• 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.
i saw this in the decisions.txt and am unsure of its meaning...

Code:
is_high_prio = yes

does it just put the decision at the top of the decisions list - thus making it more 'noticeable'?.

Yeah, and it gives you a notification at the top of the screen that you have a valid decision to make.
 
i saw this in the decisions.txt and am unsure of its meaning...

Code:
is_high_prio = yes

does it just put the decision at the top of the decisions list - thus making it more 'noticeable'?.
Yep. I think it'll highlight it, too.
 
I noticed that I have a ton of random-genned characters already filling my councilor positions when I start my game. I don't remember this ever happening in vanilla and I'm not sure how to change it.
 
Is it possible to make your own death reasons for events?

And/or: In case there is not. Does anyone have a list of the death reasons that already exist in the game?
 
What gfx file is the shine effect on the flag shields? I'd like to edit or remove it.

I made a new frame without the shine along with a new fabric look for the CoA. I can let you have my shine-free frame if you like. Just PM me an email address and I'll attach a .rar of it. If you'd like to do it yourself, you'll find the file in gfx/coats_of_arms called 'frame'. As Keanon said, it's a DDS file so all you need to do is edit the alpha layer.

Now can anyone shed any light on the shader/mask that bleaches the province colours of the strategic map?
 
I made a new frame without the shine along with a new fabric look for the CoA. I can let you have my shine-free frame if you like. Just PM me an email address and I'll attach a .rar of it. If you'd like to do it yourself, you'll find the file in gfx/coats_of_arms called 'frame'. As Keanon said, it's a DDS file so all you need to do is edit the alpha layer.

Now can anyone shed any light on the shader/mask that bleaches the province colours of the strategic map?


-What do we have to tweak on the alpha layer of the "frame" file ? putting a specific color instead of alpha ? edit : OK found how it works.

-I'm wondering if color2 in landed_titles cannot be a color filter for the map.
 
Last edited:
Could someone please tell me if this trigger is set up correctly? I'm wanting to target any member of my own dynasty who holds land inside my empire and doesn't have my preferred succession laws.

Code:
	is_triggered_only = yes
	
	trigger = {
		ai = no	
		has_landed_title = yes
		is_feudal = yes
		dynasty = 1235813
		top_liege = e_nova_roma
		NOT = { has_law = succ_gavelkind }
		NOT = { has_law = agnatic_succession }
	}
	
	mean_time_to_happen = {
		days = 1				
	}
 
-What do we have to tweak on the alpha layer of the "frame" file ? putting a specific color instead of alpha ?

-I'm wondering if color2 in landed_titles cannot be a color filter for the map.

It's like any other alpha edit, using black and white for masking. Just edit the alpha channel by adding or removing black/white. If you are using Photoshop, you can find the Alpha channel beneath the R, G and B channels in 'channels'. Alternatively you don't have to directly edit the alpha channel, you could make your own mask directly in the document and then just copy + paste a black and white version into the alpha channel.

I don't think colour2 mixes with colour1 to achieve the faded look, that's just a secondary colour. While we are on the subject, can anyone tell me where I can edit/find the colour codes for the provincial borders on the strat map? (Or is it just colour1 + colour2 - just doesn't appear so).
 
While we are on the subject, can anyone tell me where I can edit/find the colour codes for the provincial borders on the strat map? (Or is it just colour1 + colour2 - just doesn't appear so).

I'm pretty sure the *border* colours are derrived from the national flag. I used a custom flag that was predominantly red, green, and white, and my country bourder was red, green, and white. I replaced the green with a navy blue, and my border became red, blue, and white. I was quite impressed.
 
I'm pretty sure the *border* colours are derrived from the national flag. I used a custom flag that was predominantly red, green, and white, and my country bourder was red, green, and white. I replaced the green with a navy blue, and my border became red, blue, and white. I was quite impressed.

this.
same applies for the colours of the shields of army sprite.
so to change them, you need to change the coats of arms.
 
Could someone please tell me if this trigger is set up correctly? I'm wanting to target any member of my own dynasty who holds land inside my empire and doesn't have my preferred succession laws.

Code:
    is_triggered_only = yes
    
    trigger = {
        ai = no    
        has_landed_title = yes
        is_feudal = yes
        dynasty = 1235813
        top_liege = e_nova_roma
        NOT = { has_law = succ_gavelkind }
        NOT = { has_law = agnatic_succession }
    }
    
    mean_time_to_happen = {
        days = 1                
    }

is_triggered_only = yes
mean_time_to_happen = { days = 1 }
Can't have both of those ;)
 
I'm pretty sure the *border* colours are derrived from the national flag. I used a custom flag that was predominantly red, green, and white, and my country bourder was red, green, and white. I replaced the green with a navy blue, and my border became red, blue, and white. I was quite impressed.

Excellent. Thanks!

Any ideas about the muted/bleached colour of the country/province on the map?
 
I have tried to use the "local_build_time_modifier" command in a character modifier, but it does not seem to work post 1.05. Has it's use changed from usable on characters to only usable in province modifiers? Also, does anyone know why they changed the skill byte from unsigned (0 -> 255) to signed (-128 -> 127)?
 
Excellent. Thanks!

Any ideas about the muted/bleached colour of the country/province on the map?

I asked about that a while back, and the general consensus was that there are too many processing effects applied by the engine, and we're not likely going to be able to tinker with them.

I wanted a bright bold red, but you're just not going to get it. I found that some counter-intuitive colour balances can yield interesting approximations, though.
 
Okay, these are two events that are intended to force vassals from my own dynasty and within my own empire to follow agnatic gavelkind.

Any one spot any glaring, nooberific issues in the syntax?

Code:
character_event = {
	id = 1235813
	desc = "EVTDESC1235813"
	picture = "GFX_evt_emissary"
		
	trigger = {
		ai = no	
		has_landed_title = yes
		is_feudal = yes
		dynasty = 1235813
		top_liege = e_nova_roma
		NOT = { has_law = succ_gavelkind }
	}
	
	mean_time_to_happen = {
		days = 1				
	}
	
	option = {
		name = "EVTOPTA1235813" #Fall in line
		ai_chance = 
		{
			factor = 1000
		}
		
		any_demesne_title = { 
			limit = {
				NOT = { has_law = succ_gavelkind }
				} 
						
			add_law_w_cooldown = succ_gavelkind 
}
	}
	
}	
character_event = {
	id = 1235814
	desc = "EVTDESC1235814"
	picture = "GFX_evt_emissary"
		
	trigger = {
		ai = no	
		has_landed_title = yes
		is_feudal = yes
		dynasty = 1235813
		top_liege = e_nova_roma
		NOT = { has_law = agnatic_succession }
	}
	
	mean_time_to_happen = {
		days = 1				
	}
	
	option = {
		name = "EVTOPTA1235814" #Fall in line
		ai_chance = 
		{
			factor = 1000
		}
		
		any_demesne_title = { 
			limit = {
				NOT = { has_law = agnatic_succession }
				} 
			
			add_law_w_cooldown = agnatic_succession 
}
	}
	
}
 
Excellent. Thanks!

Any ideas about the muted/bleached colour of the country/province on the map?

did you take a look to pdxmap.lua ? it may be there if you can decrypt the file.