event = {
id = 254024
random = no
country = IND
trigger = {
event = { id = 254022 days = 360 }
}
name = "EVT_254024_NAME"
desc = "EVT_254024_DESC"
style = 2
picture = "indian_officer"
action = {
name = "ACTION_NAME_GREAT"
command = { type = sleepteam which = 250032 when = 1 }
command = { type = sleepteam which = 250031 when = 1 }
command = { type = waketeam which = 250033 when = 1 }
command = { type = waketeam which = 250030 when = 1 }
command = { type = waketeam which = 250029 when = 1 }
command = { type = waketeam which = 250034 when = 1 }
}
}
event = {
id = 254022
random = no
country = IND
save_date = yes
# Triggered by ENG 254021
name = "EVT_254022_NAME"
desc = "EVT_254022_DESC"
style = 2
picture = "indian_officer"
action = {
name = "ACTION_NAME_PERFECT"
command = { type = dissent value = -2 }
command = { type = money value = -150 }
command = { type = relation which = ENG value = 5 }
command = { type = sleepevent which = 254025 }
}
}
That's because the first event is missing date+offset+deathdate, so it's never checking when the trigger becomes true.For some reason my event using the days trigger doesn't want to work.
I wrote it down this way, thinking it was fine:
But after 360 days, it does not fire. I made sure event 254022 had the save_date line on it:
Performance-wise is better to use command = { type = event which = XXXX where = TAG when = XX } since in this case the event is scheduled and the trigger is checked only when at the scheduled date (and that's why in this case it is doesn't have date+offset+deathdate).Usuallly I'm using the command = { type = event which = XXXX where = TAG when = XX } line but with this one I figured since the wait was a year long I should use the trigger in the event... Was it a good idea? Performance-wise is there a better one between the two?
Alright, got it. Its been a long time since I have done long and paths-heavy event chains and I have found myself to be quite rusty. I'm definitely writing this down!Performance-wise is better to use command = { type = event which = XXXX where = TAG when = XX } since in this case the event is scheduled and the trigger is checked only when at the scheduled date (and that's why in this case it is doesn't have date+offset+deathdate).
Moreover, the trigger event = { id = 254022 days = 360 } means "at least 360 days passed", so if you want it to fire after exactly 360 days that mean that offset must be 1 so that is checked every day, but offset = 1 (and low values of offset in general) is a bad idea for the performance, since it checks the event every days until it fires.
Heh heh - Quite.Trying not to be rude here, but i though it was pretty obvious that I at least knew what folder to look in. That's not the issue.
an OR_required is what you would want to use as it means you have to research one or the other.What is the command for "either or" when modding the Tech Tree? For example, I want one of two techs in the WW1 land doctrine tree (CWTT) to be the prerequisite for a future tech but not both. The reason being is because when one of those techs is researched, it deactivates the other tech. I tried to include both Tech IDs as prerequisites but it crashes the game and I'm guessing putting an "or" in there won't work either?
Ok thanks for the quick reply!an OR_required is what you would want to use as it means you have to research one or the other.
Hello, I wanted to ask something about new countries and tech teams.
I'm currently playing a game as Korea for my AAR, I'm planning on adding some new countries using the numerous tags available but I wanted to know, for example...
I create, uhm, I don't know... Sino-Korean Empire using tag UA0, I add that into the respective revolt.txt and country.csv, then, when I want to add them tech teams (in an existing game) where should I place them? I guess I must create their own "tech_UA0" file or something like that but, just by doing that they are added into my save too? Or this is something I have to directly change in the save?
I know that adding new tech teams for a currently "existing" country in a save must be done through the save itself, but what about the nations that do not "exist" by the save point? Thanks! I hope I was clear enough. :Hello, I wanted to ask something about new countries and tech teams.
I'm currently playing a game as Korea for my AAR, I'm planning on adding some new countries using the numerous tags available but I wanted to know, for example...
I create, uhm, I don't know... Sino-Korean Empire using tag UA0, I add that into the respective revolt.txt and country.csv, then, when I want to add them tech teams (in an existing game) where should I place them? I guess I must create their own "tech_UA0" file or something like that but, just by doing that they are added into my save too? Or this is something I have to directly change in the save?
I know that adding new tech teams for a currently "existing" country in a save must be done through the save itself, but what about the nations that do not "exist" by the save point? Thanks! I hope I was clear enough.
1. Dont use an running game
2. You have to add the teams in the save file
I was able to add new tech teams, leaders, and ministers for non-existing countries without modifying the save itself. From what I can tell, the game will read these files only at the time when the country is created, at which point they will be moved to the next save file. So as long as you have a properly written tech team file and this file name is referenced within db\teams.txt for your mod, you should be fine.I know that adding new tech teams for a currently "existing" country in a save must be done through the save itself, but what about the nations that do not "exist" by the save point? Thanks! I hope I was clear enough.
This will be so useful, thanks!I was able to add new tech teams, leaders, and ministers for non-existing countries without modifying the save itself. From what I can tell, the game will read these files only at the time when the country is created, at which point they will be moved to the next save file. So as long as you have a properly written tech team file and this file name is referenced within db\teams.txt for your mod, you should be fine.
Perhaps what you are looking for can be found within the following two files:I've been scouring the gfx folders and I seem unable to figure out where the brigade model symbols. Any help please.