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Thread: Quick modding questions

  1. #1441
    Field Marshal DanubianCossak's Avatar
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    IMO:

    number of TAGs
    number of provinces

    I added lots of events, and even reverted back all random events from yearly bipulse thingy to old style, and i cant say i ran into any slowdown (but obviously i cant be 100% certain).

    I also it seems that the number of TAGs has a much greater slow down effect compared to provinces, and i think not all provinces count the same way, for instance i havent noticed any slow down from lakes and such, and also colonies (empty provs) also seem to have much smaller effect.
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  2. #1442
    Publicly Certified 17blue17's Avatar
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    Quote Originally Posted by AKronblad View Post
    Which changes and/or additions to a mod in general slows it down the most? (In your view only, I guess there is no clear cut answer here: I'm just after your experience and findings, since my mod has started to slow markedly and suddenly.)

    Is it things like Events or Triggered Modifiers, or other things?
    Well my personal guess / feeling / impressions is that tags are the major issue but only if you add a huge number.

    Beyond Tags I think other things can have a impact depending on how they are written. Events can have an impact if they have poor triggers - meaning they check too many things too often world wide or have major syntax errors. At the same time this is fairly easy to test. Simply remove all the events from your mod as a test and see the impact.

    I think if you have too few missions - meaning you removed almost all of them and the ai can't find a mission can slow the game down.

    I think the game has always slowed down after 1500 or 1600 or so.

    It seems large major wars can slow down game play.

    Having tag changes ( Eng to GBR ) without saving and restarting can do some strange things in game.

    Lack of available memory for the game due to large amounts of graphics in mods like MEIOU can have an impact. There is a 4 gig fix mentioned in the MEIOU forum to help with this.

  3. #1443
    edit disreguard im blind as a bat
    Last edited by Kalista; 06-08-2012 at 01:15.

  4. #1444
    Quote Originally Posted by 17blue17 View Post
    Well my personal guess / feeling / impressions is that tags are the major issue but only if you add a huge number.

    Beyond Tags I think other things can have a impact depending on how they are written. Events can have an impact if they have poor triggers - meaning they check too many things too often world wide or have major syntax errors. At the same time this is fairly easy to test. Simply remove all the events from your mod as a test and see the impact.

    I think if you have too few missions - meaning you removed almost all of them and the ai can't find a mission can slow the game down.

    I think the game has always slowed down after 1500 or 1600 or so.

    It seems large major wars can slow down game play.

    Having tag changes ( Eng to GBR ) without saving and restarting can do some strange things in game.

    Lack of available memory for the game due to large amounts of graphics in mods like MEIOU can have an impact. There is a 4 gig fix mentioned in the MEIOU forum to help with this.
    Many thanks for input, 17blue! In my case it is probably a very extensive (and poorly written) event being the cause. Will (temporarily) delete the suspects and see the difference...

  5. #1445
    Field Marshal Dafool's Avatar
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    Quote Originally Posted by 17blue17 View Post
    Well my personal guess / feeling / impressions is that tags are the major issue but only if you add a huge number.
    Tags do have an effect, but, as you said, only if they're added in large numbers. I tested the difference in performance by adding ~25 new tags and it only resulted in a 2-3% difference. Mods like MM experience greater performance hits from tags due to the very large number of modifiers and events that each tag deals with. It's a compounding effect.

  6. #1446
    Field Marshal jdrou's Avatar
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    The only really major slowdown I've seen is when I have hundreds of decisions available; adding code to show/hide them took care of that.
    "The trouble with fighting for human freedom is that one spends most of one's time defending scoundrels. For it is against scoundrels that oppressive laws are first aimed, and oppression must be stopped at the beginning if it is to be stopped at all." --H. L. Mencken

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  7. #1447
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    Quote Originally Posted by homy_dog34 View Post
    Are you sure you did it correctly?

    Here is an example of what one should look like:
    Code:
    OHI;Ohio;Ohio;Ohio;Ohio;Ohio;Ohio;Ohio;Ohio;;;;;;x;
    OHI_ADJ;Ohioan;Ohioan;Ohioan;Ohioan;Ohioan;Ohioan;Ohioan;Ohioan;;;;;;x;
    Also, make sure that at the top of the file, you have something like this:
    Code:
    CODE;ENGLISH;FRENCH;GERMAN;POLSKI;SPANISH;ITALIAN;SWEDISH;CZECH;HUNGARIAN;DUTCH;PORTUGESE;RUSSIAN;FINNISH;x;


    Yup, went through it once again and its exactly the same. It hasn't happened to just one country but to any i try to create so either im repeating some basic mistake or there is a fault in my copy of the game.

