event onor decision that does that. It would use the destroy_settlement command. Typically it is title scope = { destroy_settlement = THIS }, where title scope is the baron level holding you want to destroy.
Forts, hospitals, and trade posts are extra holdings, so no. (Well, unless you want to make them nomad analogs, somehow. You'd need horse lords for that, probably)How exactly do secondary holdings work? Could a government type be added that only holds forts and no proper primary holding?