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Hey guys, I have a quick question, why doesn't immortal = yes work in a custom trait mod? when I add the in game immortal trait it does work, but when I put immortal = yes in to my custom trait it doesn't, I don't know what I am doing wrong.

Is it triggered by event only? or what?
When are you adding the Trait? Not sure if they fixed it, but it used to have to be added post-start, otherwise it wouldn't work properly.
 
Post starts as in after the game starts?
Yeah, from what I know. Adding it via the Character Customiser, for example, apparently did not work, and from what I understand neither did history. If it's added after the game starts, it should work fine.


I have a 'weird' problem... I've gone back to my old Mod, and the Positions file has 'changed': things like Ports are in the correct places, but all my Councillors and Unit positions are off by a moderate amount; I've deleted the 'vanilla' Positions to test, and it's definitely using the Mod-added one, but I don't see how it has changed when I've not touched this Mod for a while (since I've been working on a new one)... :S
 
What elements of combat do these lines in defines.lua relate to?

BOTTLENECK_SIZE_MODIFIER = 1.0,
BOTTLENECK_DEFENDER_MARTIAL_MODIFIER = 1.0,
BOTTLENECK_ATTACKER_MARTIAL_MODIFIER = 1.0,
BOTTLENECK_CHANCE_LEADER_CAP = 95,
BOTTLENECK_CHANCE_MAX = 100,
BOTTLENECK_CHOKE_TROOP_CAP = 300,
 
What elements of combat do these lines in defines.lua relate to?

BOTTLENECK_SIZE_MODIFIER = 1.0,
BOTTLENECK_DEFENDER_MARTIAL_MODIFIER = 1.0,
BOTTLENECK_ATTACKER_MARTIAL_MODIFIER = 1.0,
BOTTLENECK_CHANCE_LEADER_CAP = 95,
BOTTLENECK_CHANCE_MAX = 100,
BOTTLENECK_CHOKE_TROOP_CAP = 300,
That's the narrow flank system, where sometimes the defenders get a position where the attacker can't bring their full army to bear.
 
Are there conditions and commands to:

-Test if a fleet is carrying loot?
-Test how much (if any) loot a fleet is carrying?
-Modify how much loot is it carrying?

For 1) and 2) there is the condition in unit scope:
Code:
loot = 1000
For 3) Not that I'm aware of
 
50382a58a89c0ec909d8dd109d6c7aea.png


is this a hidden condition?

quick tested yes it is
 
-Will retinues be disbanded if they're inherited by a character that doesn't meet the requirements in their potential field?
-If not, is it possible to disband retinues by event?
 
I have searched and searched, but I can't find out how to make the crusades unlock earlier, can someone help? Also, besides changing "crusades = no" to "crusades = yes" do I need to change anything to give orthodox crusades?
 
I have searched and searched, but I can't find out how to make the crusades unlock earlier, can someone help? Also, besides changing "crusades = no" to "crusades = yes" do I need to change anything to give orthodox crusades?
Look in religious_events.txt, event 39660 and following.
 
Those are religion icons for EU4 after conversion. If your question is about getting access to them in CK2, the answer is "You can't".
But there must be a graphics file somewhere from EU4 or the converter that could be used as a source? #totalnoobtographicsmods
 
But there must be a graphics file somewhere from EU4 or the converter that could be used as a source? #totalnoobtographicsmods
The graphics would be in the EU4 game files. But you cannot use content from one paradox game in a mod for another if there is no way of making sure people who use your mod also have access to the game you got the content from, which for the graphics idea would be the case, that is one of the user mod rules