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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.
Thanks for the help, but I finally found the answer in another thread. Turns out the game does make greyscale versions out of the certain icons by itself, but I was also mistaken in thinking that the icon I was trying to modify was tribal_desertgfx, not tribal_mongolgfx.
Anyone knows if "copy_title_laws" copies only succesion and gender laws, or ALL laws, like obligations, etc.
I'm trying to write a targetted decision that changes ROOT's gender and succesion laws to match FROM's, but that part of the effect is not working and I was wondering if anybody could help me with making it work (I also tried it with "add_law" BTW) :
Anyone knows if "copy_title_laws" copies only succesion and gender laws, or ALL laws, like obligations, etc.
I'm trying to write a targetted decision that changes ROOT's gender and succesion laws to match FROM's, but that part of the effect is not working and I was wondering if anybody could help me with making it work (I also tried it with "add_law" BTW) :
Yes, copy copies it all, so you'll need your trigger_switch method, with add_law. But the problem is that trigger_switch only executes *1* successful case. So you'll need 2 separate trigger_switch clauses, one for succession, one for gender.
Ok, I prefer to do things like this with a targetted_decision, with filter=self, ai_filter=self, and from_potential={ai=no}. You can also do it with a plain decision on the intrigue menu, but I don't like going to the effort of making an icon.
For the effect, you want something like:
Code:
any_courtier = {
limit = {
prisoner = yes
host = { character = FROM } # FROM for targetted_decision, ROOT for plain decision
}
imprison = no
}
Ok, I prefer to do things like this with a targetted_decision, with filter=self, ai_filter=self, and from_potential={ai=no}. You can also do it with a plain decision on the intrigue menu, but I don't like going to the effort of making an icon.
For the effect, you want something like:
Code:
any_courtier = {
limit = {
prisoner = yes
host = { character = FROM } # FROM for targetted_decision, ROOT for plain decision
}
imprison = no
}
Sorry if this has been asked before but I searched a little bit and couldn't find anything.
Is there a way to mod the game so that the player gets 100% or very high chance of capturing prisoners during battles and seiges but not the AI (so AI still has default chance of capturing prisoners)?
Sorry if this has been asked before but I searched a little bit and couldn't find anything.
Is there a way to mod the game so that the player gets 100% or very high chance of capturing prisoners during battles and seiges but not the AI (so AI still has default chance of capturing prisoners)?
...Just glanced through the events. All you need to do is add your own modifier. Since it's an on_action event, FROM is you, so anytime the ai loses a battle to you, the chances of you imprisoning the leaders should be increased by whatever factor that you want... As for the siege part, I'm sure that there is a similar event to this one that handles siege imprisoning. Just add the same line to that event and that should do it.
...Just glanced through the events. All you need to do is add your own modifier. Since it's an on_action event, FROM is you, so anytime the ai loses a battle to you, the chances of you imprisoning the leaders should be increased by whatever factor that you want... As for the siege part, I'm sure that there is a similar event to this one that handles siege imprisoning. Just add the same line to that event and that should do it.
Thanks a lot! The one for battle seems to work, I am able to capture almost all commanders in a battle now.
However, I have no idea how to get the one for siege to work as well. I have tried adding the same modifier to event 62100 in the siege event txt but I do not seem to capture more prisoners than before.
any insight on how focus works? i'm trying to create an event that adds random focus, but there doesn't seem to be a command for it.
I guess its already working like that for the AI when it comes to fi. childhood foci, but I would like to make it random for playable character as well (as in not having to choose myself).
any insight on how focus works? i'm trying to create an event that adds random focus, but there doesn't seem to be a command for it.
I guess its already working like that for the AI when it comes to fi. childhood foci, but I would like to make it random for playable character as well (as in not having to choose myself).
I actually just got done playing around with the focus interface and it works as follows:
Each point on the focus screen is defined by an x/y coordinate in the focus.gui (really two points one for clicked and the other for not clicked). When you click on a point, the game sets your character's focus.
A focus is really just a condition onto which you can tie events and has effects (in the same way that traits might).
i.e.
trigger = {
has_focus = focus_war
}
etc.
