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Author Topic: The REPLACED_BY tag  (Read 1783 times)

Knight Otu

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Re: The REPLACED_BY tag
« Reply #15 on: April 30, 2010, 10:30:50 am »

Right, the steward doesn't have a requires population tag. Actually, yes, that reminds me - The problem is that REPLACED_BY currently is only for land holders and population requirements.

Quote from: Toady One
Replaced by is really just for pop/landholder requirements right now.  It doesn't do any individual population polling.  I imagine that could lead to complicated messes as things ebb and flow, but it's worth exploring, anyway.

I don't think the other land holder requirements can be used for non-landholders, outside of having them appointed by landholders, as you were trying to do. Odd behavior, though, that the replacement positions don't respect their appointers in this regard.
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GregHayes

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Re: The REPLACED_BY tag
« Reply #16 on: April 30, 2010, 10:42:15 am »

From what I can figure out, the system works like this:

1. The game checks whether or not the position's requirements have been met. This definitely includes REQUIRES_POPULATION and should include LAND_HOLDER, although the exact way in which that functions is not clear.
2. If the position has the REPLACED_BY TAG, the game repeats the above step for the specified position. If it returns a positive, the current position's requirements are considered to have not been met.
3. Positions whose requirements have been met will appear on the nobles screen, as long as they are APPOINTED_BY a position that has been filled, ELECTED, or have no tags specifying how the position is assigned.

So, for example, the vanilla tax collector's requirements have technically been met as soon as you embark, you just can't appoint him until a land-holding noble has been assigned. The REQUIRES_POPULATION tag obviously works as designed - the really interesting question here is how LAND_HOLDER works.
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GregHayes

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Re: The REPLACED_BY tag
« Reply #17 on: April 30, 2010, 10:57:54 am »

So, even when the tags are straight-up copied-and-pasted from the (working) baron to the steward, it still doesn't work. So now I haven't got a freaking clue.
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GregHayes

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Re: The REPLACED_BY tag
« Reply #18 on: April 30, 2010, 01:47:22 pm »

In fact, now even completely unmodded landed nobility aren't working properly. What the hell?
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Zangi

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Re: The REPLACED_BY tag
« Reply #19 on: April 30, 2010, 01:50:29 pm »

The world you are doing it on is pre-genned?

Did you change the raws in the save file?
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GregHayes

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Re: The REPLACED_BY tag
« Reply #20 on: April 30, 2010, 03:21:11 pm »

I've started over completely now with a fresh set of raws. So far the landed nobility is working properly, but only them.
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GregHayes

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Re: The REPLACED_BY tag
« Reply #21 on: April 30, 2010, 03:41:22 pm »

And now they are working. Somehow. I don't know.
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GregHayes

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Re: The REPLACED_BY tag
« Reply #22 on: April 30, 2010, 08:24:37 pm »

Aha! I do believe I have finally figured it out.

To create a chain of ascending positions based on land-holder levels, it is necessary to specify LAND_HOLDER at each individual level of the chain - so, for example, if you want a position to be available on embark but then upgrade when you reach a higher land-holder value, you can set [LAND_HOLDER_TRIGGER:1:0:0:0] and give the initial position [LAND_HOLDER:1], then give the later-arriving position [LAND_HOLDER:whatever].
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