any_dynasty_member = { add_trait = bloodline }I'm creating a bloodline mod and I was wondering if there's any way to tell my event to add trait anybody belonging to my dynasty?
I tried dynasty = ROOT but it got nasty and everybody got the trait.
any_dynasty_member = { add_trait = bloodline }I'm creating a bloodline mod and I was wondering if there's any way to tell my event to add trait anybody belonging to my dynasty?
I tried dynasty = ROOT but it got nasty and everybody got the trait.
Thanks!
Is it possible to remove the coastal county requirement for merchant republics? I'm making a government in the group feudal_governments with `merchant_republic = yes`.
Is it also possible to increase the number of houses that are involved in merchant republic mechanics?
Finally, it possible to make the number of houses within a merchant republic flexible? So one might have 5 in the beginning but with special events new houses could be added, and a house going extinct wouldn't immediately generate a new one unless the minimum threshold is reached.
You could have more families in merchant republic, but gui is not flexible. (additional houses will be out of frame) Creation of republic families is handled by events, so you should look there.
It is not possible to have merchant republic or trade post without adjecent sea. But you can make one pixel sea province adjecent to every province you want to have trade post/merchant republic.Thanks! Then fewer than five would show up with empty frames I presume.
Do you know if it would be possible to allow landlocked mechant republics and trade posts in non-sea/non-silk road provinces?
safe_our_faith = {
is_high_prio = yes
potential = {
has_dlc = "Legacy of Rome"
age = 16
prisoner = no
NOT = { trait = incapable }
OR = {
religion = orthodox
is_heresy = orthodox
culture_group = east_slavic
culture_group = baltic
culture_group = south_slavic
}
OR = {
completely_controls = d_moskva
religion = slavic
}
NOT = { has_global_flag = fall_orthodox_constantinople }
k_orthodox = {
holder_scope = {
is_heretic = no
}
d_thrace = {
holder_scope = {
OR = {
religion_group = muslim
culture = turkish
religion = catholic
is_heresy = catholic
}
}
}
}
allow = {
trait = zealous
piety = 2000
}
effect = {
narrative_event = { id = LoR.212 tooltip = EVTTOOLTIPLoR.212}
set_global_flag = fall_orthodox_constantinople
set_pentarch = b_moskva
remove_pentarch = b_hagiasophia
abandon_heresy = yes
d_slavic = {
name = CAPITAL_PATRIARCH
adjective = CAPITAL_PATRIARCH_ADJ
effect = { set_coa = capital_ROOT }
}
}
ai_will_do = {
factor = 1
}
}
# Fall of the Ecumenical Patriarch
narrative_event = {
id = LoR.212
title = EVTNAMELoR.212
desc = EVTDESCLoR.212
picture = GFX_evt_icon
is_triggered_only = yes
option = {
name = EVTOPTALoR.212
if = {
limit = { religion = orthodox }
set_parent_religion = { religion = orthodox parent = slavic }
set_parent_religion = { religion = monothelite parent = slavic }
set_parent_religion = { religion = iconoclast parent = slavic }
set_parent_religion = { religion = paulician parent = slavic }
set_parent_religion = { religion = bogomilist parent = catholic }
}
set_global_flag = fall_orthodox_constantinople
hidden_tooltip = {
any_playable_ruler = {
limit = {
religion = orthodox
controls_religion = no
}
}
narrative_event = { id = LoR.213 }
}
}
}
}
narrative_event = {
id = LoR.213
title = EVTNAMELoR.212
desc = EVTDESCLoR.212
picture = GFX_evt_icon
is_triggered_only = yes
option = { # Yes
name = EVTOPTALoR.212
ai_chance = { factor = 75 }
religion = FROM
any_courtier = {
limit = {
religion = orthodox
liege = { character = ROOT }
}
religion = FROM
}
capital_scope = {
religion = FROM
}
}
option = { # No
name = EVTOPTBLoR.213
ai_chance = { factor = 25 }
}
}
I'm pretty sure the greyed-out one is exactly that: the game uses one of the standard pictures and greys it internally, rather than having a grey picture in a file.I've been modding the GFX, and can anybody find this file for me? I've been changing the settlement pictures in the province screen, and I've changed every single one of them except for the inaccessible slot pictures for Desert Tribal provinces. I can change the pictures for Tribal settlements, Tribal slots open for construction, but I can't find the picture of the empty tribal slot grayed out. Does anybody know the name for it?
Question: Do you think that this will work? Are there any potential pit- falls to this plan and, if so, any solutions.
I'm working on a decision which will allow you to change characters. The kicker is that it will allow you to change characters to anyone in the game (except theocracies probably)
The decision will work as follows:
A) save (or otherwise mark player's titles)
B) if the target character is a courtier they will receive a custom title d_hidden (landless if no serious problems) or c_hidden (landed but not obvious on the map) (hopefully I can use some localisation/ interface tricks to make it less obvious that they have a title)
- Will need to add a custom religion with an additional gfx frame for non- religious attire
- Will need to get rid of the "of" for the title (can just localize d_hidden/ c_hiddean as nothing, but I have a feeling the "of" will remain - change culture maybe?-)
C) Player will abdicate to the event target, but the event will continue by giving the (previously marked titles back to the player's former perspective)
- Ruler will be incapacitated for the duration of the event (hopefully to keep the ai from screwing up whatever the player has going)
D) To undo, it will be pretty much be the reverse of these steps.
