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I use TextWrangler on MacOS, and I find it's not even worth the effort of limiting searches narrower than the whole game folder, with 11 text filetypes. It only takes about 6 seconds to search the entire CK2 folder for a simple keyword, a bit longer if I do interesting grep/regex patterns.

It's usually far more important to figure out *what* to search. In this case, based on OP's question, I searched for the word 'drill'. The bloodline entry quoted above was the 2nd result, but had it not been so obvious, a quick scan down the results would have found it. Simpler than having to repeat the search should you guess the sub-folder wrong.



I'm not convinced indexing is that helpful. As noted above, a simple search of the whole CK2 folder in 11 text filetypes takes about 6 seconds. Sometimes, the important info is *in* the gui, gsx, or loc files. The only things I make an effort to avoid is the binary files (executable, pics, sounds, etc.)

And I don't have to worry about re-indexing after each patch.
It 100% depends on what your requirements are.
As a professional developer; if I had to wait 6 seconds(or even half of that) for the result, I would go looking for a new tool. In reality, I also think the time would be at least double since I also search the source code. I also have additional requirements on my tool as I want it to work well with all the other ones I use and support more advanced features.

I was just giving advice on a tool I think is really good (It actually helps quite a bit with the "what to search" problem as well), and everyone is free to use whatever they wish :)
 
From a quick glance, I see nothing wrong with your GFX or Wonder definition.

Although in your screenshot you have a wonder that has not yet reached stage 1 and for those we show no image.

Does it show the correct image in the construction view?
 
How do I modify in-game calendar? How do I rename days and months, how do I rename the calendar name (for example a.U.c. in place of A.D.), can I modify it further (custom number of months in a year, days in a month and so on).
You might be able to change the name by changing the localization, but I'm fairly sure that you can't change how it works in any way.
 
Well then, I guess the wiki is wrong :confused:. Thanks for the help, I'll just assign it to every terrrain type or just include it in the gfx. I just want that nice highlight behind the wonder.
If the wiki says so I may then be wrong ;)
Actually, "All"(or ALL/all) is a special case I added in so that it would be possible to have the background stay the same even when using mods that add new terrain types.
The right hand parameter should only be "phoenican_port" though :)

Should probably add an error message if the GFX entry can't be found. That would have shown that your string becomes "GFX_wonder_background_GFX_wonder_background_phoenican_port_small".
 
So two quick questions - I'm working on heresies for the reformed pagan faiths:
  1. How do I edit the tooltip for religion features, yes it auto-populates but it's missing some features (I've manually given this heresy access to the all the Bloodthirsty Gods features, but it doesn't show in the list)?
  2. I've made a head of religion title in landed_titles.txt, however upon formation it changes the character's government type to Landless, why?
Code:
d_norse_pagan_reformed_heresy_aztec_hybrid = {
    color={ 155 155 235 }
    color2={ 220 220 0 }
    
    capital = 32 # Middlesex
    
    creation_requires_capital = no

    dignity = 100 # Counted as having this many more counties than it does

    title = "FYLKIR"
    title_female = "FYLKJA"
    foa = "FYLKIR_FOA"
    short_name = yes

    religion = norse_pagan_reformed_heresy_aztec_hybrid

    # Controls a religion
    controls_religion = norse_pagan_reformed_heresy_aztec_hybrid

    allow = {
        religion = norse_pagan_reformed_heresy_aztec_hybrid

        custom_tooltip = {
                text = norse_aztec_creation_independent
                hidden_tooltip = {
                    in_revolt = no
                    OR = {
                        independent = yes
                        NOT = {
                            any_liege = {
                                OR = {
                                    in_revolt = yes
                                    NOT = { religion = norse_pagan_reformed_heresy_aztec_hybrid }
                                }
                            }
                        }
                    }
                }
            }

        custom_tooltip = {
            text = THREE_HOLY_SITES_TT
            hidden_tooltip = {
                any_realm_title = {
                    count = 3
                    is_holy_site = ROOT
                }
            }
        }
        OR = {
            piety = 1000
            AND = {
                trait = bloodthirsty_gods_1
                piety = 750
            }
            AND = {
                trait = bloodthirsty_gods_2
                piety = 500
            }
            AND = {
                trait = bloodthirsty_gods_2
                piety = 250
            }
        }
    }

    dynasty_title_names = no     # Will not be named "Seljuk", etc.
}
 
I only have an idea for your second question: I'm assuming you're not using Holy Fury?
In feudal_governments.txt, there's three occurrences of this bit:
Code:
AND = {
    religion = norse_pagan_reformed
    has_religion_features = no # Old saves, and campaigns without HF, need the Fylkirate to continue working
}
Norse paganism used to be treated as special, because it was the only religion where if you reform it, you become the head of faith. However, with HF the reformation process is more dynamic.
In any case, try replacing the script snippets with this snippet:
Code:
AND = {
    OR = {
        religion = norse_pagan_reformed
        religion = <your_awesome_sounding_religion_reformed>
    }
    has_religion_features = no # Old saves, and campaigns without HF, need the Fylkirate to continue working
}

I am using Holy Fury! But I got so fed up with the lack of heresies for the reformed pagans I've started making some, however since I can't find a way to dynamically generated heresies via script I'm hardcoding them. First heresy I'm making is a syncretic Norse/Aztec faith arising from survivors that fled the New World upon discovery of the Aztecs, who hope to appease the bloodthirsty gods they have discovered by mass sacrifice.

That said, thank you! Added my religion to all the relevant government types worked perfectly.
 
Ah okay, well no then you can't do that last part.
These are not real variables, and neither do we have actual strings that are this flexible. iirc Stellaris and/or HoI4 have gotten some magic that allows to do some dynamic behaviour related to naming, but in CK2 we are stuck with what we have. Which means a lot of boilerplate code at times :/

And Imperator's modding is even more powerful, you get actual variables I believe.