Thanks a lot. Can also see over the add_friend and add_rival? They don't seem to work in the history files. Scripted friends/rivals won't show up on either character.
From what I can see in the code, they should work.
Thanks a lot. Can also see over the add_friend and add_rival? They don't seem to work in the history files. Scripted friends/rivals won't show up on either character.
How are they suppose to be used then? Could you give us an example?
I've tried this:
Code:1100.1.1={ add_friend=X }
I suppose it's not enough.
EDIT:
One have to do like this for it to work, apparently:
Code:1100.1.1={ effect={ add_friend=X } }
It is, which is why it is at the end of the "implemented suggestions" list.Is it not possible to add ports to inland seas by making new seas entirely now?
If you could clarify what you mean that'd be appreciated.I would really like a gfx_clothes_culture for console and savegame and mods .
So can make some more mixed look in a court .
And can_hold_palace , to simplify by just making a 00_palace.txt (without having to go scrib a lot stuff)
basic engine is already recognising 00_palace.txt .
Anyway to extend the republic overlay for all cultures ? Even if the last page is empty and a gold sink !
In what way?Being able to edit the hard coded born in the purple mechanics would be useful.
Can't this be done by triggering a portrait overlay on top of the portrait based on the character ID or a character flag?[/quote]I saw this in another thread but being able to create special unchanging portraits could be useful (like Muhammad's)
Can't you essentially do this by event by having a dummy "pregnant" trait that doesn't cause the actual pregnancy mechanic to happen, then spawning the child by event?I'd also like to see the ability to mod births of specific characters into the game. Like an event that would force a woman to become pregnant with that specific child so after 9 months when they're born it'll be a character from the history files instead of a random character. This could be used to make specific important highborn characters always get birthed instead of just spawning them (like causing Cersei to always birth Joffery in GoT, or Senna to always birth Korra in Avatar LoK).
You can already mod the requirements for sending your court chaplain, and all the other councilors, on missions.Deciding if a religion can send missions by court chaplain would be nice. I mostly just want reformed pagans to convert their neighbors peacefully instead of the sword.
Already on the list:move dynamic localisation outside of landed_titles
Please elaborate; that sounds like it could potentially just be a bug of some sort.Separate the feature whereby a dynasty using auto-generated coat of arms uses it own coat of arms as the coat of arms of it's main title from the dynasty name feature.
Bleh what a mouthful.
Basically I want to make it so - if you have auto-generated coats of arms above baronies, you get to use your own dynasty coat of arms (like most Muslims and Indians currently do) without having to have dynasty names.
Added "Add a build_tradepost command"add a command to spawn a trade post by event
You can already localise holding names, like any title, based on culture. "Ability to change title localisation based on religion" is already on the list.add the ability to localise holding names based on culture on religion (along with buildings, which is already in the list).
Report it as a bug; the list is for suggestions not bug reports.Allow set_graphial_culture to be used inside if clauses, and inside immediate clauses (right now trying that just either have no effect or make the game crash).
Also sounds like a bug.add support for properly working titular baronies. (right now, if you create a titular barony by event it will get no flag, but a black sqaure without event the ability to ustomise it).
Added:Didin't mean title localisation, but holding tye localisation. E.G a astle being localised "castle" for a christian but "alcalat" for muslims. (And so on for temple, city, family palace and trade post).
I want, for example make a pirate religions so that pirates call their family_palace "hideout" instead of "palace" (independently of the title)
Essentially on the list already:I looked at your list of additions and I don't see my suggestion to ad an option for friendships to become alliances and common enemies to become alliances. Did I miss it or is there a reason you decided not to include it?
Added:Since this one wasn't added to the list for some reason:
A way to disable "from_dynasty_prefix" dynasties entirely, forcing randomly generated dynasties to take their names from common/dynasties instead.
Added:Moddable death reasons, currently you can make an invisible trait and make it into an illness and then on death give them the trait and have their death_reason = death_trait. However the issue with this is that one it doesn't show the killer on the tooltip you have to click the skull and two all of them have to follow the pattern of "Died..." so you can't make one like Was burned alive by So and So or other such things.
So my suggestion is have a file in common called death_reasons.txt and allow us to define a death reason then add in our own localisation.
Now that is pretty interesting, is there a way to make it say Was sent to the void by Lord Bill of Whatever Land or Was crucified on 10th of the whatever 2450 by Lord Dude of Nobody land? From what I can see there is now way to add it to the tooltip.Not quite true; the "Died of" part is a separate localisation string that you can blank out and then write whatever you want. I've prepended all the traditional death reasons with "Died of", and then for some of my custom ones I've used things such as "Retired to the Country" or "Was claimed by Sheogorath".
Not that that negates a need for entirely customisable death reasons.
Ah fair enough, I usually just make invisible traits and use the death by trait one and use killer = FROM but it doesn't show the name of the killer, however I might be able to make it work now.Depends. One of the following:
DEATH_DUEL, DEATH_BATTLE, DEATH_EXECUTION and DEATH_MURDER are the only ones that will reveal the killer (which has to be coded in, in the event where the character dies.) DEATH_BY_TRAIT will take an additional key in the form <trait tag>_death. Only health traits will be used for DEATH_BY_TRAIT.Code:DEATH_BY_TRAIT DEATH_BY_NATURE DEATH_BY_MURDER DEATH_BY_MURDER_UNKNOWN DEATH_EXECUTION DEATH_ACCIDENT DEATH_BATTLE DEATH_BATTLE_NO_KILLER DEATH_DUNGEON DEATH_SUICIDE DEATH_RABBLE DEATH_DUEL
Then it isn't random though...Maybe option to allow reaving in a trait?
And option to add modifiers to random listin example:
random_list = {
1 = {
modifier = {
factor = 10
trait = slow
}
xyz
}
}
It isn't random it is a random that has been influenced by other factors.. For something to be random there can be no factors influencing it, when you have factors changing how random something is it is no longer give random outcomes as you can formulate a best way of achieving your desired outcome."Then it isn't random though..."
Why not?
In example with trait slow we have chance 10 for something and 5 for something else and without we have 1 for something and 5 for something else. Still random...