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Where can I modify the requirements for a decision? I'm trying to make it so the Molotov-Ribbentrop Pact doesn't have the +50 relationship requirement, but I can't find it in germany.txt. Are the requirements to take the decision in another file?
 
Where can I modify the requirements for a decision? I'm trying to make it so the Molotov-Ribbentrop Pact doesn't have the +50 relationship requirement, but I can't find it in germany.txt. Are the requirements to take the decision in another file?

It's in the event.

Decision = { }
descision_trigger = { }

it will be one or both of those commands in the appropriate event
 
It says nothing about relationship in either one of those areas.

This is the event on my computer, for comparison.

Code:
#########################################################################
#  The Molotov-Ribbentrop Pact
#########################################################################
event = {
	id = 2050
	random = no
	country = GER
	trigger = {
		exists = SOV
		exists = POL
		NOT = {
			OR = {
				war = { country = SOV country = GER  }
				alliance = { country = GER country = POL }
				alliance = { country = GER country = SOV }
				ispuppet = GER
				ispuppet = SOV
				ispuppet = POL
			}
		}
	}
	name = "EVT_2050_NAME"
	desc = "EVT_2050_DESC"
	style = 0
	picture = "Mol_Rib"

	date = { day = 23 month = august year = 1939 }

	action_a = {
		name = "ACTIONNAME2050A" # Historical Agreement
		ai_chance = 95
		command = { type = trigger which = 2600 } # SOV
		command = { type = relation which = SOV value = 15 }
		command = { type = set_relation which = EST value = -75 }
		command = { type = set_relation which = LAT value = -75 }
		command = { type = set_relation which = LIT value = -75 }
		command = { type = trigger which = 51 } # UK Gears up for war
		command = { type = trigger which = 52 } # France Gears up for war
	}
	action_b = {
		name = "ACTIONNAME2050B" # Only agree to partition Poland
		ai_chance = 4
		command = { type = trigger which = 2601 } # SOV
		command = { type = relation which = SOV value = 10 }
		command = { type = dissent value = 5 }
		command = { type = trigger which = 51 } # UK Gears up for war
		command = { type = trigger which = 52 } # France Gears up for war
		command = { type = sleepevent which = 2620 }
	}
	action_c = {
		name = "ACTIONNAME2050C" # No deals with the Bolsheviks!
		ai_chance = 1
		command = { type = relation which = SOV value = -20 }
		command = { type = relation which = FIN value = 75 }
		command = { type = relation which = HUN value = 75 }
		command = { type = relation which = ROM value = 50 }
		command = { type = end_non_aggression which = GER where = SOV }
		command = { type = sleepevent which = 2620 }
		command = { type = dissent value = 10 }
	}
 
Stupid question: Are you looking in \Mods\Darkest Hour Full\db\events?

Cause then the id of the event would be 2003024, and you should simply leave an empty decision_trigger.
 
Last edited:
Hi

I was wondering how you change the name of a country.
 
Hi

I was wondering how you change the name of a country.
Use the command:

command = { type = name where = TAG which = "Popular Modern Monarchist Democratic Union of the States From Here"}
 
Use the command:

command = { type = name where = TAG which = "Popular Modern Monarchist Democratic Union of the States From Here"}

I propose a new example.
command = { type = name where = TAG which = "Popular Autocratic Modern Archaic Monarchist Democratic Union Republic of Trollistan"}
 
Ok, this is getting on my nerves now...what is wrong with this event:

Code:
event = { 
	id = 99999988
	random = no
	country = TRK
    	style = 2
	
	name = "Autonomy for Centralasian Republic"
	desc = "...No one reads this..."
	

	action_a = {
		name = "Long live Russia!"
		command = { type = name where = TRK which = "Centralasian Republic" }
		command = { type = flag_ext where = TRK which = "_RUS" }
		command = { type = addcore which = 1103 } 
		command = { type = addcore which = 1105 }
		command = { type = addcore which = 1104 }
		command = { type = addcore which = 1106 }
		command = { type = addcore which = 1107 }
		command = { type = addcore which = 1099 }
		command = { type = addcore which = 1100 }
		command = { type = addcore which = 1101 }
		command = { type = addcore which = 1102 }
		command = { type = addcore which = 1097 }
		command = { type = addcore which = 1098 }
	}
}
Thanks in advance :D
 
