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Quick question: I tried to add legalism requirements for higher CA levels using the following code:

AND = {
TECH_LEGALISM = 1
NOT = { title = e_hre }

It doesn't work. After searching the forums, I understand you have to set the scope of the legalism requirement (e.g. "holder_scope") for this to work as intended, but I'm a bit sketchy on the details. Could some kind soul tell me in layman's terms how to go about scripting this so it checks an appropriate province (e.g. the capital) for legalism?
 
Quick question: I tried to add legalism requirements for higher CA levels using the following code:

AND = {
TECH_LEGALISM = 1
NOT = { title = e_hre }

It doesn't work. After searching the forums, I understand you have to set the scope of the legalism requirement (e.g. "holder_scope") for this to work as intended, but I'm a bit sketchy on the details. Could some kind soul tell me in layman's terms how to go about scripting this so it checks an appropriate province (e.g. the capital) for legalism?

Yeah, technology exists on the province scope, not the character scope. So I think that you should do this:

Code:
AND = {
     capital_scope = { TECH_LEGALISM = 1 }
     NOT = { has_landed_title = e_hre }
}

capital_scope is your capital province, which you need for technology and a lot of other things related to provinces, while has_landed_title refers to the character.
 
Thanks RedRooster81, I'll give that a try. The other thread I found led me to believe I had to use both holder_scope and capital_scope but I wasn't sure.

I hope I don't offend for assuming your ignorance on this point, but how you write events will depend on whether you make it a province_event or character_event. That is a fundamental distinction that you need to decide on. Most events are for characters. Province events are when things are going on that happen to whole province, for adding province modifiers like an epidemic or or economic prosperity or something like that. If it is a province_event, then if you want something to affect the province's owner, the count, then you use owner = {...}.

If it is a character_event, then things affect the character. If he or she is the owner of a province, then you can use scopes that affect provinces. But the basic thing is going back and forth between people and the provinces that they control. With some experience, you'll get the hang of it. Hope I've been helpful.
 
is it possible to grant a province modifier through province history files ?
 
I hope I don't offend for assuming your ignorance on this point, ....

No offense taken - this is all new to me.

For some reason the legalism requirements aren't showing up in the tooltips for all but the highest CA (the "not the Kaiser" requirement is there though). Oddly, it seems to be showing up because I forgot the underscore in "capital_scope" for the CA level 4 (I guess it's reading it as just "scope =" ...?), but I have a feeling that won't work as desired either. I'll try "holder_scope" and see if that works.

EDIT: I think I'm starting to get the hang of the syntax. This is what was meant by needing holder_scope before capital_scope in the thread I found when I first searched the forums:

AND = {
holder_scope = { capital_scope = { TECH_LEGALISM = 1 } }
NOT = { has_landed_title = e_hre }
}
}

Works now, finally :)
 
Last edited:
So, namespaces.
Do they only work for events or can you define namespaces for every ID-range, like characters or dynasties?
You have to specifically define them, I think? And if yes, how? And if yes, do you have to define them in every file you use them in or just once?
 
So, namespaces.
Do they only work for events or can you define namespaces for every ID-range, like characters or dynasties?
You have to specifically define them, I think? And if yes, how? And if yes, do you have to define them in every file you use them in or just once?
AFAIK, they're only for events.
Just do namespace = <name> at the start of each file using a namespace. You can have multiple files using the same namespace, but it has to be defined at the start of each.
 
A couple of questions about Nudge

1. How do I get ports to show up in the program?

2. How do I exit the bloody thing?(currently used CTRL alt delte to get out of the program but I can't find a way to turn it off "in game" so to speak)
 
Hi, I want to fiddle with events that spawn units. In the mongol_events.txt I found this line, which creates a new unit on the map, but I need help with the syntax.
Associated with each unit type are two numbers, but what they mean? Are they maximum/minimum or some kind of mean value for number of units to be spawned?
Also, Mongol units don't suffer attrition but is this coded in the part below, or somewhere else in the event file?
Thanks in advance!

new_character = {
spawn_unit = {
province = 893 # Surgut
troops =
{
horse_archers = { 10000 10000 }
light_cavalry = { 6666 6666 }
light_infantry = { 2222 2222 }
heavy_infantry = { 1112 1112 }
knights = { 200 200 }
 
I made an island and a province but in the clausewitz map checker if I mouse over the province it says INVALID and it doesnt appear as a province in-game; there's nothing there. help please :D
Do you have it defined in definitions? Does it have associated history files?
 