If you wanted to "add a random *custom* focus" then you would not be able to integrate that focus into the usual focus display (only sometimes), but you could create an event that would add that focus to whichever character that you like through the set_focus command or, alternately, you could add the focus to the wheel and set conditions in the potential block to prevent it from being usable save when you want it to be.
i.e.
if I wanted to add this focus to a character, I would do so as follows:
A) mod the focus.gui to incorporate the focus onto whatever window I like and control its access through potential/allow blocks
B) set_focus = focus_mind_control
if I wanted to randomly add this focus to a character, I would do so as follows:
The child-hood foci are just a different hard-coded window, but display exactly the same as the adult foci. The major difference is that the conditions for a character to have them stipulate that they must be a certain age. The focus.gui simply allocates these foci in a different window.
if you don't want to create a custom focus then randomly allocating existing ones is easy. Just random_list whichever foci you want and allocate them to whichever scopes you want. If you don't want it to be possible for the foci to be selected then clean out the focus.gui so that nothing will display. EDIT: Though I'd re- draw the focus interface in some way to account for the missing (or additional) foci and would enjoy a new window that could be used for anything I want. This, depending upon the extent of my mod. ( Since a focus is basically a hook for events and modifiers)
lol. Maybe T.M.I. but that's my body of knowledge on focus. As far as I can tell, all you need to do is use the age transition on_actions to randomly apply a focus to each scope that you like using the set_focus command. Though, I could be wrong as I've yet to use that particular command.
No problem.
set_focus doesn't appear to be a valid console command according to the wiki.
But, since it is listed in the modding commands wiki, I see no reason why it shouldn't work.
Personally, the ck2 wikis haven't steered me wrong yet, so I'd trust it though, as I said, I've never used that particular command myself.
It should be an easy event to write, so no big deal.
i.e.
on_action for on_birth/on_adolescent_pulse/on_adulthood
Which focus is allocated depends on a progressively lower age followed by breaks each time that age is surpassed. I'd also include a character flag each time the event fired to keep it from randomly reassigning a new focus with every pulse and clear the flags on adulthood (as that only happens once). I'm reasonably sure that vanilla uses a bit more discernment in their selection of focus though (or maybe not), but I'd probably try to get a little more discerning with whom gets what focus, if I were writing the event (i.e. someone with no intrigue at all probably shouldn't get that end of the wheel and so on), so I'd probably be inclined to throw in a few more if/limits to narrow down just how random the event was (if at all)
Hope I helped. Have a good one Stolidicus.
Hey I have an issue where a title goes out of it's de jure borders (using de jure mapmode) and across other titles. Here's the screenshot:
The title in question is k_mongolia (re-localised as Tartaria) from the vanilla files. The map itself was made before Horse Lords, but as far as I am concerned, most conflicting provinces should've merged, removed, or set aside for future use.
So I'm wondering if anyone from the community knows what could possibly cause this as well as possible solutions.
Thanks a lot! The one for battle seems to work, I am able to capture almost all commanders in a battle now.
However, I have no idea how to get the one for siege to work as well. I have tried adding the same modifier to event 62100 in the siege event txt but I do not seem to capture more prisoners than before.
You need to use new_character to represent the winner instead of FROM (see the comment before the event, FROM is the holding, new_character is the siege winner.)
I'm new to modding, so this is probably an idiot question, but:
I set up a mod with the intent of adding in several new cultures. In order to actually get the cultures in the game, I scrubbed all the province and title history (not characters though), then copied province history from vanilla into the mod and edited the appropriate provinces' files so that my new cultures would show up in them in 769. I also created a text file under history/characters which then contained a few test characters, each belonging to one of my new cultures, then I added a couple of files to history/titles for the provinces these characters would own for a quick test run. I edited in each of those titles' holders at 769, then copied over the vanilla history files for a random county in the middle of Bumfuck Nowhere, Africa, so I wouldn't have issues with not having any characters at 1066.
For some reason, though, every single county that I had assigned to the test characters was instead given to one guy, the guy with the highest number for his ID (so therefore the "last" one). I had one count holding six counties when instead there should have been six characters with one county each. What's going wrong here?
As richvh said, you probably have a stray pixel somewhere. Easiest way to find out (using Gimp, but probably for photoshop as well), is to use the select by colour tool (zero threshold), select the province in question, and then File>Create>By Clipboard. The stray pixel(s) should stick out quite easily.
I'm new to modding, so this is probably an idiot question, but:
I set up a mod with the intent of adding in several new cultures. In order to actually get the cultures in the game, I scrubbed all the province and title history (not characters though), then copied province history from vanilla into the mod and edited the appropriate provinces' files so that my new cultures would show up in them in 769. I also created a text file under history/characters which then contained a few test characters, each belonging to one of my new cultures, then I added a couple of files to history/titles for the provinces these characters would own for a quick test run. I edited in each of those titles' holders at 769, then copied over the vanilla history files for a random county in the middle of Bumfuck Nowhere, Africa, so I wouldn't have issues with not having any characters at 1066.
For some reason, though, every single county that I had assigned to the test characters was instead given to one guy, the guy with the highest number for his ID (so therefore the "last" one). I had one count holding six counties when instead there should have been six characters with one county each. What's going wrong here?