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Let Root point to the caharavter being viewed for locaalisations in items in domestic_dynastic.gui. You can create new icon_types and text_boxes there but the inability to use relative localisation hadicaps what couls be do in interface modding.

For example, it would allow to display variables as custom stats.
 
What do you mean by that? @Zarathustra_the Which wiki? You meant ckiiwiki.com? This command is documented however example is given only for relative amount of troops.

Is it already in the game?

Also I noticed vanille uses trigger like this:
2.6.2
Code:
troops = {
  who  = troops
  value = 9
  enemy = yes
}
Is it a bug or it really checks if there are 9 of people ?
Anybody checked it?

I mean on the wiki list for things to add. Also which trigger uses that command?
 
Let Root point to the caharavter being viewed for locaalisations in items in domestic_dynastic.gui. You can create new icon_types and text_boxes there but the inability to use relative localisation hadicaps what couls be do in interface modding.

For example, it would allow to display variables as custom stats.
We can almost do this already, using the get_variable locale function. The issue is that the localisation will not update in real time, so even if the value is stored in a modifier or trait, or on a custom ui element, it doesn't update properly.
 
We can almost do this already, using the get_variable locale function. The issue is that the localisation will not update in real time, so even if the value is stored in a modifier or trait, or on a custom ui element, it doesn't update properly.
Yeah, but we need the traits of modifiers for those. Being able to put them in an icon placed elsewhere would be more appropriate.

While we are on it, what is the problem exactly. I mean, is it like they only update omce a year or something? May be would be worth reporting to Divine...
 
It would be nice to see more moddability when it comes to twins. An impregnate_with_twins command, some way to scope a character's twin, some way to actually define characters as being twins...
 
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is there any way we could get the character_modifier versions of local_movement_speed fixed? Currently the modifier appears on the character, but it does nothing. Alternatively, could we get some way to add an army speed modifier to a character, and perhaps damage, morale and defense modfiers as character modifiers not command modifiers? This would let us have events to boost an armies performance, rather than having to mess around with traits.
 
is there any way we could get the character_modifier versions of local_movement_speed fixed? Currently the modifier appears on the character, but it does nothing. Alternatively, could we get some way to add an army speed modifier to a character, and perhaps damage, morale and defense modfiers as character modifiers not command modifiers? This would let us have events to boost an armies performance, rather than having to mess around with traits.

Don't traits like organiser have something like this already?

Couple more suggestion:
-make same_realm condition useable between provinces
-allow trade_route =yes, to return true if a province is in any trade route.
 
Don't traits like organiser have something like this already?

Couple more suggestion:
-make same_realm condition useable between provinces
-allow trade_route =yes, to return true if a province is in any trade route.
Traits do not stack @ngppgn and I want effects that can stack and interact with each other, much like attribute modifiers from events.
 
I see. Then allowing command_modifier in character modifiers would be optimal, right?
That was looked at before by @Divine but was found to be too onerous a check. that said gods willing that would be the dream :D
 
Added:
  • Allow <religion>_opinion to be dynamic and not just work for vanilla religions like christian_opinion or muslim_opinion
 
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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 page

+1, what can be confusing is that the tolerates_<religion_group> of traits (which also has an impact on opinion) is dynamic.
 
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@Divine could we perchance get a any_ and a random_ scope for marked persons of interest? It would be very useful to be able to use the person of interest marking as a means to affect chosen characters with script effects.