Pretty sure no, the only thing in there is something from the Alpha. I am not entirely sure what it would even do to be honestIs the "stories" folder usable at all as a modder?
Have you modified the government flavour file to take into account any changes you have made to religions, laws, succession etc?Anyone know why custom governments only come up as Anarchy? This issue persists even when the government in question is a simple copy-pasta of a Vanilla Government. Custom frames, icon, colour and name all work however.
b_belgrade = {
serbian = "Belgrad"
croatian = "Belgrad"
bulgarian = "Belgrad"
greek = "Singidounon"
coat_of_arms=
{
data=
{
0 10 0 13 0 0 0
}
religion="catholic"
}
Have you modified the government flavour file to take into account any changes you have made to religions, laws, succession etc?
On the wiki it says that an event can have at most four options. Is this the maximum to be displayed or the maximum number of options in the code? IAlso is there any way to work around this if you want more possible choices on an event (not necessarily all showing up at the same time)?
You cannot destroy a county title or deactivate it, make your special into a duke tier one. Or if you don't actually need them to have the title to be playable give them a special character title instead which will overwrite their name regardless of if they have land or not and can be cleared easily.Is there a way to remove a C_Title from existence during game?
I have a special County Title used to give a character a special flag (primary = yes); but when the Character loses all their Titles, an even kills them, and runs "destroy_landed_title", followed by "active = no", but for some reason the Title is still existing and active, and gets randomly given to a Courtless, Liegeless character.
On the wiki it says that an event can have at most four options. Is this the maximum to be displayed or the maximum number of options in the code? IAlso is there any way to work around this if you want more possible choices on an event (not necessarily all showing up at the same time)?
Thank You! One more question, how do you determine randomly which effect to apply when choosing an option in an event (from a list of alternatives, with different probabilities for the different alternatives)? Like vanilla does in the guardian event where you can teach the ward a lesson for climbing the tower.It is the maximum number of options that can be displayed so that the player can see and pick them (the AI could theoretically "see" a thousand options at the same time and pick between them). The best workaround is to use character flags triggering the options for the player and an option named "More options" (or whatever) which uses repeat_event and sets/removes the necessary flags to show new options. This event option should ideally not be available for the AI, as it is better to have the AI "see" all options at once and pick an optio instead of risking it potentially getting stuck in a loop trying to look at he new optins.
Thank You! One more question, how do you determine randomly which effect to apply when choosing an option in an event (from a list of alternatives, with different probabilities for the different alternatives)? Like vanilla does in the guardian event where you can teach the ward a lesson for climbing the tower.
random_list = {
10 = {
modifier = {
factor = 0
# Conditions
}
# Do something
}
10 = {
# Do something else
}
10 = {
# Can be left blank to have a "nothing happens" option
}
}
Making it a duke title worked, thanks.You cannot destroy a county title or deactivate it, make your special into a duke tier one. Or if you don't actually need them to have the title to be playable give them a special character title instead which will overwrite their name regardless of if they have land or not and can be cleared easily.
So a recent change has caused a realm's custom coat of arms to be replaced by a generic one. We're not sure which change, though, so we don't have an immediate way of telling which realm is missing a tga file in gfx/flags. Is there a quick and easy way to debug this fault? The Validator seems not to cover it.
You can only check for the presence of lack of presence of a specific character flag, there is no way to check if a character has any flag at all.Is there a way to condition for "any" character flag, even if I do not know which flag I am looking for? I'm trying to make my event ignore any character who starts the game with a Character Flag, since they're most likely "Special" in some way.