Its possible to via script emerge two characters and each one be leader and heir, and when they emerge we can kill the previous leader and heir. being those replaced by the emerging characters?
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Its possible to via script emerge two characters and each one be leader and heir, and when they emerge we can kill the previous leader and heir. being those replaced by the emerging characters?
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Common sense removed due being Disruptive.
I am pretty certain: no. You cannot have two leaders and heirs at a time and when you kill the existing two (how? you would need to know their names) the engine would instantly appoint two new characters.
Team member of: Das Heilige Römische Reich, Europa Barbarorum, Europa Barbarorum II, East of Rome
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well i don't mean having two at same time, what i want is at such date/turn kill the leader and heir and replace them with a new leader and heir via script using emergent character (campaign_script)![]()
Common sense removed due being Disruptive.
Try it out to see what I mean: kill your strating leader by script, the engine will instantly appoint a new leader.
Team member of: Das Heilige Römische Reich, Europa Barbarorum, Europa Barbarorum II, East of Rome
Modding help by Konny: Excel Traitgenerator, Setting Heirs to your preference
dHRR 0.8 beta released! get it here
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ok i see
my idea was make a new leader emerging with new trait wich i'll herited by his successors , wich creates a new dynasty, for example 1299 osman becomes leader with trait "ottoman dynasty" , than his sons i'll get this trait too....
Common sense removed due being Disruptive.
The leader is not defined by the trait FactionLeader but the trait is granted for being faction leader.
Team member of: Das Heilige Römische Reich, Europa Barbarorum, Europa Barbarorum II, East of Rome
Modding help by Konny: Excel Traitgenerator, Setting Heirs to your preference
dHRR 0.8 beta released! get it here
New: Native America! A mini-mod for Kingdoms America
ok, so how can i create a dynasty,wich can be only keeped by "leader sons" and not by adoption ?
Common sense removed due being Disruptive.
Use traits.
You make a trait, for example, "House of Normandy" that only William, William Rufus and Robert have. The trigger is:
That way only natural sons of a Norman faction leader will be members of the House too. The condition "and FatherTrait FactionLeader > 0 " can also be omitted. In this case Rufus' and Robert's sons would also be Normans even if the respective father did not make it to king.Code:Trigger Become_House_of_Normandy WhenToTest CharacterComesOfAge Condition FatherTrait House_of_Normandy > 0 and FatherTrait FactionLeader > 0 Affects House_of_Normandy 1 Chance 100
When you add insane ammounts of authority to the trait House_of_Normandy you should ensure that the members of that house should be picked first as faction heirs by the game.
Team member of: Das Heilige Römische Reich, Europa Barbarorum, Europa Barbarorum II, East of Rome
Modding help by Konny: Excel Traitgenerator, Setting Heirs to your preference
dHRR 0.8 beta released! get it here
New: Native America! A mini-mod for Kingdoms America
ok seems cool
i've read in another thread the heir can be picked by authority (if its too high) so applying this trait to an emergent character, well i.e
Osman emerges on turn 10, and he have alot of authority and he had this trait "ottoman_dynasty" than on turn 11 using script kill the heir so i'll the game pick osman as new heir ?
Common sense removed due being Disruptive.
Team member of: Das Heilige Römische Reich, Europa Barbarorum, Europa Barbarorum II, East of Rome
Modding help by Konny: Excel Traitgenerator, Setting Heirs to your preference
dHRR 0.8 beta released! get it here
New: Native America! A mini-mod for Kingdoms America