Crusader Kings III

Crusader Kings III

Daddy Pika's Cheat Menu
Logros Mar 20, 2021 @ 7:40pm
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How to fix Army Spawn
Hopefully others find this helpful - it's a narrow fix, only to army spawn in the current version, but I've found it's a big deal for me.

One of the biggest ways I use DPCM is to help out other rulers - I like to guide the map a bit, I can't stand when things happen like William doesn't conquer England, or Alexios never takes over the byzantine empire and just dies out.

You can add currency and traits and stuff, but doing an Army Spawn is a very easy way to give other rulers a nudge. When DPCM kinda broke/deprecated the army spawn menu, that stunk for me.

I found that it's really easy to add it back - lucky I still had a copy of an older DPCM with the code.

You edit 1 file;
C:\Program Files (x86)\Steam\steamapps\workshop\content\1158310\2216746850\common\decisions\002_daddy_pikas_decisions.txt

And then at the bottom, 1 line below the convert_culture section, I simply add;

army_spawner_0 = { picture = gfx/interface/illustrations/decisions/cheat_tab.dds title = "100 Troop Spawn" desc = "Spawns 100 Troops in your Capital" selection_tooltip = "Don't go too far..." confirm_text = CONFIRM_OKAY is_shown = { has_character_flag = daddy_pika_cheat_menu has_character_flag = army_spawn_menu } effect = { spawn_army = { levies = 100 location = root.capital_province inheritable = yes uses_supply = yes name = "Crusaders" } } ai_check_interval = 0 } army_spawner_1 = { picture = gfx/interface/illustrations/decisions/cheat_tab.dds title = "1,000 Troop Spawn" desc = "Spawns 1,000 Troops in your Capital" selection_tooltip = "Don't go too far..." confirm_text = CONFIRM_OKAY is_shown = { has_character_flag = daddy_pika_cheat_menu has_character_flag = army_spawn_menu } effect = { spawn_army = { levies = 1000 location = root.capital_province inheritable = yes uses_supply = yes name = "Crusaders" } } ai_check_interval = 0 } army_spawner_2 = { picture = gfx/interface/illustrations/decisions/cheat_tab.dds title = "10,000 Troop Spawn" desc = "Spawns 10,000 Troops in your Capital" selection_tooltip = "Don't go too far..." confirm_text = CONFIRM_OKAY is_shown = { has_character_flag = daddy_pika_cheat_menu has_character_flag = army_spawn_menu } effect = { spawn_army = { levies = 10000 location = root.capital_province inheritable = yes uses_supply = yes name = "Crusaders" } } ai_check_interval = 0 } army_spawner_3 = { picture = gfx/interface/illustrations/decisions/cheat_tab.dds title = "100,000 Troop Spawn" desc = "Spawns 100,000 Troops in your Capital" selection_tooltip = "Don't go too far..." confirm_text = CONFIRM_OKAY is_shown = { has_character_flag = daddy_pika_cheat_menu has_character_flag = army_spawn_menu } effect = { spawn_army = { levies = 100000 location = root.capital_province inheritable = yes uses_supply = yes name = "Crusaders" } } ai_check_interval = 0 } army_spawner_4 = { picture = gfx/interface/illustrations/decisions/cheat_tab.dds title = "1,000,000 Troop Spawn" desc = "Please be careful with this button. I am not liable for any damage. Spawns 1,000,000 Troops in your Capital" selection_tooltip = "Don't go too far..." confirm_text = "I Agree to the terms of Service" is_shown = { has_character_flag = daddy_pika_cheat_menu has_character_flag = army_spawn_menu } effect = { spawn_army = { levies = 1000000 location = root.capital_province inheritable = yes uses_supply = yes name = "Crusaders" } } ai_check_interval = 0 }

And then the army spawn section of the decision menu works again. When I start a 1066 campaign, one of the first things I do is change character to William and spawn him a couple extra thousand to ensure he defeats Harold and Harald :)
Last edited by Logros; Mar 20, 2021 @ 8:00pm
Showing 1-6 of 6 comments
Jaeger King Mar 21, 2021 @ 12:35am 
I cant beleive no one has said anything. I figured sense you took the time to write a how to I would take the time to do it and try it, which I just did. Launching game now!
EDIT It works just got to open decisions then click what you want then the raise all button. Thanks you just saved me literally thousands in mercenarnies I was hiring to keep the savages away.
Last edited by Jaeger King; Mar 21, 2021 @ 12:38am
BO_97 Mar 21, 2021 @ 5:44pm 
I will give it a try. Thank you for youre research.

Edit: It works perfect
Last edited by BO_97; Mar 24, 2021 @ 8:09am
Kyndegea Mar 23, 2021 @ 6:55pm 
Thank you very much, Logros, it works with your fix and now I can spawn my armies again :steamthumbsup:
Lumidas Apr 17, 2021 @ 8:25pm 
In addition to that you can change the 4th army spawner to create man-at-arms by:

army_spawner_4 = {
picture = gfx/interface/illustrations/decisions/cheat_tab.dds
title = "1000 Armored Horsemen"
desc = "Please be careful with this button. I am not liable for any damage. Spawns 1,000 Armored Horsemen in your Capital"
selection_tooltip = "Don't go too far..."
confirm_text = CONFIRM_OKAY

is_shown = {
has_character_flag = daddy_pika_cheat_menu
has_character_flag = army_spawn_menu
}

effect = {
spawn_army = {
men_at_arms = {
type = armored_horsemen
men = 1000
}
location = root.capital_province
inheritable = yes
uses_supply = no
name = "Special Soldiers"
}
}

ai_check_interval = 0
}
MrCookie Nov 9, 2021 @ 12:06am 
here's an even better army

army_spawner_4 = { picture = gfx/interface/illustrations/decisions/cheat_tab.dds title = "Real Army Spawn" desc = "Spawns Real Army in your Capital" selection_tooltip = "Don't go too far..." confirm_text = "I Agree to the terms of Service" is_shown = { has_character_flag = daddy_pika_cheat_menu has_character_flag = army_spawn_menu } effect = { spawn_army = { men_at_arms = { # optional, multiple can be specified. Need either levies or MAA type = armored_footmen men = 15000 } men_at_arms = { # optional, multiple can be specified. Need either levies or MAA type = onager men = 50 } men_at_arms = { # optional, multiple can be specified. Need either levies or MAA type = armored_horsemen men = 15000 } men_at_arms = { type = praetorian stacks = 21 } men_at_arms = { type = schiltron stacks = 9 } men_at_arms = { type = longbowmen stacks = 9 } men_at_arms = { type = cataphract stacks = 10 } men_at_arms = { type = war_elephant stacks = 18 } men_at_arms = { type = bombard stacks = 17 } location = root.capital_province inheritable = yes uses_supply = no name = "Crusaders" } } ai_check_interval = 0 }
Yi の 工具人 Apr 7, 2022 @ 6:26pm 
This method seems to have failed in the new version,
Showing 1-6 of 6 comments
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