Is there a rule on how many numbers are allowed for decimal numbers?
Unfortunately not - all map features are fixed. (Believe me, if you could change map features dynamically, Faerun would be using that.)Is it possible to create seasonal land bridges? Vanilla has a couple of land bridges, and I wonder if it's possible to make them not passable all year round.
local_movement_speed
province modifier, if you rearrange the map to support it.province_event
which applies local_movement_speed -10000% to B during winter and +10000% during summer. Then, in theory, passage would be impossible in winter and near-instantaneous during summer.You might be able to do something with thelocal_movement_speed
province modifier, if you rearrange the map to support it.
Imagine provinces A-B-C, where B is your land bridge and is only connected to A and C. Set up a recurringprovince_event
which applies local_movement_speed -10000% to B during winter and +10000% during summer. Then, in theory, passage would be impossible in winter and near-instantaneous during summer.
Note that armies will still be able to move into B at a normal speed during winter - they just won't be able to move out. So, you probably want to provide a very generous supply limit in B so the AI doesn't accidentally kill itself. Similarly, the ability to build anything in B might end up being very overpowered. So, if I was doing this, I would model this province B as an administrative concept rather than an actual province - empty and useless, except to facilitate the land bridge.
Disclaimer: This is entirely theoretical - I have no idea if it will work in practice!
EDIT: To avoid the situation where hostile armies can approach from A and C to fight in B, it may be better to structure this kind of seasonal passage as A-B1-B2-C.
EDIT2: As you might have gathered, I'm thinking about this from the perspective of mountain passes rather than strait crossings (and I suspect OP intended the latter). The only additional wrinkle with strait crossings is you'd need to put the special crossing provinces inside an impassible sea zone (or similar), to prevent anyone from docking ships there, or landing troops, etc. This seems possible - as long as the game engine permits strait crossings to cross multiple sea zones (ie. the two linked provinces don't have to be adjacent to the same sea zone), and I have no idea whether we can do that.
For specific solutions you probably should hit the mod up for help (if they are even still a thing). That said, provinces normally end up like that when they have a malformed history file. Can you share the history file for oxford?Hi I'am playing the mod pharaohs and consuls and run into this weird problem. Where most of the land is green with (no character) and can't even move in or no provinces exist.
While some provinces that is even claimed by some faction still have (no character) and can't do anything.
Is there a way for me to mod it myself or rather change in files so the map get's normal again? if so I'am willing to do so
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- Is it possible to hide other characters' lovers, similarly to how your spouse's lovers are hidden?
- Is it possible to un-hide a specific lover of your spouse?
- Is it possible to have multiple scopes in a dynamic flag, e.g. something like @root_knows_about_@this_and@from, and then check for those?
Hi I'am playing the mod pharaohs and consuls and run into this weird problem. Where most of the land is green with (no character) and can't even move in or no provinces exist.
While some provinces that is even claimed by some faction still have (no character) and can't do anything.
Is there a way for me to mod it myself or rather change in files so the map get's normal again? if so I'am willing to do so
View attachment 1195765View attachment 1195766
According to the Validator, you've got two main types of critical error:Hello everyone, I have been trying to create a mod recently, it is similar to Random Hordes(https://steamcommunity.com/workshop/filedetails/?id=455245469), once the number of provinces within a independent character's scope more than 40, it will be invaded by a random cultural and religious adventurer every decade, for every 10 more provinces, the adventurer's strength will increase by a portion. But during testing, I found that these events did not seem to have been triggered normally.
This is my first time trying to create a mod, and I may have made some mistakes, but I couldn't detect it myself, I hope to receive your help.
actually_culture
Hello everyone, can anyone explain how to change the title prefix under administrative government? I tried to do this through flavorization, but it didn't work.
Thank you for letting me know about such a useful tool!According to the Validator, you've got two main types of critical error:
View attachment 1198522
- Lots of invalid use of
actually_culture
- Lots of events where you use FROM but FROM does not exist
Well, you haven't put any conditions on the events. Something like this might be a good start:Thank you for letting me know about such a useful tool!
I have remade the mod, redesigned the events for ease of testing, and created a decision for testing purposes. At present, its operating condition basically meets my expectations, but I have found some other issues. Some rulers may encounter two invasion events at once, for example, the Umayyads of 769 will definitely experience this situation, although this situation is only a minority, I feel very uneasy.
character_event = {
id = randominvasion.0001
hide_window = yes
is_triggered_only = yes
trigger = {
independent = yes
is_landed = yes
realm_size >= 100 # Invasions can only be triggered on *large* independent rulers
war = no # Invasions can only be triggered on rulers who are at peace (among other things, this prevents a ruler from being targeted twice)
}
Thanks for your reply! This is very helpful to me.Well, you haven't put any conditions on the events. Something like this might be a good start:
Code:character_event = { id = randominvasion.0001 hide_window = yes is_triggered_only = yes trigger = { independent = yes is_landed = yes realm_size >= 100 # Invasions can only be triggered on *large* independent rulers war = no # Invasions can only be triggered on rulers who are at peace (among other things, this prevents a ruler from being targeted twice) }