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Is this a valid trigger:

Code:
trigger = { 
                                is_ruler = yes
        independent = yes
        is_landed = yes
                                has_law = centralization_0
        primary_title = { higher_tier_than = KING }
 }

I have no idea what I'm doing. Please help :(

Looks alright to me. What is the event in question?

is_ruler -- good
independent -- good
is_landed -- might be redundant
has_law -- fine
higher_tier_than -- OKAY, with this combination, you're looking for an emperor who is a ruler AND a landed one who has the law 'autonomous vassals'? That's mighty specific, isn't it?

I think that is_landed is probably redundant, and if you are looking for an emperor, well they all are independent aren't they? Maybe if you give me more details I could help more. Have you tried triggering the event in the console? That would let you know on the left side of the screen which triggers are good for the character you have selected.
 
Is there a maximum number of frames we can add in modifiers.dds? Can the engine read numbers above 99 when assigning modifier icons?

I'm doing okay in the low 60s, so that would be a good thing to know. For portraits it tops off at 26 by comparison.

EDIT: Is there a way in the interface files to put in a second icon strip?
 
I'm doing okay in the low 60s, so that would be a good thing to know. For portraits it tops off at 26 by comparison.

EDIT: Is there a way in the interface files to put in a second icon strip?


I'm at 124 so far - haven't tried it in game yet though - trying to avoid my tga graphics to bleed into one another when pasted into the main file and flattened into dds format... Can the game read TGA format directly?
 
@ red, why not just use tier = emperor

I thought about just saying that. It just looks like a strange trigger, and I'm tired so I ramble on. ;)

@grallonsphere: I don't know. I've pasted from all kinds of formats onto the strip which is in DDS IIRC. All I can say is try it out. I assume there's no limit on the number of frames.
 
Looks alright to me. What is the event in question?

is_ruler -- good
independent -- good
is_landed -- might be redundant
has_law -- fine
higher_tier_than -- OKAY, with this combination, you're looking for an emperor who is a ruler AND a landed one who has the law 'autonomous vassals'? That's mighty specific, isn't it?

I think that is_landed is probably redundant, and if you are looking for an emperor, well they all are independent aren't they? Maybe if you give me more details I could help more. Have you tried triggering the event in the console? That would let you know on the left side of the screen which triggers are good for the character you have selected.

The idea is that it affects Emperors AND Kings. So it would then be

Code:
trigger = { 
is_ruler = yes
independent = yes
has_law = centralization_0
primary_title = { higher_tier_than = DUKE }
 }

right?

On another unrelated question, is it possible to add a province modifier that changes troop movement speed?
 
Is this what you need?

Actually the DLC songs.txt would be in the archives in the DLC folder. My bad. Could someone look in there are see if there's anything in the modifiers?
 
Well I went ahead and tried my mod with 124 modifiers and the game crashed with this message in the error.log:

[id.cpp:83]: Failed to create id 1000061064 40. Already exists in game.
[texturehandler.cpp:169]: Couldn't find texture file: .
[texturehandler.cpp:169]: Couldn't find texture file: .
[texturehandler.cpp:169]: Couldn't find texture file: .
[texturehandler.cpp:169]: Couldn't find texture file: .
[texturehandler.cpp:169]: Couldn't find texture file: .​
 
When I select a kingdom it shows the flashing highlight of the provinces, but for some reason it includes a province not part of the kingdom. When I look at kingdom overlay it shows correct. Why is this?

Also, I notice a couple of my new kingdoms, when selecting their flag it is suppose to center screen to that kingdom, but instead its centering somewhere else, like Ethiopia is centering on Spain. Any ideas?

Lastly, I asked before, but no replies... I added 2 new religion icons to religion_icon_strip and religion_icon_strip_small, and changed the noOfFrames in generalstuff.gfx, then assigned the icon number to the religions, but neither icon shows up in game. Only the original icons work, but not the 2 I added. Am I missing something??

Thanks for any help! These are only hick ups from keeping me releasing my work.
 
Actually the DLC songs.txt would be in the archives in the DLC folder. My bad. Could someone look in there are see if there's anything in the modifiers?

