Nope, it only works for vanilla religions from my testing with it. Says same thing about it on the wiki on the modifiers pageDoesn't it though... ?
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Nope, it only works for vanilla religions from my testing with it. Says same thing about it on the wiki on the modifiers pageDoesn't it though... ?
Whilst if else would be nice there are way to work around it so I woudl rather time is spent on other things we currently just cannot do. Like adding feminist = yes to a culture (pls)@Divine I just saw that HoI4 1.3 is getting if = { limit = {<conditions>} <commands if limit returns true> else= { <commands if limit returns false> } }.
Could you pretty please port this over to CK2? It would be a massive improvement both in succintness and efficiency for situations that now can only be handled by "if = { limit = { <some condition> } <some effect> } if ={ limit = { NOT = {<some condition>} } <some effect> }" whch is less efficient since it requires evaluating the limit twice.
on_nuke_drop = {
effect = {
if = {
limit = { NOT = { has_country_flag = achievement_has_dropped_nuke } }
goto_state = FROM
set_country_flag = achievement_has_dropped_nuke
}
if = {
limit = {
FROM = { state = 378 }
}
set_country_flag = achievement_has_nuked_california
}
if = {
limit = {
FROM = { is_core_of = AST }
}
set_country_flag = achievement_AST_nuke_self
}
if = {
limit = {
tag = SWE
FROM = {
is_owned_by = DEN
is_core_of = DEN
}
}
set_country_flag = achievement_med_plutonium
}
news_event = { id = nuke_dropped.2 days = 1}
news_event = { id = nuke_dropped.3 days = 1}
news_event = { id = nuke_dropped.4 days = 1}
news_event = { id = nuke_dropped.5 days = 1}
news_event = { id = nuke_dropped.6 days = 1}
news_event = { id = nuke_dropped.7 days = 1}
news_event = { id = nuke_dropped.8 days = 1}
news_event = { id = nuke_dropped.9 days = 1}
news_event = { id = nuke_dropped.10 days = 1}
news_event = { id = nuke_dropped.11 days = 1}
news_event = { id = nuke_dropped.12 days = 1}
news_event = { id = nuke_dropped.13 days = 1}
}
random_events = {
100 = nuke_dropped.0
}
}
This is more a question than a suggestionIs the siege event to capture prisoners hard coded? There doesn't seem to be a method (that doesn't involve using "at_location = ROOT" with your ruler) that allows you to scope to a province in order to trigger an event that emulates it.
"siege_agot.2" event from AGOT requires your ruler to be a commander at the province in order to capture whoever is in the castle, is there an alternative to this? It is already possible to capture prisoners from an event without having your ruler there but I can't seem to find it.
You already can, they are also done in the desc = { block for some reason. They follow the same logic but instead of text = 123 you do picture = xyz.We can currently make descriptions dynamic with
Code:desc = { trigger = { blabla } text = wat } desc = { trigger = { nono } text = dafuq }
It would be nice to be able to do the same with pictures. Not just cultural and religious, but in the same way tied to any conditions. Would that be hard to implement?
desc = {
trigger = {
abc
}
picture = xyz
}
# Version 1
desc = {
text = EVTDESCA_ZE_12040 # Old hat doesn't fit, or will it?
picture = GFX_evt_guardian
trigger = {
has_character_flag = child_willful_version_1
}
}
Time constraints I imagine but @Meneth would be the one to ask instead of asking hereIs there a reason that secret religion was introduced as a big set of traits, rather than just having it be a character attribute similar to religion or culture? For a total conversion mod with many new religions, it would be a lot less messy than having to create our own huge set of secret religion traits and it would simplify creating religious secret societies.
Since my mod includes a few vanilla religions, it makes it even more complicated to introduce secret religion traits because we would need to remove some vanilla traits, modify some vanilla traits, and introduce new traits for our original religions.
I believe it has been said this will never happen in CK2 as the event system is quite a pain to modify especially so late in the development cycle of the game.
If you have 30-40 valid options for a normal character in a single event then you are doing something horribly wrong with designing your events...Black I am more than aware of this workaround, I am just looking for a way to better display the 30-40 valid options than having a lot of event cycling.
I meant wrong as in abusing the game not as in incorrect code, but this is getting off topic now.Black, I am not doing it wrong, I just have a lot of options for various spells and wanted to reduce the number of targeted decisions![]()
Can already kind of do this by exporting the variables and calculating the difference though surely?Some sort of realm_size_diff and/or num_of_count_titles_in_realm_diff condition would be useful to have.
