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Why do you need that many? could you post your list in code format please? like
Code:
this?
 
Fixed.
 
Last edited:
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?
 
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?
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.


QUESTION: Is there any way to reduce the revolt risks of provinces that you own without having to use province_revoltrisk in a per province basis? I'm assuming no dissent and core provinces, and a RR of 25% (20% on average) per province.
 
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?
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)
 
Okay, so I'm making a king-size tech tree and something, somewhere has gone horribly wrong... I accidentally overwrote my backups with the corrupt files To fix this, I just need some help, screen shots more specifically of the following techs being researched:

Combined Arms Force/6710
Specialized Tactical Branch Experience/6540
Cross-branch Tactical Experience/6550
Post Great War Unified Doctrine/6910
Manpower Focus/6570
Defensive Focus/6560
Modern Blitzkrieg/14100
Hunter Groups/6720
Modern Spearhead/6740
Night Vision Tactics/6730
Hammer of Gods Doctrine/6810
Air Cavalry Doctrine/6750
Special Forces Focus/6760
Quick Reaction Doctrine/6820
Unified Axis Doctrine/6830

Mechanized Wave/14060
Overwhelming Attack Doctrine/6770
Massive Retaliation/6860
Realistic Threat and Containment/6870
Unified Soviet Doctrine/6840
Military Projection/6800
Assault Breaker Doctrine/6880
Nuclear Focus Doctrine/6890
Unified NATO Doctrine/6850

Just screenshots of the techs being researched. It'd be really appreciated as a lot of people are counting on me...
 
How to handle reinforcements in battle scenarios? In vanilla HoI2 battle scenarios unit strength seems to slowly recover without events. How to do that?
 
What kind of errors/mistakes can led to a CTD on nation release?

To elaborate: I have an event that release a nation from another on a fixed date, and a crash happens either the day this event should trigger or the one following it. The crash doesn't occur if I use another nation in the meantime, nor if I load as either offender at a later date.
This doesn't happen when I release other nations manually.
 
lets see the event itself. Have you been using the right tags?
 
The event:
Code:
###################
# 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 }
		}
	}

The relevant part of the revolt file
Code:
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
	}

And is under the last version of the EU3 map of mumia
 
There is specific flags in the division_types.txt file that appear and are not explained in the file info or havent found it in the mod documentations;
infantry = yes
carrier = yes
armor = yes
transport = yes
militia = yes
interceptor = yes
strategic_bomber = yes
heavy_cruiser = yes
destroyer = yes
For AI build purposes? Needed? What are the effects?

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?

This one is explained, its to define which unit is buildable by default:
production = yes
 
I suppose you're talking about this?
# 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
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).

================================================================================
command = { type = switch_allegiance which = 10020 value = 31 where = AZB }
# command = { type = switch_allegiance which = 10020 value = 32 where = AZB }
Try removing these commands. No idea otherwise.
 
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?

Code:
#	### 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
These are for brigades only. They are used by the engine which used to check (in old versions) for specific brigade type on some places. Now those brigade types are replaced with these settings (flags if you like) to allow more brigade types to benefit from the effects of these functions.
 
Try removing these commands. No idea otherwise.
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).
I probably used the wrong id (never used this before, so I ignore if I'm supposed to use the ID of the army that has the unit, the ID of the unit itself or both. Using both works.. and crash the game if playing as USA), or the game doesn't recognize AZB as existing yet.
Anyway, thanks.
 
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?

Presumably yes.