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Dunno1987

Second Lieutenant
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Aug 6, 2009
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Decision/Event trouble [SOLVED]

So, trying to make a simple supereasymode cheat, for when I don't want to play honest...

However, I can't seem to make it work!

The idea is to make it into a decision, so I can fire it at will, and select the goodie from the various actions. But no matter what I do, I can't even get it to appear. Even tried to highjack some other events, add country = USA (for testing) and removing most of the triggers, like occupation ones, but nope.

So, I'm hoping you guys and girls can help me out, and spot the error.


Code:
event = {
	id = 1234567890
	persistent = yes
	random = no
	country = USA
	
	decision = { supplies = 50 }
	trigger = {
	supplies = 100
	}
	
	date = { day = 1 month = july year = 1914 }
	deathdate = { day = 1 month = january year = 1963 }
	
	name = "Go for it"

	action_a = {
		name = "Resources"
		command = { type = add_prov_resource which = -1 value = 50 where = energy }
		command = { type = add_prov_resource which = -1 value = 50 where = energy }
		command = { type = add_prov_resource which = -1 value = 25 where = metal }
		command = { type = add_prov_resource which = -1 value = 25 where = metal }
		command = { type = add_prov_resource which = -1 value = 13 where = rare_materials }
		command = { type = add_prov_resource which = -1 value = 13 where = rare_materials }
		command = { type = add_prov_resource which = -1 value = 10 where = oil }
		command = { type = add_prov_resource which = -1 value = 10 where = oil }
	}
	
	action_b = {
		name = "Tech"
		command = { type = gain_tech which = -1 }
		command = { type = gain_tech which = -1 }
		command = { type = gain_tech which = -1 }
		command = { type = gain_tech which = -1 }
		command = { type = gain_tech which = -1 }
	}
	
	
	action_c = {
		name = "Construction modifiers"
		command = { type = allow_building which = ic }
		command = { type = allow_building which = infrastructure }
		command = { type = building_prod_mod which = ic value = 100 }
		command = { type = building_prod_mod which = infrastructure value = 100 }
		command = { type = building_prod_mod which = land_fort value = 100 }
		command = { type = building_prod_mod which = coastal_fort value = 100 }
		command = { type = building_prod_mod which = air_base value = 100 }
		command = { type = building_prod_mod which = naval_base value = 100 }
		command = { type = repair_mod value = 50 }
	}
}
 
Last edited:
Tried it, but it's not working. ( replied to AC, Phoenix posted while I was writing)

Also, the Modding manual states that the decision_trigger is optional, if it's not used, the regular trigger will be used.
The supplies = 50/100 is just to give the event/decision a trigger that is true most of the time.

Sticking the supplies = 100 inside either decision_trigger or trigger doesn't work, neither if I stick it in both.


Does it have anything to do with the random = no and/or persistent = yes ?
I want the decision to be available at the date specified, and reappear or not go away at all each time it is fired. So those two together with a date should be all that is needed, right? :wacko:
 
Offset didn't change anything either...



Now, this is starting to annoy me!
It works perfectly in the 1936 scenario, but not in the 1914! :confused:

It's the same tag for both scenarios, right?
 
:rofl:

Yeah, I just assumed it was db\events\USA.txt , as usual. Assumed the 1914 ones was additional events, not replacing ones.

Stuffing it in the db\events\1914\USA.txt worked, awesome!

Thank you very much for the help, appreciate it!