- Dec 14, 1999
- 18.404
- 38.945
Here's parts of some files for modders to drool over..
example of an historical event..
Here is how a unit looks like...
Example of a building...
and two screenshots as well.
example of an historical event..
Code:
########################
# Anschluss of Austria #
########################
# Austria - Reaction event
country_event = {
id = 1101
is_triggered_only = yes
title = "EVTNAME1101"
desc = "EVTDESC1101"
picture = "anchsluss"
option = {
name = "EVTOPTA1101" # Become a part of the Greater Reich
ai_chance = { factor = 100 }
GER = { country_event = 1102 }
}
option = {
name = "EVTOPTB1101" # Join the Axis
join_faction = axis
military_access = GER
dissent = 10
relation = { who = ITA value = 15 }
head_of_state = 23050
head_of_government = 23060
foreign_minister = 23071
armament_minister = 23085
minister_of_security = 11189
minister_of_intelligence = 23096
chief_of_staff = 23106
chief_of_army = 23117
chief_of_navy = 23125
chief_of_air = 23010
GER = { country_event = 1103 }
}
option = {
name = "EVTOPTC1101" # Austria shall remain independent
dissent = 40
relation = { who = GER value = -125 }
relation = { who = ITA value = 15 }
relation = { who = ENG value = 5 }
relation = { who = FRA value = 5 }
war = GER
GER = { country_event = 1104 }
}
}
Here is how a unit looks like...
Code:
anti_air_brigade = {
type = land
sprite = Infantry
#Size Definitions
max_strength = 10
default_organisation = 30
default_morale = 0.30
#Building Costs
build_cost_ic = 2.33
build_cost_manpower = 1.67
build_time = 95
#Misc Abilities
maximum_speed = 4.00
transport_weight = 5.00
supply_consumption = 0.67
fuel_consumption = 0.00
radio_strength = 1
#Defensive Abilities
defensiveness = 3.67
toughness = 1.33
softness = 1.00
air_defence = 5.00
#Offensive Abilities
suppression = 0.00
soft_attack = 0.67
hard_attack = 1.00
air_attack = 2.00
amphibious = { attack = -0.40 }
river = { attack = -0.20 }
marsh = { attack = -0.10 }
jungle = { attack = -0.20 }
forest = { attack = -0.10 }
woods = { attack = -0.05 }
combat_width = 0
completion_size = 0.2
on_completion = artillery_practical
priority = 3
}
Example of a building...
Code:
# Do not change tags in here without changing every other reference to them.
# If adding new buildings, make sure they are uniquely named.
#
# Order in here matters for selection priority if icons are overlapping,
# so leave bases on top
#
# cost = x #==> cost in ic to build (subject to other modifiers)
# time = x #==> number of day to build.
#
air_base = {
on_completion = construction_practical
air_capacity = 1
capital = yes
onmap = yes
cost = 2
time = 180
max_level = 10
visibility = yes
}
and two screenshots as well.