Why do you need that many? could you post your list in code format please? like
Code:
this?
this?
http://forum.paradoxplaza.com/forum...-Expansion&p=18104709&viewfull=1#post18104709Why do you need that many? could you post your list in code format please? likeCode:this?
http://forum.paradoxplaza.com/forum...-Expansion&p=18104709&viewfull=1#post18104709
DHF's division_types.txt file is 17kb heavy, the file I have is 78kb heavy, the file i used and that is maxed out is 44kb.
More or less. In your particular example, it should work. However, it could behave oddly in some aspects as Imperial Germany has Prussia and Modern Germany doesn't, Austria-Hungria doesn't exist and the like.So, just a quick question about AI files: Is altering them pretty much like changing event files?
Say if I wanted to create a German Empire AI file for MDS2 with Imperial German behaviors, (antagonize France, befriend/protect Austria-Hungary, etc.) could I just use vanilla Germany's AI file and change it to my liking?
Yes. The minimum part will determine which provinces are given upon release (with cores). The extra part will just give it cores there (unless manually released, then they get it too unless it's a core or claim of yours). Lastly, the claim section gives them... a claim in the listed provinces (not sure how this last one works with a release per event thought)When there is a command to liberate a nation in an event, what determines what provinces will that new nation get? Is it in Revolt.txt file?
###################
# Dark Cathedral Brother Cainite
###################
event = {
id = 12004
random = no
country = USA
name = "EVT_12004_NAME"
desc = "EVT_12004_DESC"
picture = dark_cathedral_brother_cainite
style = 0
date = { day = 7 month = january year = 2245 }
action = {
name = "ACTIONNAME12004"
command = { type = dissent value = 5 }
# command = { type = unlock_division which = 10020 value = 2 }
command = { type = unlock_division which = 10020 value = 4 }
command = { type = unlock_division which = 10020 value = 8 }
command = { type = unlock_division which = 10020 value = 10 }
command = { type = unlock_division which = 10020 value = 12 }
command = { type = unlock_division which = 10020 value = 14 }
command = { type = unlock_division which = 10020 value = 27 }
command = { type = unlock_division which = 10020 value = 16 }#Unlocking rebel units too
command = { type = unlock_division which = 10020 value = 18 }
command = { type = unlock_division which = 10020 value = 21 }
command = { type = unlock_division which = 10020 value = 23 }
command = { type = unlock_division which = 10020 value = 25 }
command = { type = remove_division which = "1st FUSAAF Fighter Wing" value = USA }
command = { type = remove_division which = "2nd FUSAAF Attack Helo Wing" value = USA }
command = { type = independence which = AZB value = 0 when = 0 }
command = { type = switch_allegiance which = 10020 value = 31 where = AZB }
# command = { type = switch_allegiance which = 10020 value = 32 where = AZB }
}
}
AZB = { # Dark Cathedral
date = { day = 3 month = january year = 2245 }
expirydate = { day = 30 month = december year = 2275 }
minimum = { 602 603 604 608 609 610 618 2688 2719 6330 6332 6376 6379 6380 6381 } # Scranton, New York, Newark, Atlantic City, Philadelphia, Altoona, Albany
extra = { 596 598 600 601 2689 6329 6333 6375 6463 }
capital = 6380 # Albany
revolt = yes
}
It looks to me like those things are hardcoded in the engine, so this was the only way to make this work (it must have been painful).# RealUnitType= yes # Sets this UnitType as default RealUnitType. There can be only one definition for every RealUnitType.
# # Used by production AI (militia, infantry), rebels (militia, infantry)
# # and aliens (infantry, armor, strategic_bomber, interceptor, destroyer, carrier)
# # By default (when not specified) the first "type = RealUnitType" will be set.
# The RealUnitType is predefined and can be one of those:
# infantry, cavalry, motorized, mechanized, light_armor, armor, garrison, hq, paratrooper,
# marine, bergsjaeger, cas, multi_role, interceptor, strategic_bomber, tactical_bomber,
# naval_bomber, transport_plane, battleship, light_cruiser, heavy_cruiser, battlecruiser,
# destroyer, carrier, submarine, transport, flying_bomb, flying_rocket, militia, escort_carrier
# nuclear_submarine
Try removing these commands. No idea otherwise.command = { type = switch_allegiance which = 10020 value = 31 where = AZB }
# command = { type = switch_allegiance which = 10020 value = 32 where = AZB }
These ones from brigade_types.txt file are explained briefly:
engineer = yes
cag = yes
escort = yes
But are they needed on the brigade definitions? For AI build purposes too? Can the escort and engineer flags be used on divisions?
# ### OPTIONAL ###
# cag = yes # This brigade type is a CAG. Valid for Naval brigades only
# escort = yes # This brigade type is an escort. Valid for Air brigades only
# engineer = yes # This brigade type is an engineer. Valid for Land brigades only
AC: You are my hero. Commenting both lines avoids the crash... most of the time. IF it doesn't crash on January 8th, all goes smooth (not sure why sometimes does).Try removing these commands. No idea otherwise.
Ok thx you both. So these tags are for the AI production checks. But Martin, "benefit from the effects of these functions", do they also add gameplay effects? Adding 'engineer = yes' to artillery would give the crossing bonus to artillery?