Diplo range is a somewhat expensive check, so having that be the first thing you filter on doesn't really make much sense.@Meneth can we get a diplo_range target filter for targeted decisions? It might help for those decisions where we currently need to use the any target filter when more appropriately only characters in diplomatic range would be appropriate.
Presumably your action has more conditions than just diplomatic range. Almost certainly, most of them are cheaper than checking diplomatic range.Surely though for simple diplomatic action additions, it would be cheaper to do diplo_range as a decision filter, rather than doing all, and then checking for diplo_range?
It's something I want to do, but the question is whether I'll have time to do it. We don't have a vanilla usecase for it, so that makes finding time for it more difficult.Also while I have your attention, any good news on getting some flank scopes?![]()
Exactly, yeah.Right, gotcha. You're checking all characters to see if they're in range anyway, I don't know why that didn't occur to me when I made that suggestion.![]()
You can use a cached trait and a dynamic character flag to easily scope to such things currently. As for the real_mother scope it would only really be useful for those very specific cases like R+L=J and would have next to no use at all in vanilla so would be extremely low priority on the list of modding things desired.@blackninja9939, I'll steer this question to you since you helped develop the GoT mod: do you think having a real_mother code to match the real_father code would be useful for certain scenarios in the GoT mod? I'm thinking of R=L=J in particular, in which both his real parents could be hidden. I also imagine this could be useful for modders when making adoption decisions/events they make, with the adopted parents becoming the official ones, and the birth parents becoming hidden through real_father/real_mother code. Seems like it could be useful for a few different role-playing scenarios in some mods.
Or give them a cached trait as well...Ok, It's doable, it's jus not really practical. Say, character A has the flag real_mother_of_@<some character ID>. And you want to scope from A to said character; you have to do any_character = { limit = { <scope to A> = { has_character_flag = real_mother_of_@PREV } } }.
As you well know, this is horribly for performance, specially if you have to do this check regularly for all characters.
You can use a while to do such a thingThis only apply youreffects to a random holder of the trait, as opposed to all of them.
All modifiers will show up, pretty much no matter where you put them. That they do isn't something that should be "fixed".@Meneth would you be able to look to fixing the retinue modifiers for traits and for character modifiers? Currently the values all show up correctly in the tooltips but it does not alter the retinue cap in the slightest.
Implementing stuff is @Meneth's department. I am not a programmer but a Content Designer which means I know how to use the scripting language to do all the fun things but actually adding new functionality is not something I do.Greetings @blackninja9939, since you seem to be around...
I really hate to be annoying (ok who am I kidding, I love it), but could you maybe consider implementing a few pretty fundamental conditions?
I know some stuff is pretty far-fetched and also only useful for a few highly specialized mods, but the two conditions I am talking about are really basic stuff, and should imo also have been there since day 1:
"day = x" condition: Checks for a certain day in a month, so precise dates can be addressed. For example, with this you could force an event that celebrates Christmas on the 25th of December, instead of only "sometime during December, we don't really care when - maybe on the 14th this year honey?"
"has_minor_river = yes/no" condition: Checks whether a province has a (minor) river flowing through it. There even is an icon that shows whether a river is there in the interface (!), and it applies a combat malus. So the game must be aware that (minor) rivers exist, and indeed they have been in the game from day 1, longer even than major_rivers which where only added with TOG. But for some reason, they can not be referenced in the script?!
I know implementing modding suggestions isn't a priority, and you can mostly only do stuff that is feasible time-wise because it is somewhat related to the official DLC-development, but c'mon, you can't tell me these aren't fundamental conditions that could be useful for a multitude of applications, and their absence really is surprising. They both also belong to a sort of "family" of conditions, which are "date" (year, month, [day]) on the one hand and "body of water" (is_land=no, borders_lake, borders_major_river, [has_minor_river]) on the other, and which are both lacking a single part for some reason.
So I hope you may forgive my insolence, but really these two don't feel much like "suggestions" to me but rather like "oversights" that not only could, but really should be in the game.
Of course things are likely wrapped up for JD at this point, but if you guys can find time to implement these two for the next patch (I don't think Jade Dragon will be the last ^^), I'd maybe not be grateful, but at least appeased
[/insolent_rambling]