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How would I create an event that killed everyone in a county? Or, because its my capital, me and everyone in my court
 
How would I create an event that killed everyone in a county? Or, because its my capital, me and everyone in my court
These Scopes should do it.
any_courtier = {#Character's court
#Death Effect Here
}
For everyone in a country,
any_realm_character = {#Character's Realm
#Death Effect Here
}
 
These Scopes should do it.
any_courtier = {#Character's court
#Death Effect Here
}
For everyone in a country,
any_realm_character = {#Character's Realm
#Death Effect Here
}
Thanks man
 
Does random_list work properly if the "percentages" add up to 200? Is that the best way to include, for example, a 0.5% chance of something?
 
Does random_list work properly if the "percentages" add up to 200? Is that the best way to include, for example, a 0.5% chance of something?
Should work just fine, they're not percentages, just weightings. If they happen to add up to 100 they will be percentages, but if they don't they'll still function in a proportional way.
 
Should work just fine, they're not percentages, just weightings. If they happen to add up to 100 they will be percentages, but if they don't they'll still function in a proportional way.
Does the same apply for random events within an on_action trigger?
 
Does the same apply for random events within an on_action trigger?

You mean, within common\on_actions? Yes. Just remember, those "2000=0" lines aren't the denominator, but another weight.
 
Should work just fine, they're not percentages, just weightings. If they happen to add up to 100 they will be percentages, but if they don't they'll still function in a proportional way.

Thanks, the wiki literally uses the term "percentages" now, so I was somewhat confused.
 
I am trying to make an event that converts the player to another culture, but the player must be holding the duchy of tuscany, any help?
 
I am trying to make an event that converts the player to another culture, but the player must be holding the duchy of tuscany, any help?

Code:
character_event = {
   id = ???
   desc = ???
   title = ???
   picture = ???
   border = ???
   
   only_playable = yes
   
   trigger = {
       has_landed_title = d_toscana # Tuscany
       NOT = {
           culture = TARGET # Don't fire the event if unneeded
       }
       NOT = {
           has_character_flag = FLAG # Not if it already happened
       }
   }
   
   option = {
       name = ???
       
       culture = TARGET
       set_character_flag = FLAG
   }
}

You need to set up how the event is triggered (MTTH/is_triggered_only + condition), but aside from that and the obvious replacements it should be roughtly what you need (unless you want to add more conditions, etc.).
 
Thanks, the wiki literally uses the term "percentages" now, so I was somewhat confused.
Its because the weightings are converted into percentages chances for each option to happen.
If you have outcomes A, B and C with weights 50, 100 and 200 respectively then the chance for outcome A is (A/(A+B+C)*100 so in this case (50/350)*100 = 14% the outcome for B is (100/350)*100 = 29% and C is (200/350)*100 = 57%
If any of the options have modifiers those are applied before the percentage chance is calculated
 
I'm having a weird map issue; when I have the setup for a modded map in the files, it crashes during startup; the last section of the setup log is loading CBs, and in my vanilla startup that's immediately followed by minor titles, but the problem stems exclusively from the map; I also have some province and character histories but get the same crash without them, but the mod launches fine without the map changes.

EDIT: Okay, figured out a bit more. First, I'm now reasonably confident that it actually crashes during "initiating map logic", it just crashes so hard that it doesn't finish writing to the logs. According to the .dmp files, it's an access violation, code 0xC0000005. Creation of bounding boxes and adjacencies are in the setup log and look good. Graphics log has "province 0 has invalid origin" and nothing else, where with a vanilla launch it includes warnings about port locations.

EDIT 2: Turns out I messed up the terrain.bmp at some point, replacing it with the vanilla file fixed the crash.
 
Last edited:
Can one change how the icons look in game with mods? I don't like the pagan interface for characters that aren't germanic/Norse faiths. Stuff like the wooden shield for making new titles
 
Can one change how the icons look in game with mods? I don't like the pagan interface for characters that aren't germanic/Norse faiths. Stuff like the wooden shield for making new titles

If you're talking about just wholesale replacing the particular icon wherever it appears ingame, then yes. They're all files stored somewhere gfx\interface; the easiest way to mod it would probably to replace it with your preferred image with the same name.
 
How to make andalusians wear early arabic clothing in the early period? I just find it odd how most of the middle east is using the early clothing, the andalusians are using the regular clothing
 
Also, is it possible to make 1. The flags and 2. the interface dependent on government and not religion? What I mean by flags is how like chistians have shields and norse have circle things with runes and tengri have horse things. By interface I mean like the appearance of the top left stuff, and for christians its blue, pagans wood, muslims green.