• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
Hello,
I asked this in another thread but I might as well give it a try here to. I am wondering if it is possible to create an event to reduce the age of a character. I have tried both

Code:
change_age = -10
or
age = -10

Thank you in advance
any help is appreciated even if their your guesses.
 
Check defines.lua, these lines in particular:

Code:
MERCENARY_MAINTENANCE_FACTOR = 2.5,
MERCENARY_HIRE_COST_FACTOR = 0.1,

Thanks Bane,one thing though. I can't make the maintenance any lower than 10.78? My mercenaries all have 5500 but what I was hoping to do was make a high hire cost and a very low maintenance.
 
Hello,
I asked this in another thread but I might as well give it a try here to. I am wondering if it is possible to create an event to reduce the age of a character. I have tried both

Code:
change_age = -10
or
age = -10

Thank you in advance
any help is appreciated even if their your guesses.

If your not trying to change a savegame all you need to do is change when they were born.
 
If your not trying to change a savegame all you need to do is change when they were born.

Sorry if i wasn't clear but I am trying to make an event that when triggered will lower the age of the character, Lazarus pit, Elixir of life, etc. I could change the date but this is a for a possible mod and I would just use console if this was for personal use. ie age 123456 -10

Thanks for quick reply though, but I am starting to think this might not be possible :sad:
 
has anyone had any luck using has_building = xxxx, as a trigger for an event to fire?

I had also tried this, but no success...:sad:

Your point 3) is my issue. I have tested with a random chosen province in 1066 which doesn't have any buildings.
However, the event doesn't fulfill the condition. I doubt that the script after "any_demesne_title" is correct.

Here is the code.

Code:
province_event = {
    id = 1000052020
    desc = "EVTDESC1000052020"
    picture = "GFX_evt_market"

    trigger = {
        any_province_lord = {
            is_republic = yes
            any_demesne_title = {
                location = {
                    province_id = ROOT
                }
                NOT = { has_building = ct_wall_q_5 }
            }
        }
    }
    
    mean_time_to_happen = {
        months = 2000
    }
        
    option = {
        name = "EVTOPTA1000052020"
        any_province_lord = {
            random_demesne_title = {
                location = {
                    province_id = ROOT
                }
                limit = {
                    is_republic = yes
                    Not = { has_building = ct_wall_q_5 }
                }
                add_building = ct_wall_q_5
            }
        }
    }

}
 
thanks anyway chatnoir17.......... ok then, does anyone know if it is possible to add modifiers to a province via buidings? so if a building is build it then applies a modifier to the province its in?
 
Short question :)

Where in the files does it tell you what characters are assigned to what provinces at the start of the game? (ie, Foulques d'Anjou is assigned the province of Anjou).

Short answer: /history/titles. Each one looks like this:

Code:
1066.1.1 = {
holder = 1234 
liege = d_valencia
}

where holder is the character number (located according to culture in /history/characters) and liege is the title's direct liege. Enter <liege = 0> for independence at any date.
 
How does it put characters into provinces who don't hold a title? Simply by their relationship to titled characters?
 
Small question: How can I define names to be synonyms? I found the list in cultures.txt but if I change "Karl_Charles" into "Karl_Charles_Carlo" and do the same with the italian group it doesn't work. So how can I make Emperor Carlo I into Carlo IV?
 
Code:
	create_k_jorvik = {
		is_high_prio = yes	
		potential = {
			AND = {
				has_landed_title = c_york
				culture_group = north_germanic
				religion = norse_pagan
			}
			NOT = { has_character_flag = k_jorvik }
			NOT = { k_viken = { holder_scope = { age = 0 } } }
		}
		allow = {
			treasury = 300
			piety = 100
		}
		effect = {
			k_jorvik = { gain_title = FROM }
			prestige = 300
			treasury = -300
			piety = -100
		}
		revoke_allowed = {
			always = no
		}
		ai_will_do = {
			factor = 1
		}		
	}
Is this code right? I want to build the possibility of Danes setting up the Kingdom of Jorvik.
Is there a code I can use that makes all anglo-saxons angry at this move? And I want the pope to be angry too.

Also, how does the "ai_will_do" function work?
 
Quick question about maps... how can you make a map that is larger than 2048x2048?

I'm currently trying to keep Europe the same but add the coastline of North America + the Carribbean + Coast of South America. Is this possible in the current patch?

Something like this:


aaOeP.jpg
 
Is this code right? I want to build the possibility of Danes setting up the Kingdom of Jorvik.
Is there a code I can use that makes all anglo-saxons angry at this move? And I want the pope to be angry too.

Also, how does the "ai_will_do" function work?

At a glance it looks right. If you want to make the the anglo-saxons and pope angry, I think you can use the effects section of that code to have an event trigger for them, you'd have to test it.

Regarding ai_will_do, if its equal to 1, that means the ai will take the action (in this case, create the kingdom) as long as it meets the potential and allow conditions. If you want the ai to always take the action when its possible, set it at 1. If you want the ai to only take the action when certain conditions are met, add modifiers with a factor of 0 for times you want the ai to not take the action (see this thread: http://forum.paradoxplaza.com/forum/showthread.php?600888-Making-Church-Vassals-More-Useful-the-Easy-Way for an idea, just in a different context). If you want the ai to never take this action, set ai_will_do to 0.
 
There is a way to code an opinion modifier for all characters in a certain kingdom, but I can't seem to find it. I do know that it is triggered by things like executing POWs.
 
Just wondering if there's an easy way to swap the rulership of a county from the countess to her husband. I'd like to start as William Marshal as Count of Ossory around 1187 or so but sadly his missus Isabel de Clare is countess (Despite the fact he should probably be the count of that and more). I want to start as early as possible with him and otherwise I'd be waiting until 1200+. Cheers.
 
Just wondering if there's an easy way to swap the rulership of a county from the countess to her husband. I'd like to start as William Marshal as Count of Ossory around 1187 or so but sadly his missus Isabel de Clare is countess (Despite the fact he should probably be the count of that and more). I want to start as early as possible with him and otherwise I'd be waiting until 1200+. Cheers.

Yeah, go in /history/characters/ and find the entry for his name and the one for her. Each one has a character number. Swap them out in the file c_ossory. That should do it.