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Still the ratio of modding bemefit/dev investment would still be immense even taking that into account.

Difficult to say without knowing how much effort it would actually require... I mean, I would love to see a more scriptable UI, but I don't think we can say "it's worth it" for the devs to do without knowing the effort it would take.
 
The "on_holding_building_start" on_action is very nice. Any chance of a matching "on_holding_building_completed" on_action?
 
Before I start, I will admit that I have not closely read this entire topic. However, I did go back to page 125 (about 7 months ago) and read everything to current. That said, there is every possibility that some or all of my questions are already answered somewhere in this topic. If so, my apologies in advance.

Q1: Is it "difficult" to make a console command available to events? For instance, a fountain of youth event needs a way to negatively age a character. Via console that is simply:
age <char_id> <int>. On that same track, we were recently gifted with the much needed cancel_pregnancy = yes effect. Opening up the console command give_birth <char_id> and making some sort of <scope> = { give_birth = yes } effect to go along with that would be incredibly useful.

Q2: Would it be difficult to code in resurrection mechanics? I would envision something simple such as:
<scope_even_if_dead> = { death = no } but I have no idea how much back-end code such a thing would require. A (possibly easier?) alternative and one that is perhaps even more useful in more situations would be a "copy_character" command that creates a new character with all the stored values of the source character.

Q3: Is there anything that tracks how many unborn children a person has? If it doesn't exist already, I'm not sure if it would be worth the time to code it in since I doubt there are many who use
unsafe_impregnate in the first place. If, however, it does already exist or it is insanely easy to do, would it be difficult to expose to events?

Q4: Can the static variables (such as those in defines) be accessed in scripts? I have asked in other places before and never received an answer.

Thank you in advance if you have the time to answer these.
 
It's been a common suggestion to have more modding ability for succession laws, and I think I might have something that adds a lot of freedom while being less intensive than most suggestions. (Of course, I still don't know if it's doable, just that it seems easier.
Several of the big succession laws (Gavekind, Primogeneture, Ultimogeneture, Seniority) care solely about the age of heirs. Perhaps an optional "attribute = X" line could be allowed, where X is a attribute that can be used to export_to_variable (or possibly some small list, since some of those options, like month_of_birth, don't seem useful) , causing laws using those succession types to look at a different stat (defaulting to age for normal behavior)

For example,
succession = primogeniture
attribute = wealth
would cause your child with the most money to inherit
while
succession = seniority
attribute = prestige
would give everything to the most prestigious dynasty member
 
Q1: Is it "difficult" to make a console command available to events? For instance, a fountain of youth event needs a way to negatively age a character. Via console that is simply: age <char_id> <int>. On that same track, we were recently gifted with the much needed cancel_pregnancy = yes effect. Opening up the console command give_birth <char_id> and making some sort of <scope> = { give_birth = yes } effect to go along with that would be incredibly useful.
You are looking at this the wrong way round in your bullet point, making console commands usable in events will not work (totally different systems) but making effect versions of a console command is perfectly fine nor particularly difficult at all.

Q2: Would it be difficult to code in resurrection mechanics?
I would envision something simple such as:
<scope_even_if_dead> = { death = no } but I have no idea how much back-end code such a thing would require. A (possibly easier?) alternative and one that is perhaps even more useful in more situations would be a "copy_character" command that creates a new character with all the stored values of the source character.
Very, we store a lot of things in what we call the life data and upon killing someone we obviously remove that life data so as to keep saves a reasonable size. We have no way to re-access that life data and we are not going to change be storing all that in saves.
Copying characters to copy their look and traits etc. would be fine as that is all preserved when someone dies anyway.


Q3: Is there anything that tracks how many unborn children a person has? If it doesn't exist already, I'm not sure if it would be worth the time to code it in since I doubt there are many who use
unsafe_impregnate in the first place. If, however, it does already exist or it is insanely easy to do, would it be difficult to expose to events?
Off the top of my head, not sure where but we will definitely track it so we can then know how many and what kids to create upon giving birth.

Q4: Can the static variables (such as those in defines) be accessed in scripts? I have asked in other places before and never received an answer
Nope, those are only referenced by the code
 
You are looking at this the wrong way round in your bullet point, making console commands usable in events will not work (totally different systems) but making effect versions of a console command is perfectly fine nor particularly difficult at all.


Very, we store a lot of things in what we call the life data and upon killing someone we obviously remove that life data so as to keep saves a reasonable size. We have no way to re-access that life data and we are not going to change be storing all that in saves.
Copying characters to copy their look and traits etc. would be fine as that is all preserved when someone dies anyway.



Off the top of my head, not sure where but we will definitely track it so we can then know how many and what kids to create upon giving birth.


Nope, those are only referenced by the code

Thank you for answering. I figured that a resurrection mechanic may not work for just the very reason you gave, which is why I also thought of the copy mechanic. As far as I know, currently we can only copy name, religion, dynasty, mother & father, and random personality traits (but not all traits) from a character.
 
1. How hard would be command for AI to act as threatened by someone? Like when raided, or when liege is in revolt war for your lands. Something like:

act_defensive = { days/months/years = x }

And then AI would raise its levies (or keep existing when it would normally disband it) for some time.

