Thanks. Found what I needed with that.It fires on_province_major_modifier.
Thanks. Found what I needed with that.It fires on_province_major_modifier.
Wait what?If you have three traits with health = 1, -2, 2, the benefit will be +1 health with all of them. With health_penalty, the excessive positive health has no effect, leaving you at +0 health with all three traits.
No. The ceiling of the sum of all health_penalty traits is 0. (The sum of all health_penalty bonuses/maluses is adjusted to 0 if the sum is positive.) It does not affect other health bonuses (health = x rather than health_penalty = x.) Same goes for other stats.Wait what?
So if you have a trait with health_penalty it negates any health bonuses from other traits you may have? That can't be true as there is also stat penalties and having an illness trait doesn't negate all your other traits stat bonuses.
I think I might have misunderstood you here
Oh ok I think I get you, so if I have health_penalty = -3 and then health_penalty = 4 they will total out to be +1 but it will be taken as just 0. The health = 2 or health = -1 is completely separate from it?No. The ceiling of the sum of all health_penalty traits is 0. (The sum of all health_penalty bonuses/maluses is adjusted to 0 if the sum is positive.) It does not affect other health bonuses (health = x rather than health_penalty = x.) Same goes for other stats.
Yes, exactly.Oh ok I think I get you, so if I have health_penalty = -3 and then health_penalty = 4 they will total out to be +1 but it will be taken as just 0. The health = 2 or health = -1 is completely separate from it?
So just two quick map questions.
Firstly, I've got these coastline border graphical glitches. I've seen them in other mods and in vanilla, but mine are far worse.
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Secondly, and probably related to the first...
My coastlines come out far more jagged and do not align with the map border like I've seen others do.
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Any solutions towards fixing these? I use gimp for map making, and I admittedly know very little about graphical design.
combat_rating_diff = { character = FROM value = 1 }
On the second image, that appears when you don't have a sea province defined next door. The game treats it as terra incognita and gives the border it would for that, rather than the border it'd give for a normal coast. I get that all over the place in my WIP mod, it should go away once you have a sea province on that border.
On the first image, I can't help you, but I get the same issue. I think it may be related to the normal map but I'm not sure.
There is a sea province defined, albeit a mega placeholder one. I think rather it is because I do not have a land province (but instead impassable wilderness) there and so I only get the thin red line vs the county borders. Not sure though, otherwise I wouldn't be asking.
It's the first issue that's bothering me the most. It's obviously a large eyesore. I've actually took the time to redo the map by hand, using a one pixel brush (Vs the larger brush sizes used before) and the problem is still there. I'm thinking there is a way to ease it because it's far less prevalent on other maps, but yet again, I don't know. Graphical design is not my forte.
...
trigger = {
ai = yes
liege = { has_law = succ_open_elective }
has_minor_title = title_court_physician
}
...
Hi there!
I'm trying to make a small mod for myself to fix this issue. It was suggested to prohibit the AI rulers with Open Elective succession from taking the decision. I have a few dumb questions:
1) Do I need to copy the whole rip_various_decisions.txt file from vanilla to my mod's decision directory to make changes? Is the wiki still correct about decisions not merging properly?
2) I also want to kill every "bad" court physician already present at the game start. I've made a death event with the following trigger block:
This should fire only for every ai-controlled court physician whose employer is not a ruler of an inland republic. Is this a correct approach?Code:... trigger = { ai = yes liege = { has_law = succ_open_elective } has_minor_title = title_court_physician } ...
namespace = phys
character_event = {
id = phys.1
hide_window = yes
is_triggered_only = yes
only_playable = yes
trigger = {
OR = {
government = republic_government # Should be the relevant ones
any_demesne_title = {
has_law = succ_open_elective # Just to be sure
}
}
}
immediate = {
any_courtier = {
limit = {
has_minor_title = title_court_physician
}
leave_court_effect = yes
death = { death_reason = death_missing }
}
}
}
decision = {
physician_cleanup = {
only_playable = yes
potential = {
ai = no
}
hidden_tooltip = {
effect = {
any_playable_ruler = {
limit = {
OR = {
government = republic_government # Should be the relevant ones
any_demesne_title = {
has_law = succ_open_elective # Just to be sure
}
}
}
character_event = { id = phys.1 }
}
}
}
}
}
song = {
name = "sargon.ogg"
song_name = "Sargon"
chance = {
factor = 2
modifier = {
factor = 0
NAND = {
religion_group = pagan_group
culture_group = west_slavic
}
NAND = {
religion_group = pagan_group
culture_group = east_slavic
}
}
}
}
song = {
name = "sargon.ogg"
song_name = "d"
chance = {
factor = 2
modifier = {
factor = 0
NOR = {
NOT = { religion_group = pagan_group }
OR = {
NOT = { culture_group = west_slavic }
NOT = { culture_group = east_slavic }
}
}
}
}
}
Not a bug, courtiers cant have a different government from the person whose court they are in, technically I don't think they even have a government like landed characters do hence why restrictions don't apply to them.I've taken care of that.
I've overriden all vanilla government and created two custom governments: "ruler" and "couerter". For the first, potential is is_ruler = yes. For the second, the potential is is_ruler = no.
Result? Unlanded characters also get the "ruler" government. Should that be reported as a bug?
Is it possible to add a percentage modifier to the size of a particular troop type? I do not wish to add an number of troops (i.e. 50 more light infantry) but want to add a percentage modifier (i.e. 50% more light infantry) to the troop type in question while not changing the other troop types. A building modifier would be best but a province modifier might also help.
"light_infantry = 50" would not work because it is a percentage
"levy_size = .5" would not work because it would affect all troop types.
Thanks if anyone can help!
Despite not know much about modding, I tried to merge the CPR+ mod with CK2+, which went surprisingly well. However, I still had a small visual glitch I have no idea how to fix. Help?
This is a rather unconvential solution, but here's something that I've tried after the latest patch:Is there a way to apply a trait to all randomly-generated characters, as soon as they are generated, in a non-CPU-intensive manner?
I understand that, if I just set it on "trigger = { NOT = { trait = my_trait } }", it'll be very intensive as it'll be constantly checking all the characters. But I haven't found an on_action for character generation :/
NOTE: Can't set trait's birth=10000, as it needs to happen only after a certain event.
character_event = {
id = whatever.###
hide_window = yes
ai = no # Only ran for the player
mean_time_to_happen = { days = 1 }
trigger = {
always = yes # ...or whichever triggers you need.
}
immediate = {
placeholder_trait = { # Scopes to all characters who have the temporary trait...
remove_trait = placeholder_trait
add_trait = your_trait # ...and replaces them.
}
}
option = { name = OK }
}