Here you are!

Code:
song = {
    name = "ascalon.ogg"
    
    chance = {
        factor = 5
        modifier = {
            factor = 0.1
            has_called_crusade = no
        }
        modifier = {
            factor = 2
            crusade_target = {
                ROOT = {
                    location = {
                        kingdom = {
                            title = PREVPREVPREV
                        }
                    }
                }
            }
        }
    }        
}
 
QQ: Was wondering what scripts, if any, affect the outcomes of the "Invite to Court" function - or is it all hardcoded & immutable?

Also, what scripts (if any) affect the probability of capturing enemy leaders in combat, and can they be extended to capture other people as well?

For example: You move into a county with a castle, a city and a temple. They raise their levies. The count leads the main force, the city & temple raise their own vassal levies. All are in the same territory as your invading army. So far, fairly normal. You engage each group in turn and have a tiny chance of capturing the leaders of those armies when you win (the count, the mayor, and the bishop, respectively).

What I am wondering is: Let's say that the count & his vassals aren't on good terms, and the mayor & bishop decide to stay home. Since they are not in the field, could it be scripted for there to be a chance to capture them when the territories that they occupy are taken (the city & temple)? What about the rest of their family, or their court?

I'd like to see a random chance to capture anyone who is unfortunate enough to be residing in a territory (castle, city, temple) when it is taken over through siege. So in the above example, add a chance to capture the mayor/bishop, along with random court members (including his family, if they are still in his court) when their respective holdings are taken with them still sitting inside.
 
Last edited:
These questions got buried, and I think they're fairly important.

(Young Lord)
I have a quick graphical question here. With regards to the colours of a realm in the strategic map, there is a shader/filter that the game uses that bleaches/desaturates the colours. Any idea where to find this shader/filter? Can I modify it? Can I disable it? I'd like to be able to have bold colours! Somehow a wishy-washy crimson does not do the Lannister's proud.

Thanks in advance.

(duinnin)
I added 2 new religion icons to religion_icon_strip and religion_icon_strip_small, and changed the noOfFrames in generalstuff.gfx, then assigned the icon number to the religions, but neither icon shows up in game. Only the original icons work, but not the 2 I added. Am I missing something??
These questions got buried, and I think they're fairly important.
 
QQ: Was wondering what scripts, if any, affect the outcomes of the "Invite to Court" function - or is it all hardcoded & immutable?

Also, what scripts (if any) affect the probability of capturing enemy leaders in combat, and can they be extended to capture other people as well?

For example: You move into a county with a castle, a city and a temple. They raise their levies. The count leads the main force, the city & temple raise their own vassal levies. All are in the same territory as your invading army. So far, fairly normal. You engage each group in turn and have a tiny chance of capturing the leaders of those armies when you win (the count, the mayor, and the bishop, respectively).

What I am wondering is: Let's say that the count & his vassals aren't on good terms, and the mayor & bishop decide to stay home. Since they are not in the field, could it be scripted for there to be a chance to capture them when the territories that they occupy are taken (the city & temple)? What about the rest of their family, or their court?

I'd like to see a random chance to capture anyone who is unfortunate enough to be residing in a territory (castle, city, temple) when it is taken over through siege. So in the above example, add a chance to capture the mayor/bishop, along with random court members (including his family, if they are still in his court) when their respective holdings are taken with them still sitting inside.

AFAIK The chance to invite to court is hard coded.

However people getting captured is all done via events, so that can be changed. The current events are in events\battle_events.txt, but capturing people is only limited by your event scripting skills and your imagination.
 
Is it possible to change a government type by event? Say, changing a republic into a monarchy? Or only through barony/city engineering mess?
 
AFAIK The chance to invite to court is hard coded.

However people getting captured is all done via events, so that can be changed. The current events are in events\battle_events.txt, but capturing people is only limited by your event scripting skills and your imagination.

I agree. It seems to be handled on a basic level in common/on_action. So increasing the chance of a capture after a battle can be increased. I think that the defender should become prisoner after a siege.