Then it would be nice to have proper set_unit_flag (and the clr_, has_, and had_relatives), at least for event-spawned troops.
I was thinking that this should be the default behaviour until a CoA texture is specified for a title, and the coat_of_arms tag could be used for a well-defined appearance like it is in the case of baronies.In addition, the ability to set random CoAs for specific titles
cbs do work in foldersFolder structure for CB, honestly trying to figure out what's what in the massive CB file is a nightmare.
Yeah but they have dumped everything into one massive file anyway.cbs do work in folders
With the CK2 Notepad++ plugin, it is easier. I do however believe this isn't really a matter of increased moddability.Folder structure for CB, honestly trying to figure out what's what in the massive CB file is a nightmare.
Thats not a suggestion for improve moddability then is it? That is just you wanting to have paradox organise things in separate files.Yeah but they have dumped everything into one massive file anyway.
Except it is an issue for modability if I have made a single change to a CB ten I have to keep the entire file in my mod, and that it also means sifting through a lot of code every path to realise what are their changes and what is my modding.Thats not a suggestion for improve moddability then is it? That is just you wanting to have paradox organise things in separate files.
If you only modify a few cbs then you can just as easily take those cbs and put them into a new file of your own then each time paradox updates the normal cb files you just remove the cbs you have in your separate file and you then only have to update your ones.
Except it is an issue for modability if I have made a single change to a CB ten I have to keep the entire file in my mod, and that it also means sifting through a lot of code every path to realise what are their changes and what is my modding.
And? My solution is still viableExcept it is an issue for modability if I have made a single change to a CB ten I have to keep the entire file in my mod, and that it also means sifting through a lot of code every path to realise what are their changes and what is my modding.
Already a define, DIVINE_BLOOD_INCEST_FACTOR = 1 where 1 is normal and smaller numbers lead to the ai being less likely to do incest marriagesI read that in the patch notes that religions that AI characters that have a religion with Divine Blood will now rarely use the mechanic. I wanted to know if it could it be possible to allow the factor that decides whether the AI does incestuous marriages or doesn't.
Thanks for the info.Already a define, DIVINE_BLOOD_INCEST_FACTOR = 1 where 1 is normal and smaller numbers lead to the ai being less likely to do incest marriages