Merge branch 'current-patch-bugfixing-dev' into next-version-dev
This commit is contained in:
commit
be653737f4
6 changed files with 31 additions and 25 deletions
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@ -8,7 +8,6 @@ palace = {
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map_pin_texture = "gfx/interface/icons/map_icons/map_icon_urban.dds"
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map_pin_anchor = up
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map_pin_lobby = yes
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culture_and_faith = yes
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move_with_realm_capital = yes
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can_move_manually = no
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@ -275,14 +275,7 @@
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can_title_have = {
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OR = {
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is_noble_family_title = yes
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AND = {
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is_nomad_title = yes
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government_has_flag = government_is_prepublic
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}
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AND = {
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is_nomad_title = yes
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government_has_flag = government_is_urepublic
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}
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}
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}
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should_show_for_title = { # Never show this in the UI, just apply it through script
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@ -3069,7 +3069,7 @@ on_game_start_after_lobby = {
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save_scope_as = holder
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if = {
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limit = {
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NOT = { government_has_flag = government_allows_nomad_domicile_titles }
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NOR = { liege = { government_has_flag = government_allows_nomad_domicile_titles } government_has_flag = government_allows_nomad_domicile_titles }
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NOT = {
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any_held_title = {
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is_nomad_title = yes
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@ -315,7 +315,7 @@ on_title_gain = {
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###########
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if = {
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limit = {
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NOT = { government_has_flag = government_allows_nomad_domicile_titles }
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NOR = { liege = { government_has_flag = government_allows_nomad_domicile_titles } government_has_flag = government_allows_nomad_domicile_titles }
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scope:title = {
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is_nomad_title = yes
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exists = title_domicile
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@ -325,6 +325,7 @@ on_title_gain = {
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if = {
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limit = {
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root = {
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NOR = { liege = { government_has_flag = government_allows_nomad_domicile_titles } government_has_flag = government_allows_nomad_domicile_titles }
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any_held_title = {
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is_nomad_title = yes
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exists = title_domicile
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@ -335,6 +336,7 @@ on_title_gain = {
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if = {
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limit = {
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root = {
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NOR = { liege = { government_has_flag = government_allows_nomad_domicile_titles } government_has_flag = government_allows_nomad_domicile_titles }
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any_held_title = {
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is_nomad_title = yes
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exists = title_domicile
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@ -370,7 +372,7 @@ on_title_gain = {
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}
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else_if = {
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limit = {
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NOT = { government_has_flag = government_allows_nomad_domicile_titles }
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NOR = { liege = { government_has_flag = government_allows_nomad_domicile_titles } government_has_flag = government_allows_nomad_domicile_titles }
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exists = var:player_domicile_title
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}
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root = {
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@ -386,7 +388,7 @@ on_title_gain = {
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title_domicile = {
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if = {
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limit = {
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NOT = { government_has_flag = government_allows_nomad_domicile_titles }
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NOR = { liege = { government_has_flag = government_allows_nomad_domicile_titles } government_has_flag = government_allows_nomad_domicile_titles }
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exists = root.dynasty
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scope:previous_holder.dynasty ?= root.dynasty
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}
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@ -413,7 +415,7 @@ on_title_gain = {
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root = {
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random_held_title = {
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limit = {
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NOT = { government_has_flag = government_allows_nomad_domicile_titles }
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NOR = { liege = { government_has_flag = government_allows_nomad_domicile_titles } government_has_flag = government_allows_nomad_domicile_titles }
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is_nomad_title = yes
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exists = title_domicile
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NOT = { this = scope:title }
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@ -439,7 +441,7 @@ on_title_gain = {
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random_held_title = {
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limit = {
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root = {
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NOT = { government_has_flag = government_allows_nomad_domicile_titles }
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NOR = { liege = { government_has_flag = government_allows_nomad_domicile_titles } government_has_flag = government_allows_nomad_domicile_titles }
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}
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is_nomad_title = yes
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exists = title_domicile
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@ -451,7 +453,7 @@ on_title_gain = {
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title_domicile = {
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if = {
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limit = {
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NOT = { government_has_flag = government_allows_nomad_domicile_titles }
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NOR = { liege = { government_has_flag = government_allows_nomad_domicile_titles } government_has_flag = government_allows_nomad_domicile_titles }
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exists = root.dynasty
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scope:previous_holder.dynasty ?= root.dynasty
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}
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@ -468,7 +470,7 @@ on_title_gain = {
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if = {
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limit = {
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exists = global_var:game_has_started
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NOT = { government_has_flag = government_allows_nomad_domicile_titles }
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NOR = { liege = { government_has_flag = government_allows_nomad_domicile_titles } government_has_flag = government_allows_nomad_domicile_titles }
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NOT = {
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exists = previous_holder
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}
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@ -476,7 +478,7 @@ on_title_gain = {
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if = {
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limit = {
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root = {
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NOT = { government_has_flag = government_allows_nomad_domicile_titles }
