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I'm looking at your DCC_AcceptedCultureSpreads.txt, specifically:
random_neighbor_province = { # at least 1 neighboring province of the owner must already be of the new culture
limit = {
has_owner_accepted_culture = yes
owned_by = PREV
is_core = PREV
controlled_by = PREV
}
random_neighbor_province = { # will be ROOT
limit = {
province_id = ROOT
}
change_culture = PREV # this double scope switch allows us to use a specific accepted culture here
}
}
And trying to somehow adapt this into my event in reverse, or something, but I can't figure out how I can ROOT/PREV/FROM/whatever the neighboring culture into the specific province in question.
I also just play it rarly (have too many good games XD)
Thank you!, and Enjoy!
I randomly stumbled upon your revived version of my mod and I am so happy that someone took over, kept it alive and even improved it.
Since I haven't played EU4 in quite some time, I probably won't ever update it anymore. So if it's alright with you, I would like to link to your version, because it seems that my version is still being visited and even commented on every once in a while.
Keep up the great work!
[code]
[triggerimplementation.cpp:30951]: Script error! Script Object Token: "has_terrain", Context: "province event 'dynamic_culture_conversion.1'", Error: Trigger condition set on the wrong scope: Scope.GetProvince()
[triggerimplementation.cpp:24082]: Script error! Script Object Token: "is_subject", Context: "province event '9986'", Error: Trigger condition set on the wrong scope in province event '9986': Scope.GetCountryTag().IsValid()
[triggerimplementation.cpp:30951]: Script error! Script Object Token: "has_terrain", Context: "province event 'dynamic_culture_conversion.2'", Error: Trigger condition set on the wrong scope: Scope.GetProvince()
[/code]
And on top of that you have to use MTTH events which in few events won't cause lag, but a large amount of them would cause noticable lag, such as MEIOU2, or other large scale conversion mods,
TLDR; It is possible, but it might not be playable, and even if it was playable, it would take a while to write.
P.S, Sadly, I don't have very much time even for myself right now, as I'm not at my PC as often as I used to be. So I can't do much except update the mods that I currently have supported.
Every adjacent province of different culture would add a 1% chance of culture conversion every year. So five adjacent provinces and the culture would have 5% chance of converting annually. If the culture is accepted or primary, this would be halved. And It would not work through national borders.
So basically a mod where culture would slowly shift, regardless of development, government, autonomy, or player input (apart from clicking culture convert button, or promoting cultures). I guess a simpler, chance based version of this mod.
@viacross, It should be, however another user had issues and I have a semi-fix for extra development, in the **Mod Options** use the custom factors setting.
If I was going to set something it would have to be 100 times for each specific percent, with 100 custom modifiers, and then even with that I don't know how to call the specific culture conversion percentage, I would love to move this mod away from MTTH as well, so that it doesn't become laggy late game, but thats a total rewrite and I don't have the time for that right now. Unless EU5 comes out I can't add that specific thing to this mod, I apologize
If you would like to have a further discussion, I'm much more active on discord [discord.com]
As far as I remember when I selected the third option in the mod menu (Custom) I had 3 options then, i) Use Custom factors (enabled by default), ii) Disable & iii) Back/Exit.
I chose i) Use Custom Factors.
It seems a little too quick still, but I would have to play a game spanning a few hundred yrs to really see the scope. I am assuming as I have a higher percentage of provinces with my primary culture, that conversion will increased, so it may be a bit overpowered still when using BT and a nation like Castille. When Castille forms Spain I would expect conversion rate to increase massively.
Still a good mod to have, but perhaps a little overpowered when using BT with a large nation like Castille. Perhaps a patch specifically for BT would be needed, as trying to make this mod compatible with BT and vanilla may effect the base mod too much or require too many optional settings.