does the job action events = {} function like the on_action events = {} ? Can I set an event called by the events block as triggered only? And is there a way to make sure if it has a mtth of 1 will the event fire immediately?
How do I start a game off with an alliance between the Ayyubids and Ortokids is it like this how its described in the CK2wiki ?
add_alliance = { who = x days/months/years = y }
effect = {
d_brittany = { #Any title you want ROOT to ally with
holder_scope = {
opinion = {
modifier = in_non_aggression_pact
who = ROOT
years = 10 #Set duration
}
reverse_opinion = {
modifier = in_non_aggression_pact
who = ROOT
years = 10 #Set duration
}
add_alliance = { who = ROOT years = 10 } #Set duration
}
}
}
does the job action events = {} function like the on_action events = {} ? Can I set an event called by the events block as triggered only? And is there a way to make sure if it has a mtth of 1 will the event fire immediately?
# Events that can trigger off this action. This info is only used by the GUI.
EVENT_PROCESS_OFFSET = 20, -- Events are checked every X day per character or province (1 is ideal, but CPU heavy)
No. job_events is just so the UI will tell you which events it can fire, and how likely they are. It has no actual gameplay effect.does the job action events = {} function like the on_action events = {} ? Can I set an event called by the events block as triggered only? And is there a way to make sure if it has a mtth of 1 will the event fire immediately?
Is that changing at all with the new DLC? Or will it remain the same?No. job_events is just so the UI will tell you which events it can fire, and how likely they are. It has no actual gameplay effect.
At the time of writing, that's remaining unchanged.Is that changing at all with the new DLC? Or will it remain the same?
Im curious to know why all the characters start the game off soooo broke? Is that just the valuation of the currency of the times?
I am reading about the battle of Hattin Saladin allegedly had 30,000 men how am I supposed to show up in Tiberius (which is where Hattin is) on July 4 1187 7 months after the start with 30,000 men when I can't afford any mercenaries and take Jerusalem 3 months after that ?
There are a set of defines for it PORTRAIT_OLD_AGE_THRESHOLD. There are also ones for PORTRAIT_MID_AGE_THRESHOLD, PORTRAIT_ADULT_MALE_AGE_THRESHOLD and PORTRAIT_ADULT_FEMALE_AGE_THRESHOLD.Is there a way to change at which age characters visibly get older or is that hard coded?
If you can't, is there a way to completely overwrite the oldest age stage with the middle age graphics?
There are a set of defines for it PORTRAIT_OLD_AGE_THRESHOLD. There are also ones for PORTRAIT_MID_AGE_THRESHOLD, PORTRAIT_ADULT_MALE_AGE_THRESHOLD and PORTRAIT_ADULT_FEMALE_AGE_THRESHOLD.
allow = {
capital_holding = {
has_building = ct_ratcatchers_1
}
}
How would I write a decision allow that checks if the capital province has a building in any of the cities? I've tried any_province_holding but in game the tooltip always shows it checking the palace.
So I want this code to work:
Code:allow = { capital_holding = { has_building = ct_ratcatchers_1 } }
allow = {
ROOT = {
capital_scope = {
any_province_holding = {
has_building = ct_ratcatchers_1
}
}
}
}
Silly mayfly. This should work for you:
capital_holding targets the main holding of the capital province, capital_scope targets the entire capital province.
Ha, thanks, I actually did try that before and yeah, the decision works, but the tooltip is weird with a big fat X about the building not being in the palace.
Mad props for Geheimnisnacht, I'm actually trying to make a small submod for it, and from first looks modding this game doesn't seem to be easy at all.
I think everyone does @illathidYeah, the whole scoping thing is hard to get used to. And tooltips don't always display correctly or intuitively. I usually end up just having this up every time I'm modding: http://www.ckiiwiki.com/Scopes
targetted_decisions = {
Grant_Viceroyalty = {
filter = sub_realm
ai_target_filter = sub_realm
from_potential = {
OR = {
has_law = vice_royalty_2
has_law = vice_royalty_1
}
}
potential = {
is_vassal_or_below = FROM
}
allow = {
any_demesne_title = {
can_be_given_away = yes
higher_tier_than = COUNT
is_titular = no
is_landless_type_title = no
}
effect = {
}
revoke_allowed = {
always = no
}
ai_will_do = {
factor = 0
}
}