In 1.2, I encountered many roblems in modding this file I hadn't in 1.1.
Which problems? Well, to put it simply, the "trick" to make all ancillaries transferable doesn't work anymore; putting "Transferable 1" Instead of "Transferable 0" has no effect whatsoever and the ones you can transfer remain those you could before modding. Strange.
Second, the magician_pagan. This is the trigger after my editing:
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Trigger magician_pagan_vnv_trigger
WhenToTest CharacterTurnEnd
Condition not AtSea
and IsGeneral
and PopulationOwnReligion < 90
and PopulationHeretic >= 20
and Trait Superstitious > 0
AcquireAncillary magician_pagan chance 5
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As you see, I changed the values of Populationownreligion, Poulationheretic and I changed the sentence "not Trait Superstitious > 0" to "Trait Superstitious > 0".
That should lower the general chance to exist the chance to acquire it, and obviously only if your general is superstitious. Did I make mistakes? Because the magician continues to plague my generals as if the file was not edited.
Unless I am wrong, export_descr_ancillaries is somehow partly hardcoded?!
'cause I cannot explain why these changes do not happen, unlike in 1.1.
Do anyone of you know what's wrong?
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