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NOR = { liege = { government_has_flag = government_allows_nomad_domicile_titles } government_has_flag = government_allows_nomad_domicile_titles }
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OR = {
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house.house_head ?= {
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this != root
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@ -2085,7 +2085,7 @@ yearly_playable_pulse = {
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government_has_flag = government_is_nomadic
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is_landed = no
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liege = { is_ai = yes }
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NOT = { government_has_flag = government_allows_nomad_domicile_titles }
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NOR = { liege = { government_has_flag = government_allows_nomad_domicile_titles } government_has_flag = government_allows_nomad_domicile_titles }
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}
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every_held_title = {
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limit = {
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@ -2124,13 +2124,13 @@ yearly_playable_pulse = {
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any_held_title = {
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is_nomad_title = yes
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}
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NOT = { government_has_flag = government_allows_nomad_domicile_titles }
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NOR = { liege = { government_has_flag = government_allows_nomad_domicile_titles } government_has_flag = government_allows_nomad_domicile_titles }
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}
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save_scope_as = scoped_ruler
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if = {
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limit = {
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is_ai = yes
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NOT = { government_has_flag = government_allows_nomad_domicile_titles }
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NOR = { liege = { government_has_flag = government_allows_nomad_domicile_titles } government_has_flag = government_allows_nomad_domicile_titles }
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}
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every_held_title = {
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limit = {
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@ -2145,7 +2145,7 @@ yearly_playable_pulse = {
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else_if = {
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limit = {
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is_ai = no
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NOT = { government_has_flag = government_allows_nomad_domicile_titles }
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NOR = { liege = { government_has_flag = government_allows_nomad_domicile_titles } government_has_flag = government_allows_nomad_domicile_titles }
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}
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change_government = nomad_government
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}
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@ -2170,7 +2170,7 @@ yearly_playable_pulse = {
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any_held_title = {
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is_nomad_title = yes
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}
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NOT = { government_has_flag = government_allows_nomad_domicile_titles }
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NOR = { liege = { government_has_flag = government_allows_nomad_domicile_titles } government_has_flag = government_allows_nomad_domicile_titles }
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}
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every_held_title = {
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limit = {
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@ -2383,7 +2383,7 @@ three_year_playable_pulse = {
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any_held_title = {
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is_nomad_title = yes
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}
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NOT = { government_has_flag = government_allows_nomad_domicile_titles }
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NOR = { liege = { government_has_flag = government_allows_nomad_domicile_titles } government_has_flag = government_allows_nomad_domicile_titles }
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}
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every_held_title = {
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limit = {
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@ -2467,7 +2467,7 @@ three_year_playable_pulse = {
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if = {
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limit = {
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NOT = { government_has_flag = government_allows_nomad_domicile_titles }
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NOR = { liege = { government_has_flag = government_allows_nomad_domicile_titles } government_has_flag = government_allows_nomad_domicile_titles }
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NOT = {
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any_held_title = {
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is_nomad_title = yes
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@ -204,6 +204,12 @@
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building_type_air_dock_04_desc: "Airships call for dedicated production, storage and maintenance to remain functional. In order to recruit [GetMaA('airships').GetName] and other units that require this potent force, specialized buildings must be raised."
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building_air_dock_01: "Airship Complex"
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building_air_dock_01_desc: "A Complex at which airships can land, be maintained and manufactured."
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building_air_dock_02: "Airship Complex"
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building_air_dock_02_desc: "A Complex at which airships can land, be maintained and manufactured."
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building_air_dock_03: "Airship Complex"
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building_air_dock_03_desc: "A Complex at which airships can land, be maintained and manufactured."
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building_air_dock_04: "Airship Complex"
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building_air_dock_04_desc: "A Complex at which airships can land, be maintained and manufactured."
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air_dock_1_effect_desc: "$unlocks_building_desc$[airship|E] [men_at_arms|E] Recruitment Limit: #P +[EmptyScope.ScriptValue('airships_building_limit_bonus_1')|0]#!"
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air_dock_2_effect_desc: "$unlocks_building_desc$[airship|E] [men_at_arms|E] Recruitment Limit: #P +[EmptyScope.ScriptValue('airships_building_limit_bonus_2')|0]#!"
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air_dock_3_effect_desc: "$unlocks_building_desc$[airship|E] [men_at_arms|E] Recruitment Limit: #P +[EmptyScope.ScriptValue('airships_building_limit_bonus_3')|0]#!"
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@ -222,6 +228,12 @@
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building_type_chemistry_workshop_04_desc: "Chemical Weapons call for dedicated production, storage and maintenance to remain functional. In order to recruit [GetMaA('toxic_gas_slingers').GetName] and other units that require this noxious force, specialized buildings must be raised."
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building_chemistry_workshop_01: "Chemical Workshop"
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building_chemistry_workshop_01_desc: "A Workshop at which Chemical Weapons can be stored, maintained and manufactured."
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building_chemistry_workshop_02: "Chemical Workshop"
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building_chemistry_workshop_02_desc: "A Workshop at which Chemical Weapons can be stored, maintained and manufactured."
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building_chemistry_workshop_03: "Chemical Workshop"
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building_chemistry_workshop_03_desc: "A Workshop at which Chemical Weapons can be stored, maintained and manufactured."
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building_chemistry_workshop_04: "Chemical Workshop"
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building_chemistry_workshop_04_desc: "A Workshop at which Chemical Weapons can be stored, maintained and manufactured."
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chemistry_workshop_1_effect_desc: "$unlocks_building_desc$[chemical_weapons|E] [men_at_arms|E] Recruitment Limit: #P +[EmptyScope.ScriptValue('toxic_gas_slingers_building_limit_bonus_1')|0]#!"
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chemistry_workshop_2_effect_desc: "$unlocks_building_desc$[chemical_weapons|E] [men_at_arms|E] Recruitment Limit: #P +[EmptyScope.ScriptValue('toxic_gas_slingers_building_limit_bonus_2')|0]#!"
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chemistry_workshop_3_effect_desc: "$unlocks_building_desc$[chemical_weapons|E] [men_at_arms|E] Recruitment Limit: #P +[EmptyScope.ScriptValue('toxic_gas_slingers_building_limit_bonus_3')|0]#!"
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