Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
#limit = {
#scope:target = {
#NOT = { in_diplomatic_range = scope:owner }
#}
#}
#scope:owner = {
#send_interface_toast = {
#type = event_toast_effect_neutral
#title = seduce_invalidated_title
#left_icon = scope:target
#custom_description_no_bullet = {
#object = scope:target
#text = scheme_target_not_in_diplomatic_range
#}
#}
#}
#}
}
@_Politically_Incorrect_ If you give me the event name and number I can easily edit them.
Tons of overhauls can overwrite them. You can make a compact submod for your overhaul, or play Russian roulette. Or, you can put this mod below an overhaul and hope it won't cause any problem.
How exactly you stop the AI from cheating while still allowing ''natural cheating'' ?
Is there a toggle in the codes for RNG based cheating events, that separates from ingame interactions?