2. Can we have "attacker_alliance_occ_warscore" cb flag but for defenders?
 
Would it be possible to make it so the AI doesn't factor in fertility changes from hidden traits when considering who to marry? As it stands, the player can't see the fertility change but the AI effectively can.

If the change is made and a modder does need the AI to factor it in, they can just add "ai = yes" to the visibility.
 
1. On_action that would launch when raised liege levy from someone

2. Scopes that would allow to reach garrison and unraised unit in scoped holding and damage it with troops = -x command like in siege but without besieging force

3. Option to restrict "tribal vassal call to arms" only to special tier like only kings, only dukes etc
 
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Hey blackninja, is there any chance we can get an opinion modifier to a liege for not being the de jure liege?

Sort of "Desires Kingdom of X" but independant of it so that I could for example give a negative opinion modifiers to vassal counts that are de jure vassals of an empire or kingdom.

The problem is because I'm trying to make managing vassals a bit harder but the only values I can fiddle with is actually holding a de_jure title of a vassal, having kingdoms or having wrong culture/religion.

Hopefuly it isn't too hard since not being de jure vassal is already checked for diplomatic interactions. Thanks in advance!

Edit: I know it can be accomplished with scripted effects but it's probably extremely resource intensive considering it would scope to every landed title.
 
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Would it be possible to get a 'force_age' or 'birth_age' setting for history/characters (and perhaps a related 'display_age' for bookmarks)? I'm working with a 1.1.1 start, and rulers defined for that start have to have a 1.1.1 start (unless I'm missing something, trying negatives did not work?), making them newborns. It'd be useful to be able to do something like...
Code:
1.1.1 = {
   birth = yes
   effect = {
       force_age = 25
    }
}

which would then make the game force that character to be 25, and treat them accordingly. Not sure how much demand there'd be overall, however :/
(A command version might also make a useful alternative to immortality, allowing a character to be made younger... But maybe that'd break the life data mentioned above?)
 
Would it be possible to get a 'force_age' or 'birth_age' setting for history/characters (and perhaps a related 'display_age' for bookmarks)? I'm working with a 1.1.1 start, and rulers defined for that start have to have a 1.1.1 start (unless I'm missing something, trying negatives did not work?), making them newborns. It'd be useful to be able to do something like...
Code:
1.1.1 = {
   birth = yes
   effect = {
       force_age = 25
    }
}

which would then make the game force that character to be 25, and treat them accordingly. Not sure how much demand there'd be overall, however :/
(A command version might also make a useful alternative to immortality, allowing a character to be made younger... But maybe that'd break the life data mentioned above?)
I would appreciate this too, providing it is feasible to implement.
 
Would it be possible to get a 'force_age' or 'birth_age' setting for history/characters (and perhaps a related 'display_age' for bookmarks)? I'm working with a 1.1.1 start, and rulers defined for that start have to have a 1.1.1 start (unless I'm missing something, trying negatives did not work?)

Even a 1.1.1 start won't work well AFAIK. Because of the way the engine deals with dates, 1.1.1 is (again AFAIK) unsafe. See for instance how Augustus in the vanilla files is given as being born on 3 AD instead of 1 AD. Or how title history for things that should be set for the title from the get-go (e.g. whether a title is initially active) is set to 20.1.1 in the vanilla files.
 
It would be nice to have a random_courtier_or_vassal scope, similar to the existing any_courtier_or_vassal scope (unless one exists and just isn't on the wiki)

The force_age idea can also be nice for situations where you don' want a historical character to exist in one start date, but need them to be a certain age in the next start date and that age is larger than the gaps between the dates.
 
It would be nice to have a random_courtier_or_vassal scope, similar to the existing any_courtier_or_vassal scope (unless one exists and just isn't on the wiki)

It does! Look at for instance birth_events.txt.
 
Would it be possible to get a 'force_age' or 'birth_age' setting for history/characters (and perhaps a related 'display_age' for bookmarks)? I'm working with a 1.1.1 start, and rulers defined for that start have to have a 1.1.1 start (unless I'm missing something, trying negatives did not work?), making them newborns. It'd be useful to be able to do something like...
Code:
1.1.1 = {
   birth = yes
   effect = {
       force_age = 25
    }
}

which would then make the game force that character to be 25, and treat them accordingly. Not sure how much demand there'd be overall, however :/
(A command version might also make a useful alternative to immortality, allowing a character to be made younger... But maybe that'd break the life data mentioned above?)
That would still do nothing about what you want.
if they are born in year 1 then you set them to be 25 that does not make them still born in year 1, it would push their birth date to be in the year -25 (-24 more likely as 0 will count as a year as our date class is just a wrapper for an integer I believe)
So you will still get the issues of a negative date not being supported.
 
Hey blackninja, is there any chance we can get an opinion modifier to a liege for not being the de jure liege?

Sorry to bother again but would my suggestion be feasible? What I meant is an opinion_modifier for not being in de_jure territory so that I can use a penalty to opinion for vassals outside of it.
 
Sorry to bother again but would my suggestion be feasible? What I meant is an opinion_modifier for not being in de_jure territory so that I can use a penalty to opinion for vassals outside of it.
Not sure, not checked out the de jure system much, is probably possible