    Oh, and I have another question:
    I've been adding in some new cores to spice the game up a little ;D and for some reason, I cannot add a core on Dresden (#61, for some reason it's called Erfurt in the game files.) I can add it for any other country (ex. add_core = SAX) but it always disregards add_core = BOH. I event tried to remove the THU core and leave the BOH one to see what it would do and it just leaves the province core-less. Anybody have an idea as to why that is?
    Last edited by avenflight; 06-08-2012 at 14:02.

  8. #1448
    Publicly Certified 17blue17's Avatar
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    Quote Originally Posted by avenflight View Post
    Oh, and I have another question:
    I've been adding in some new cores to spice the game up a little ;D and for some reason, I cannot add a core on Dresden (#61, for some reason it's called Erfurt in the game files.) I can add it for any other country (ex. add_core = SAX) but it always disregards add_core = BOH. I event tried to remove the THU core and leave the BOH one to see what it would do and it just leaves the province core-less. Anybody have an idea as to why that is?
    If a tag is not in the same culture group as the provinces culture and also has not previously owned the province within a certain number of years the core expires at game start. To fix simply add to the date section of the province history file like 1399.1.1 = { add_core = BOH }

    Note that giving out cores on non owned provinces hurts the ai. In this case you will be hurting BOH. If you want to tempt BOH to take the province then use an event or mission to add a temp claim instead. add_temp_claim =

  9. #1449
    Question:
    How do I mod the imperial rating modifiers?
    Where is the file?
    This is what I'm talking about: http://forum.paradoxplaza.com/forum/...ting-Modifiers
    I want to make the bonus for being a vassal something like +1000.
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  10. #1450
    Field Marshal jdrou's Avatar
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    Quote Originally Posted by Twippi View Post
    Question:
    How do I mod the imperial rating modifiers?
    Where is the file?
    This is what I'm talking about: http://forum.paradoxplaza.com/forum/...ting-Modifiers
    I want to make the bonus for being a vassal something like +1000.
    Not possible to mod this. It's hardcoded in the exe.
    "The trouble with fighting for human freedom is that one spends most of one's time defending scoundrels. For it is against scoundrels that oppressive laws are first aimed, and oppression must be stopped at the beginning if it is to be stopped at all." --H. L. Mencken

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  11. #1451
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    I was just wondering if there was a way to create new peace options in the defines.txt?

  12. #1452
    Field Marshal DanubianCossak's Avatar
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    Everything in definies is exported stuff directly from .exe, so unless you can edit .exe, i dont think you can add more stuff there.
    So comrades come, gather, last battle let us face, the Internationale unites the human race!

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  13. #1453
    Ruler of the Queen's Navee George LeS's Avatar
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    Any suggestions as to why this triggered modifier isn't working? I have a bunch of them, for the various forming nations. Here are the 2 for ENG/GBR:

    Code:
    ENG_leaders = {
    	trigger = {
    		OR = {
    			tag = ENG
    			AND = {
    				NOT = { exists = ENG }
    				tag = GBR
    			}
    		}
    	}
    }
    
    
    GBR_leaders = {
    	trigger = {
    		OR = {
    			tag = GBR
    			AND = {
    				NOT = { exists = GBR }
    				tag = ENG
    			}
    		}
    	}
    }
    The intention is that these countries will get their leader events* whether they form or not. But they don't seem to be working; at least, they don't show in the save games.
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  14. #1454
    Second Lieutenant Alakasam's Avatar
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    I have added this to the adjacencies file (I got sick of all the ferrying around one has to do in the Carribean and Indonesia to hunt rebels

