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Could there be a way to reward modded honorary titles to children? I used to be able to award my modded honorary titles to my newborn heirs, but since Reaper's Due, I can no longer do this.
 
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Is 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.
 
Is 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.
This is more a question than a suggestion
 
Is 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.
Come to https://forum.paradoxplaza.com/forum/index.php?threads/modding-quick-questions.589686/ for such modding advice.

Short answer: no, the siege event is not hard-coded. In the on_actions file, there is an on_siege_over_loc_chars action which fires for every character in the successfully sieged holding, which can call event 62100 in the siege_events.txt file.
 
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Any news on weighting in random_<scope> -scopes? I've been waiting to be able to make a proper viking adventurer event including russia for years now, a workaround with another set of events coming up with candidate targets and ai_chance weighting is just tooo tedious. With weighting, one event could cover all adventurers, like it does now, but they could be steered according to current target political circumstances, area and period. I've done it several times already, assuming that it would be possible and having forgotten that it is not. It's not listed in either the planned or rejected features on the wiki, so maybe?
 
It would be nice to have way to change how much command modifiers are scaled, and disable scaling altogether.

For example, a commander has "Flat terrain leader" which gives +20% in flat terrain and he also has 20 martial, which gives him a x2 multiplier and brings him up to +40%. This is ridicuous IMO. instead of X2 at 20 martial only have have x1.5. Or, disable that scaling entirely. Same thing for negative impact scaling.

Didn't add this to the wiki page as I'm not sure where it goes
 
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I would almost call this a bug, but I'm certain it's intentional, if not super well thought out.

Currently the "ruler_designer = yes" property determines if you can use a religion's CoA style when customising your dynasty in Ruler Designer. However, when using the in-game dynasty customiser (from the dynasty window), any religion that is pre-reformed is absent from the list, even when ruler_designer = yes.

I'd like the logic of this to be based on ruler_designer = yes for both editors, as my mod uses custom CoA styles and frames for its religions, and several of them are pre-reformed.
 
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?
 
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?
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.
Code:
desc = {
    trigger = {
        abc
    }
    picture = xyz
}

An example from vanilla would be ZE.12040:
Code:
# 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
    }
}
 
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Using FROMFROM within the "potential" field for buildings allows the holding to be referred to, but unfortunately that doesn't work for the "trigger" field. In them, FROMFROM does not work at all, and there is no way to refer to the holding from within the building's "trigger". It would be great if it worked just as it does for the "potential" field :)
 
It would be nice to have a way to interact with the wealth stored in a province - perhaps allow wealth, scaled_wealth, transfer_wealth, transfer_scaled_wealth, and clear_wealth to work in province scopes.
 
It would be nice to have a way to interact with the wealth stored in a province - perhaps allow wealth, scaled_wealth, transfer_wealth, transfer_scaled_wealth, and clear_wealth to work in province scopes.

Wealth is stored on the character, not in the province. To affect these characters, use the province_character scopes.
 
Yes, I was referring to the wealth you can loot from a province, as lackninja9939 said. Currently, there don't seem to be any commands to add to, remove from, to transfer it.

Is there a more accurate term for this?
 
This is probably pie in the sky, but it would be really cool if eventually all of the hardcoded "religion = x" conditions in various decisions and triggers could be replaced with scripted triggers, e.g:
Code:
religion_allows_female_dueling_trigger = {
    OR = {
        religion = buddhist
        religion = bogomolist
    }
}
This would make it a lot easier to add custom religions that use vanilla events.
 
graphical_cultures selects the first listed gfx culture listed as the primary graphic set for portraits and map items with the other listed being used as a back up.

Can an "equal_graphical_cultures" be added that distributes equal weight to all listed gfx cultures? Primarily used for mixed cultures to show cultural influences.

also wondering if it was possible to have something like NDefines.NGraphics.NUMBER_OF_FRAMES or w/e gives you more frames to use
since NDefines.NGraphics.NUMBER_OF_PROPERTIES was added
so i can add more clothes into the game instead of it looping after # amount
 
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The ability to apply modifiers to threat. Say if you want to have an immortal monster that basically doesn't decay threat at all and everyone in the world should be in a defensive pact against it permanently after it takes a certain amount of land. Alternatively, a way to have threat decay faster for some characters based on factors like realm size or world region.