For adding Icons, The wiki says "In religion_icon_strip.dds, expand the canvas of the image to the right by 32 pixels for each new icon" without saying how to actually *do that.
How is it done?
How is it done?
dude you need some basic knowledge of Photoshop.For adding Icons, The wiki says "In religion_icon_strip.dds, expand the canvas of the image to the right by 32 pixels for each new icon" without saying how to actually *do that.
How is it done?
leader = {
trait = holy_warrior
combat = { # Back to flank
enemy = { # Enemy flank
leader = { # Enemy commander
NOT = { # Religions must not match
religion = PREVPREVPREV
}
}
}
}
}
leader = {
trait = holy_warrior
combat = { # Back to flank
enemy = { # Enemy flank
leader = { # Enemy commander
# PREVPREVPREV is own commander
PREVPREVPREV = {
religion_group = muslim
}
NOT = { # Religions must not match
religion = PREVPREVPREV
}
}
}
}
}
I think you would need to have an AND or an OR block between leader = and the two religion conditions.
leader = {
trait = holy_warrior
religion_group = muslim
combat = { # Back to flank
enemy = { # Enemy flank
leader = { # Enemy commander
NOT = { # Religions must not match
religion = PREVPREVPREV
}
}
}
}
}
According to some past modding work, there is a limit to how many PREVs you can stack. If you are using them as a target, you can stack up to 4 PREVs, which is why the first snippet works (the PREVs are used as a target for a religion check and you're only stacking 3). If you are using them as a scope, you can stack up to 2 PREVs, which is why the second snippet doesn't work (the PREVs are used to try to scope to the leader and you're stacking 3).
This should work though:
Code:leader = { trait = holy_warrior religion_group = muslim combat = { # Back to flank enemy = { # Enemy flank leader = { # Enemy commander NOT = { # Religions must not match religion = PREVPREVPREV } } } } }
Why not just save the characters involved as event target and scope to those instead?
Can that be done in a trigger? This is not an event.
No idea, sorry!
How do you define a secret religious society for a modded religion so that it doesn't default to the template? Is it the same as every other society? If so, how do i make my religion use it? As of right now, when I make my character who secretly follows my modded religion the template with undefined local. is used. Do I just define these or will *every modded religion that uses the template copy what I've written? That would basically make my mod uncompatible with any other that adds custom religions.
In interface\ , create a <your_mod_decision>.gfx file withHow do you add decision icons? The wiki says you have to define a spriteType in interface/ called "GFX_<decision tag>" but that's clearly incorrect, since I did that and it didn't work.
### decisions ###
spriteType = {
name = "GFX_<decision_tag>"
texturefile = "gfx\\interface\\<decision_icon>.dds"
}
Yes, that's what I did, and it didn't work.
In interface\ , create a <your_mod_decision>.gfx file with
and put that .dds image under gfx\interfaceCode:### decisions ### spriteType = { name = "GFX_<decision_tag>" texturefile = "gfx\\interface\\<decision_icon>.dds" }
Wiki is clearly right.