I made an island and a province but in the clausewitz map checker if I mouse over the province it says INVALID and it doesnt appear as a province in-game; there's nothing there. help please :D

I have no knowdledge of how the mapcheker works(my antivirus freaks out every time I try to download it..), but I think I can see a couple of possible problems you might have run into.

In order to show an Island province , it must:

a. not be under a certain height in the topolegey map, because if it gets to low it will show as water(if the area was water before you will have to elevate it)

b. not be marked as water on the terrain map or the river map.

c. the province must be painted with the correct color ID on the province map
 
Does anyone know how to start a mod? I understand how the modding itself works but I'm not sure what set up is required and how to do it beforehand.
Put a .txt-file in your mod-folder called yourmodname.mod (so change the file extension).
Put a subfolder in your mod-folder called yourmodname.
Write the following into the .mod file (the part in brackets are comments, don't put that in):
Code:
name = "name of the mod"   (That's the name listed in the drop-down menu of the launcher)
path = "mod/yourmodname"   (linking to the yourmodname-folder)
user_dir = "yourmodname"     (only needed in total conversions incompatible with vanilla; stores the savegames in the listed directory)
replace_path = "history/characters"  (if you want all vanilla files in a folder to be ignored and replaced by your mod-files, add the folder like this)
replace_path = "events"                 (ditto; if you just want to add and modify a few things, you don't need those lines)
 
A couple of questions about Nudge

1. How do I get ports to show up in the program?

2. How do I exit the bloody thing?(currently used CTRL alt delte to get out of the program but I can't find a way to turn it off "in game" so to speak)

1. They don't as far as I know.
2. Alt+F4.
 
Hi, I want to fiddle with events that spawn units. In the mongol_events.txt I found this line, which creates a new unit on the map, but I need help with the syntax.
Associated with each unit type are two numbers, but what they mean? Are they maximum/minimum or some kind of mean value for number of units to be spawned?
Also, Mongol units don't suffer attrition but is this coded in the part below, or somewhere else in the event file?
Thanks in advance!

new_character = {
spawn_unit = {
province = 893 # Surgut
troops =
{
horse_archers = { 10000 10000 }
light_cavalry = { 6666 6666 }
light_infantry = { 2222 2222 }
heavy_infantry = { 1112 1112 }
knights = { 200 200 }

I believe the coding comes in from the part of the code you have not pasted.

Code:
		create_character = {
			random_traits = yes
			dynasty = random
			religion = tengri_pagan
			culture = mongol
			female = no
			age = 35
			attributes = {
				martial = 12
			}
			trait = brilliant_strategist
		}
		new_character = {
			spawn_unit = {
				province = 893 # Surgut
				troops =
				{
					horse_archers = { 10000 10000 }
					light_cavalry = { 6666 6666 }
					light_infantry = { 2222 2222 }
					heavy_infantry = { 1112 1112 }
					knights = { 200 200 }
				}
			}
		}

Basically what that does is to create a mongol character and the new character part of the code puts him in command of the new army. I think the two numbers create two linked armies under his command than can be split up as needed - try the command with just one set of numbers.

The part of the code I have not figured out is whether you have to identify a province, or can you have it trigger for the capital of the ruler who gets the event...or a province controlled by the ruler.
 
I read that a new patch is going through Q&A

so before my new game that I just modded into perfection gets messed up, how do I make a seperate copy of my game that DOES NOT GET PATCHED BY STEAM automaticly. God it frustrates me so much, I can't stop it from updating :(
 
I made an island and a province but in the clausewitz map checker if I mouse over the province it says INVALID and it doesnt appear as a province in-game; there's nothing there. help please :D

Have you edited the default.map file ?

is it possible to grant a province modifier through province history files ?
as far as i know, no it isnt.
Ok. So only by event ?