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I will add :

More ability to affect technology with events (lower tech, increase/lower specific tech)
(note that lowering techs works until you try to do 2.0 - 0.1 which is somehow equal to 3.-34 or something like that...)
 
Emre Yigit:

here is an example from a vanilla event series:
Your courtier Johan says that he would be a better spymaster than Duke Henrik. In this event, Johan is FROM and you (Queen Sara) are ROOT. So you decide to make Johan spymaster, and so your current spymaster Henrik gets an event saying that he has been replaced. In this event, Henrik is ROOT, Sara is FROM (since she sent the event to Henrik), and Johan is FROMFROM (since he triggered the event that triggered the event that triggered this one).

I have done this for my knighthood event series, where you can imagine that characters are writing letters with each other. Character A says to his guardian Character B that he would like to become a knight. So then Character B tells his liege Character C that Character A deserves to be a knight. So when Character C (your character) gets the event for the knighting of Character A, then:

Character C = ROOT
Character B = FROM
Character A = FROMFROM
 
I would like to add, again, a trigger that checks if a specific title is the de jure liege of another title, rather than just if a character is the de jure liege of another character
 
Please for the love of god/allah/johan make diplomacy scriptable - it is probably the #1 thing holding people back from making truly unique mods as they're stuck with default everything and can only hack pseudo-diplomacy into decisions/events like eu3.

I probably posted that earlier in this thread, sorry if so.
 
Please for the love of god/allah/johan make diplomacy scriptable - it is probably the #1 thing holding people back from making truly unique mods as they're stuck with default everything and can only hack pseudo-diplomacy into decisions/events like eu3.

I probably posted that earlier in this thread, sorry if so.

+1
 
Please for the love of god/allah/johan make diplomacy scriptable - it is probably the #1 thing holding people back from making truly unique mods as they're stuck with default everything and can only hack pseudo-diplomacy into decisions/events like eu3.

That would be incredible, but I also think that would be impossible... there is no PI game which has the diplomatic option moddable (as far as I know).
The only way possible seems to be allowed by PI to make a real game out of the mod, giving access to the code, but this can end pretty well (Darkest hour) or poorly (Magna Mundi)... But first there has to be a mod good enough with a real possible product and a competent team who could be granted the holy grail from PI...
 
I'd like a moddable opinion modifier for holding far too many duchies as I'm sick of just slapping on modifiers.
 
That would be incredible, but I also think that would be impossible... there is no PI game which has the diplomatic option moddable (as far as I know).
The only way possible seems to be allowed by PI to make a real game out of the mod, giving access to the code, but this can end pretty well (Darkest hour) or poorly (Magna Mundi)... But first there has to be a mod good enough with a real possible product and a competent team who could be granted the holy grail from PI...

Magna Mundi's diplomatic options and many other things were moddable... so in fact it is possible for PI to make more things moddable but it requires a time and effort investment on their part.
 
Magna Mundi's diplomatic options and many other things were moddable... so in fact it is possible for PI to make more things moddable but it requires a time and effort investment on their part.

That's what I said : PI doesn't want to do that (at least that the case for all their previous games).
 
I don't know they would exclude diplomacy in particular considering everything else is moddable - I think it's just some legacy shit they don't want to deal with which is fine and makes sense except come on this is like the 20 billionth clausewitz game it's time to hack that shit open and deal with it.
 
Give objectives.txt its own subfolder.

Allow icon strips in /gfx/interface to be more modular, e.g., modifier_icons_0, modifier_icons_1, etc., unless I'm mistaken and they are already. :confused:
 
Please for the love of god/allah/johan make diplomacy scriptable - it is probably the #1 thing holding people back from making truly unique mods as they're stuck with default everything and can only hack pseudo-diplomacy into decisions/events like eu3.

I probably posted that earlier in this thread, sorry if so.
This.

I mean its broken anyways, desires better alliance outweighs everything. I'm pretty sure that 7 > 5.
 
Anything that improves moddability gets a +1 from me! Also, make it so we don't need to create hundreds of blank .txt files if we want to have a randomly generated "Shattered Europe" type scenario, or for Total Conversion mods.
 
Anything that improves moddability gets a +1 from me! Also, make it so we don't need to create hundreds of blank .txt files if we want to have a randomly generated "Shattered Europe" type scenario, or for Total Conversion mods.
replace_path is being fixed next patch, they've said. Ofc, that's what they said for 1.06b too, which only fixed it for some people (I being one of the lucky few) :p