Ok, this is getting on my nerves now...what is wrong with this event:

Code:
event = { 
	id = 99999988
	random = no
	country = TRK
    	style = 2
	
	name = "Autonomy for Centralasian Republic"
	desc = "...No one reads this..."
	

	action_a = {
		name = "Long live Russia!"
		command = { type = name where = TRK which = "Centralasian Republic" }
		command = { type = flag_ext where = TRK which = "_RUS" }
		command = { type = addcore which = 1103 } 
		command = { type = addcore which = 1105 }
		command = { type = addcore which = 1104 }
		command = { type = addcore which = 1106 }
		command = { type = addcore which = 1107 }
		command = { type = addcore which = 1099 }
		command = { type = addcore which = 1100 }
		command = { type = addcore which = 1101 }
		command = { type = addcore which = 1102 }
		command = { type = addcore which = 1097 }
		command = { type = addcore which = 1098 }
	}
}
Thanks in advance :D
What's supposed to be wrong with the event when it fires?


@ KaiserMuffin...
I don't know, but Trollistan hasn't a fascist intrinsic government? ;)
 
I was wondering if anyone could help me make an event that triggers after a greek victory in the greco-turkish war that forms the byzantine empire as a new nation though, unlike the event already in the greek improvement mod
 
For some reason I am getting this statement whenever I load the scenario in game. I had manipulated the tech files and I thought that was the problem, I replaced all the modded tech files (secretweapons.txt,unitnames, technames,) files with the originals from Darkest Hour Full but it still says the same problem.

ERROR : (Missing = in statement.) '= = technology' Line = 10 file = Mods\Rise of HYDRA\db\events\secret_weapon_events.txt


In bold is line 10 but I can't see any problem with it, seeing as though it is an unmodded file. I do not know if something else in the mod unrelated to the tech has caused this but it looks fine to me o_O


# The Secret Weapons Technology Group
technology =
{ id = 7
category = secret_weapons
name = TECH_SW_NAME # Localized name
desc = TECH_SW_DESC # Localized description
event =
{ id = 3000011
position = { x = 552 y = 292 }
technology = 7010
}
# Basic Rocket Interceptor
application =
{ id = 7010
name = TECH_APP_SW_1_NAME

position = { x = 552 y = 312 }
picture = "7010"
year = 1941
# Basic Rocket Engine
component = { id = 7011 name = TECH_CMP_SW_1_1_NAME type = rocketry difficulty = 10 }
# Basic Rocket Interceptor Airframe
component = { id = 7012 name = TECH_CMP_SW_1_2_NAME type = aeronautics difficulty = 8 }
# 30mm Cannons
component = { id = 7013 name = TECH_CMP_SW_1_3_NAME type = artillery difficulty = 5 }
# Improved Centimetric Airborne Fighter Radar
component = { id = 7014 name = TECH_CMP_SW_1_4_NAME type = avionics difficulty = 7 }
# Basic Rocket Interceptor Prototype Tests
component = { id = 7015 name = TECH_CMP_SW_1_5_NAME type = technical_efficiency double_time = yes difficulty = 10 }
required = { 4090 5560 }
effects =
{ command = { type = new_model which = interceptor value = 17 }
}
}
 
Simple. The error
Code:
 ERROR : (Missing = in statement.) '= = technology' Line = 10 file = Mods\Rise of HYDRA\db\events\secret_weapon_events.txt
means that a component has an invalid type associated. In this case, is avionics. Why? Cause you are using the tech_names.csv of the vanilla game instead of the one in DH full. Just replace it with the one in DH full an that problem should disappear.
 
Use the command:

command = { type = name where = TAG which = "Popular Modern Monarchist Democratic Union of the States From Here"}

Thanks, but i don't know where to put the command.