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Just removed this from the list: *Make the spawning of Patrician Families when one dies out or a republic is created be handled by a fully moddable event(s).

This is already possible by having an on_death event checking for when a patrician dies with no heir, and then selecting or creating a new patrician before the game engine creates the replacement itself.
 
Just removed this from the list: *Make the spawning of Patrician Families when one dies out or a republic is created be handled by a fully moddable event(s).

This is already possible by having an on_death event checking for when a patrician dies with no heir, and then selecting or creating a new patrician before the game engine creates the replacement itself.
Oh cool, but that's hardly intuitive. I'd still like the events themselves to be open and fully moddable.
 
I see what you mean, but it is quite simple really, all you need to check for is:

is_patrician = yes
family_palace = {
NOT = { current_heir = { always = yes } }
}

So having captain gars go through the trouble of opening up the hardcoded event just doesn't seem necessary IMO.
 
I agree with Dungeon to be honest, it would still be better to have the sequence that does this entirely opened up. This would let us edit and change what is done to a far greater extent.
 
Agreed. Someone could want, for example, make the event don't fire at all in some circunstances. That's current impossible
That would seem a reason not to do it to me, as I could see that causing problems if you end up with 0 patricians. But I seem to be outvoted so I'll add it back in.

I'm currently dividing up the scripting category into smaller categories to make it more digestible, so will add it back in whilst doing that.
 
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That would seem a reason not to do it to me, as I could see that causing problems if you end up with 0 patricians. But I seem to be outvoted so I'll add it back in.

I'm currently dividing up the scripting category into smaller categories to make it more digestible, so will add it back in whilst doing that.
That is an initiative I support whole heartedly. I was thinkign of doing ti myself but some of the stuff I didn't feel I understood well enough to sort so...
 
I added in "An option for minor titles to not be visible in the council screen granting interface but instead only to be given by event" because in AGOT we use a minor title for Ser or Lady which are given by event but now they show up in the minor title interface but they cannot be granted to anyone and just take up space

Already doable just put always = no within allowed_to_grant. It still will be grantable by event but won't appear in the minor titles screen
 
Can we get a start epidemic effect? It would be nice to be able to let one man coming back from crusade bring the black death with him.
 
Ability to change text color in events and chronicles.
 
I'd like more convenient way for culture province names. As I understand right now they have to be made through 'landed_titles' file, which changes checksum and breaks ironman. Not to say that it is extremely unconvenient.

It would be nice to have a .csv file like this:

_________ anglo_saxon, english, welsh
k_england, England, England, Lloegr
d_esssex, Essex, Essex, Whateverx
d_something, Something, Something, Somethinggr

Instead of making it all by hand in landed_titles.

Also it is probably not the best thing to have raw names in files outside localisation:rolleyes:
 
I'd like more convenient way for culture province names. As I understand right now they have to be made through 'landed_titles' file, which changes checksum and breaks ironman. Not to say that it is extremely unconvenient.

It would be nice to have a .csv file like this:

_________ anglo_saxon, english, welsh
k_england, England, England, Lloegr
d_esssex, Essex, Essex, Whateverx
d_something, Something, Something, Somethinggr

Instead of making it all by hand in landed_titles.

Also it is probably not the best thing to have raw names in files outside localisation:rolleyes:

While I agree that a better solution is needed, your example will not scale.
Rather, culture specific localisations should be defined like so:
Code:
k_england;England;;;;;;;;;;;;;;;
k_england_anglo_saxon;Englaland;;;;;;;;;;;

etc. But a suggestion in this regard has already been made. Here, it's the fifth item.
 
While I agree that a better solution is needed, your example will not scale.
Rather, culture specific localisations should be defined like so:

Yeah, I didn't account for new culture additions by modders, my example sucks indeed.

Well it is good that it was suggested already anyway. Now I understand why there is no adequate mini-mod for culture names.
 
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Added Allow destruction of forts on building a new holding to be disabled in defines to the wiki. As buildings in forts are now implemented properly by Gars it means you won’t lose the money put into an upgraded fort.
 
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mmm I really want the ability save character significant variables. For instance, save a scope from one event chain to the event taker as a local flag and use it in another event. Currently Global variables are too accessible and event target variables are too specific, we need the middle ground!
 
mmm I really want the ability save character significant variables. For instance, save a scope from one event chain to the event taker as a local flag and use it in another event. Currently Global variables are too accessible and event target variables are too specific, we need the middle ground!

Technically, event targets are usable as long as the event chain is ongoing, so you can set a character as an event target and send him a dummy event delayed by, say, 365000 day. Them you can reuse the target anywhere during a Standard playthrough. Isn't this what you are asking for, or I am understanding the "while the event chain is alive" part of the explaination?