Those operators were only introduced very recently, in the last major patch or so. Before that the only possible numerical comparator was =, which is why basically all the code still uses it that way.
Well, you should be able to use Is_heresy_of in reverse to duplicate is_parent_religion with something like:Same issue.
Kilij Arslan has a non-breaking space between his names, not a regular space. On Mac, you get that by typing alt-space. It's not as standard on Windows, but you could try alt-0-1-6-0 (hold alt while typing the 4 digits on the keypad).How to make regnal number appear after second name? For example Wilhelm Friedrich I instaed Wilhelm I Friedrich? I know it is possible to do as I noticed that Sultans of Rum with name Kilij Arslan gain thein regnal number after their second name.
from_potential = {
ai = no
has_global_flag = leadership_traits
}
potential = {
is_liege_or_above = FROM
trait = aggressive_leader
}
allow = {
always = yes
}
I think it is, but you could leave it empty.Is the allow = { } block in decisions always necessary, even if it's not doing anything? Take this code:
Could I get rid of that allow ={ } block, without it causing problems?Code:from_potential = { ai = no has_global_flag = leadership_traits } potential = { is_liege_or_above = FROM trait = aggressive_leader } allow = { always = yes }
c_uppland = {
holy_site = norse_pagan
holy_site = norse_pagan_reformed
}
c_aland = {
holy_site = norse_pagan
holy_site = norse_pagan_reformed
}
c_oland = {
holy_site = norse_pagan
holy_site = norse_pagan_reformed
}
c_bornholm = {
holy_site = norse_pagan
holy_site = norse_pagan_reformed
}
c_sjaelland = {
holy_site = norse_pagan
holy_site = norse_pagan_reformed
}
c_zeeland = {
color={ 200 100 30 }
color2={ 255 255 255 }
b_middelburg = {
}
b_tholen = {
}
b_veere = {
}
b_cadzand = {
}
b_vlissingen = {
}
b_renesse = {
}
b_borsele = {
}
b_zierikzee = {
}
}
}
c_braunschweig = {
color={ 192 192 192 }
color2={ 255 255 255 }
b_braunschweig = {
}
b_bielefeld = {
}
b_paderborn = {
}
b_hildesheim = {
}
b_waldeck = {
}
b_wolfenbuttel = {
}
b_helmstedt = {
}
b_gandersheim = {
}
}
c_sjaelland = {
color={ 216 50 50 }
color2={ 255 255 255 }
swedish = Själland
norse = Sjælland
english = Zealand
b_kobenhavn = {
swedish = Köpenhamn
norse = Hafn
}
b_roskilde = {
}
b_helsingor = {
swedish = Helsingör
norse = Helsingör
}
b_kalundborg = {
}
b_naestved = {
swedish = Nästved
norse = Næstved
}
b_slagelse = {
}
b_vordingborg = {
}
b_ringsted = {
}
b_lejre = {
norse = Hleiðra
}
}
c_naumadal = {
color={ 25 205 240 }
color2={ 255 255 255 }
b_tinghaugen = {
}
b_lade = {
}
b_logtun = {
}
b_levanger = {
}
b_hegra = {
}
b_maere = {
}
b_leksvik = {
}
b_halsstein = {
}
}
Just tested, it really works! Thank you!Kilij Arslan has a non-breaking space between his names, not a regular space. On Mac, you get that by typing alt-space. It's not as standard on Windows, but you could try alt-0-1-6-0 (hold alt while typing the 4 digits on the keypad).
Okay I just checked, and it turns out my custom localization on laws still works.Woah, I just came back to update my mod for 2.8, and it is apparently broken.
My question is:
Did something fundamental change in regards to customizable localization?
Because on the last patch I used to have a system in place to color-code text on my province modifier tooltips depending on certain situations. I haven't changed anything in regards to this system, because a fully custom system does not need compatching.
However, when I test it ingame now NONE of the custom text even appears.
Am I missing something? I might well be, I just can't find what would have changed so much from 2.7 to 2.8 here...
Just please don't tell me you have disabled custom localization on modifiers for whatever reason, because that would completely break my mod...
I am not aware of anything about custom localisation changing with regards to province modifiers, what exactly are you doing that no longer works?Okay I just checked, and it turns out my custom localization on laws still works.
This got me really worried now, that for some ridiculous reason province modifiers are no longer allowed to have custom localization. Or, more likely, it might be a bug.
Anyway, since probably very few people would know about this, because it's not really the mainstream modding approach, I'm asking @blackninja9939 or one of you other dev guys directly: Can you give me any insight about this problem? And please tell me there is a fix...
Hmm... okay, thanks.I am not aware of anything about custom localisation changing with regards to province modifiers, what exactly are you doing that no longer works?
Probably would break, or maybe use only one of them.Can you have multiple ai_target_filter on a targeted decision, and if so, how does it work? If I had:
ai_target_filter = realm
ai_target_filter = rivals
Would that let the ai target both same realm characters and rivals, only rivals in the same realm, or would it just break it completely?
@blackninja9939: Found the culprit!Hmm... okay, thanks.
Maybe I screwed something up and you have no fault...
I shall make a quick test mod to see if I can get it to work without the other moving parts of my mod. If it doesn't work then either, I will report back.
testy_the_province_modifier_desc;§YYou will need to know this§!\nInfo: [ROOT.Testy_The_Custom_Localization_Test]
testy_the_province_modifier_desc;§YYou will need to know this§!\nInfo: [Testy_The_Custom_Localization_Test]
k_thracia = {
color = { 69 40 143 }
color2 = { 255 255 23 }
culture = greek
pentarch = b_hagiasophia
capital = 496 #Byzantion
allow = {
OR = {
ai = no
culture = greek
NOT = {
tier = king
}
}
}
orthodox = 5000 # Crusade target weight
catholic = 2000 # Crusade target weight
zoroastrian_group = 100 #Crusade Target Weight
}
pentarch = barony is not valid in a title.Can anyone figure out why this title does not show up in the game? It should show up as a titular title when using the title search in game but it does not for some reason.
Code:k_thracia = { color = { 69 40 143 } color2 = { 255 255 23 } culture = greek pentarch = b_hagiasophia capital = 496 #Byzantion allow = { OR = { ai = no culture = greek NOT = { tier = king } } } orthodox = 5000 # Crusade target weight catholic = 2000 # Crusade target weight zoroastrian_group = 100 #Crusade Target Weight }
Three things, first of that stopped working before I added that line, secondly it works fine now that I moved it to a different file (no idea why it didn't work in the other file everything else in that file works), and thirdly, the game disagrees it you that line does exactly what it is supposed to and puts the kingdom of thracia under the constantinople pentarch.pentarch = barony is not valid in a title.
You need to specify pentarchy = yes/religion in the barony's definition itself.
random_child = {
if = {
limit = {
is_female = yes
}
}
}
Is it possible to scope to a random daughter?
I tried:
Code:random_child = { if = { limit = { is_female = yes } } }
But if I use this, any code I put after the limit will sometimes not get executed. I guess it scopes to a random child who is male, fails the limit and because of this doesn't execute anything after that. Is it in any way possible to scope to a random daughter?
Thank you in advance
literally_any_scope = {
limit = { conditionals }
effect
}
random_child = {
limit = { is_female = yes }
effects
}
random_child = {
limit = {
is_female = no
NOT = { trait = bastard }
NOT = {
any_sibling = {
is_female = no
NOT = { trait = bastard }
is_older_than = PREV
}
}
}
effects
}