    Code:
    321;324;sea;1317;Karaman-Cyprus
    145;163;sea;1318;Morea-Crete
    249;372;sea;1282;Ayrshire-Ulster
    220;333;sea;1295;Valencia-Baleares
    1195;1194;sea;1149;Mozambique-Boina
    623;624;sea;1360;Lampung-Banten
    491;488;sea;1521;Curacao-Les Cayes
    488;487;sea;1516;Les Cayes-Jamaica
    487;486;sea;1516;Jamaica-Guantanamo
    486;489;sea;1516;Guantanamo-Tortuga
    485;482;sea;1525;Moron-Bahamas
    482;483;sea;1504;Bahamas-Turks Islands
    483;489;sea;1524;Turks Islands-Tortuga
    490;492;sea;1521;Barahonas-Puerto Rico
    492;493;sea;1523;Puerto Rico-St. Thomas
    493;1881;sea;1523;St. Thomas-St. Barthelemy
    1881;495;sea;1523;St. Barthelemy-St. Kitts
    495;494;sea;1523;St. Kitts-St. Martin
    494;496;sea;1523;St. Martin-Antigua
    496;497;sea;1523;Antigua-Guadeloupe
    497;498;sea;1523;Guadeloupe-Dominica
    498;499;sea;1523;Dominica-Martinique
    499;500;sea;1522;Martinique-St. Lucia
    500;501;sea;1522;St. LUcia-Barbados
    627;639;sea;1358;Balmbangan-Banjarmasin
    639;641;sea;1358;Banjarmasin-Makassar
    637;651;sea;1398;Sabah-Sulu
    631;632;sea;1355;Bali-Lombok-Sumbawa
    632;634;sea;1355;Sumbawa-Sumba
    633;642;sea;1357;Flores-Bone
    637;655;sea;1368;Sabah-Palawan
    655;656;sea;1395;Palawan-Manila
    656;654;sea;1397;Manila-Visayas
    653;654;sea;1398;Tagoloan-Visayas
    653;651;sea;1398;Tagoloan-Sulu
    648;644;sea;1399;Halmahera-Menade
    648;1245;sea;1400;Halmahera-Irian
    1245;647;sea;1400;Irian-Ceram
    647;645;sea;1399;Ceram-Buru
    645;643;sea;1399;Buru-Pose
    647;646;sea;1401;Ceram-Ambon
    It makes me crash before I can reach the main menu (at map initialization)

    Any ideas why?

    EDIT: Solved, extra digit which I have now corrected.
    Last edited by Alakasam; 10-08-2012 at 06:10.

  15. #1455
    Lt. General Alpha Zeke's Avatar
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    George Les,

    It seems like the conditions are you are either England, or GBR and England doesn't exist, or you are GBR, or England and GBR doesn't exist? They seem to be almost the same modifier? I mean, if you are England, and GBR did not exist, then you meet the requirements for both. Maybe a problem lies within that?

  16. #1456
    Ruler of the Queen's Navee George LeS's Avatar
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    Quote Originally Posted by Alpha Zeke View Post
    George Les,

    It seems like the conditions are you are either England, or GBR and England doesn't exist, or you are GBR, or England and GBR doesn't exist? They seem to be almost the same modifier? I mean, if you are England, and GBR did not exist, then you meet the requirements for both. Maybe a problem lies within that?
    They are almost the same.

    The 1st is for ENG normally, but if it doesn't exist, GBR should get it. It's an attempt to get around the problem of nations forming at times when they didn't. (Note that I use leaders by event, including historical leaders, each of whom has his own event). The idea is simply that, should GBR form early, they'll get Drake etc, while if they never form, ENG will get Nelson & Wellington.

    However, it is possible for at least some nations to form, and exist, while one or more of their original component nations also exists. I once saw the AI form SPA (from CAS) while there was still an ARA around. (I hadn't been paying close attention, but the ARA capital had moved to Italy.) More common, I've seen things like a country forming, and the original revolting. At least I think that's how it happened. The point is that

    Code:
    OR = {
     tag = ENG
     tag = GBR
    }
    isn't good enough.

    The other is the reverse of that, GBR if it exists, ENG if not.

    If there's some contradiction, I don't see it. As it is (now, in my game) ENG should have both modifiers (GBR doesn't form). To my understanding, that's how it must be. If ENG exists, it gets the ENG-leaders modifier. If not, that goes to GBR, if GBR exists. If GBR doesn't exist, ENG should get it. My current game has the historical situation; I don't think anyone has formed. Yet not a single XXX_leaders modifier exists in the save. I do not see why. As I see it, ENG should have both.
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  17. #1457
    Field Marshal jdrou's Avatar
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    Quote Originally Posted by George LeS View Post
    Yet not a single XXX_leaders modifier exists in the save.
    Triggered modifiers do not exist in savegame files; they are activated if the triggers are met when the game loads.
    Have you loaded the game as ENG to see if you get the modifiers?
    "The trouble with fighting for human freedom is that one spends most of one's time defending scoundrels. For it is against scoundrels that oppressive laws are first aimed, and oppression must be stopped at the beginning if it is to be stopped at all." --H. L. Mencken

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  18. #1458
    Maharaja Fishman786's Avatar
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    'Zit possible to change the combat modifiers of different terrain types?
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  19. #1459
    Field Marshal DanubianCossak's Avatar
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    Quote Originally Posted by Fishman786 View Post
    'Zit possible to change the combat modifiers of different terrain types?
    'Tiz. map/tarrain.txt
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  20. #1460
    Maharaja Fishman786's Avatar
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    Quote Originally Posted by DanubianCossak View Post
    'Tiz. map/tarrain.txt
    Z'at'z gud...
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