Any thoughts, tips, or warnings would be much appreciated, because I'd like to use this method for a couple story- points.
(i.e. perspective shifts for events to see more than one side, a series of courtier events and decisions, to include participation in assassinations (just optional decisions/ events), traveling and moving from one court to another, spying, etc.)
All- in- all, I think that it could be a pretty refreshing change of pace if done correctly, but it is kind of a side- track from the rest of my mod, so I'd like to know if it's a waste of time. Thanks for any information.
(The reason being that the general consensus is that playing as a courtier is not possible, but the idea here is to simulate the experience)
safe_our_faith = {
is_high_prio = yes
potential = {
has_dlc = "Legacy of Rome"
age = 16
prisoner = no
NOT = { trait = incapable }
OR = {
religion = orthodox
is_heresy = orthodox
culture_group = east_slavic
culture_group = baltic
culture_group = south_slavic
}
OR = {
completely_controls = d_moskva
religion = slavic
}
NOT = { has_global_flag = fall_orthodox_constantinople }
k_orthodox = {
holder_scope = {
is_heretic = no
}
d_thrace = {
holder_scope = {
OR = {
religion_group = muslim
culture = turkish
religion = catholic
is_heresy = catholic
}
}
}
}
allow = {
trait = zealous
piety = 2000
}
effect = {
narrative_event = { id = LoR.212 tooltip = EVTTOOLTIPLoR.212}
set_global_flag = fall_orthodox_constantinople
set_pentarch = b_moskva
remove_pentarch = b_hagiasophia
abandon_heresy = yes
d_slavic = {
name = CAPITAL_PATRIARCH
adjective = CAPITAL_PATRIARCH_ADJ
effect = { set_coa = capital_ROOT }
}
}
ai_will_do = {
factor = 1
}
}
# Fall of the Ecumenical Patriarch
narrative_event = {
id = LoR.212
title = EVTNAMELoR.212
desc = EVTDESCLoR.212
picture = GFX_evt_icon
is_triggered_only = yes
option = {
name = EVTOPTALoR.212
if = {
limit = { religion = orthodox }
set_parent_religion = { religion = orthodox parent = slavic }
set_parent_religion = { religion = monothelite parent = slavic }
set_parent_religion = { religion = iconoclast parent = slavic }
set_parent_religion = { religion = paulician parent = slavic }
set_parent_religion = { religion = bogomilist parent = catholic }
}
set_global_flag = fall_orthodox_constantinople
hidden_tooltip = {
any_playable_ruler = {
limit = {
religion = orthodox
controls_religion = no
}
}
narrative_event = { id = LoR.213 }
}
}
}
}
narrative_event = {
id = LoR.213
title = EVTNAMELoR.212
desc = EVTDESCLoR.212
picture = GFX_evt_icon
is_triggered_only = yes
option = { # Yes
name = EVTOPTALoR.212
ai_chance = { factor = 75 }
religion = FROM
any_courtier = {
limit = {
religion = orthodox
liege = { character = ROOT }
}
religion = FROM
}
capital_scope = {
religion = FROM
}
}
option = { # No
name = EVTOPTBLoR.213
ai_chance = { factor = 25 }
}
}
I'm pretty sure the greyed-out one is exactly that: the game uses one of the standard pictures and greys it internally, rather than having a grey picture in a file.
Attack & defense were both cut, cost was increased, and the attack value used for siege was changed from skirmish (where archers were best) to melee.I've read in several places that archers in general, English longbows in particular, were nerfed in one or more of the recent patches (before I picked up the game), but I haven't seen any specifics. Was it as simple as reducing archer attack? Or was it much more elaborate? I'm asking here as I'd like to mod them back to something useful. Cheers!
Hmm. What are the names of the gray ones you've found so far?Funnily enough actually, it doesn't. Fish around GFX/Interface for a while and you'll find both regular settlement titles and the grayed out ones too. I can find the grayed out tiles for nomads and fuedal, but I can't find the greyed out tiles for Tribes. Plus, I've changed what the standard one, and it still shows the vanilla greyed out tile.
Attack & defense were both cut, cost was increased, and the attack value used for siege was changed from skirmish (where archers were best) to melee.
Hmm. What are the names of the gray ones you've found so far?
Interesting. I just scanned thru my search archive (has all the DLC unzipped), and all I find is the generic, mongol, muslim, and westafrican variants, each in the main interface folder, the pagan folder, and the muslim folder. There are also generic, mongol, muslim, and westafrican variants of province_capital_settlement_frame.dds in the main interface folder. I don't see any other similar pics at all. Additionally, the executable file has hard-coded strings for province_settlement_frame, province_settlement_frame_muslimgfx, province_settlement_frame_mongolgfx, province_settlement_frame_westafricangfx, and no others.province_settlement_frame plus province_settlement_frame_*culture*, cover regular grey tiles, but not the Nomad or Tribal tiles.
Do you have any experience at all modding decisions? (I ask so I know what you need explained…)How can i make a decision to release all the people in my prison ?
A little and i never touch something like interaction with jail.Do you have any experience at all modding decisions? (I ask so I know what you need explained…)