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unmerged(13914)

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Jan 20, 2003
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There aren't any user-defined variables in the HOI event scripting set. There are system variables, and there are user-defined flags you can set TRUE and FALSE, but nothing you can count with. Too bad. You could do a lot with them.
 

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Hmm

Yeah, Jdrou, what you said. I Freed Cze from Can diplomacy screen, but what happened was I lost all those provinces to "The Hated Cze armies". They became a neutral, with the same tech I had and all the forces I had within their new borders became native Cze troops. They were very nearly fascist too, so there was a significant chance they would have joined the axis, and bikini-waxed us all. Not at all as advertised. As Germany, I couldn't return the remaining Cze provinces, without losing them the usual way.

Math Guy- yeah my original concept was much less ambitious. I just wanted there to be a good reason within the game for the Nazi war machine to accept the historical allies, and create some puppets when countries are conquered, rather than annexing everything out of simple expedience.

McNauton is running a fascinating thread in the CORE forum about tech sharing as it happened historically, and they were bemoaning the fact that for the axis, it's almost irrelevant, because Human German player never makes allies or puppets, just lebensraum.

Interesting points here: axis basically didn't. Gave their cast-off junk, and captured inferior gear to their allies. Soviets gave whatever they were building at the time, so T-34's etc, and commonwealth gave their best, so all commonwealth forces were more or less armed the same.
 

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It's only speculation but I think the Germans would have tech-shared more if they had had the industrial resources. They couldn't afford enough tanks for themselves, so giving Pz IVs or Panthers or Tigers to the Rumanians wasn't going to happen. The Germans themselves had a whole Panzer division (the 25th, as I recall, stationed in Norway) that was equipped with old French R-35 and Hotchkiss and such, and even the worn-out WW I vintage FT-17s were assigned to airfield security companies.

But they were willing to send jet engines to Japan by submarine, and engage in other awkward tech-transfer schemes, within the limits of their resources.

Not sure how you simulate all that in HOI, but there you are.
 

Crusher Bob

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Could you make a register out of true and false flags? Along with some 'basic code' to manipulate it? I would assume that the scripting language dosen't support function calls, but you could write an instant event that incremented or decremented the register, and let other events call it. Are the flags global in scope?
 

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Though of something that might work much better. Just take a one province minor, set them to 0 IC, 0 Resources. Then use the three resource pools as registers.

So the German partisan thing I mentioned before would be something like:

'German partisan event
event_resetregistercoal

'set partisan level
if control = GER then
event_incrementregistercoal
end if
...
'more provinces here
...

'then fire resource loss event for germany based on the coal stockpile of the minor.

Since the events can be monthly, you can use the same three 'registers' to do this for any country, just reset the resource stockpile to 0 before doing any stuff.
 

unmerged(13914)

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I think you could do a very crude register that would count in big increments. But it would be impossible to write to, or read, without a dozen events or more each time. To set the register correctly once would require an event with a unique trigger for each possible permutation, e.g.

For example:
If flag R1 = 1 and flag R2 = 0 and flag R3 = 1 and . . . then do whatever you wanted done when the register hit 15.


Plus the flags may be country specific. I haven't experimented with that.
 

O'Donnel Aboo!

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I think this thread should be renamed the Canadian College of Programming.

I think Partisan attacks should be abstracted through events, much like CORE (Even though it drives me BATTY as Germany!) and MathGuy suggest. I just don't see the feasibility of divisions of partisan defenders squaring off against their oppressors in a Strategic battles. Cloak and dagger operations, sabotage, civil unrest; these were the problems Occupying armies had to worry about (Even today, q.v. Iraq). But no one was worried about three divisions of Greek partisans with artillery support and heavy weapons to come pouring out of the hills all at once. Even the Partisans were reluctant to form together in groups of that size, because it put them at risk of detection and destruction.

Now, to play the devil's advocate:
Partisans can be modeled in such a way that they are their own country. Take one of those cute little islands 300 miles east of Madagascar and make it a nation. Remove the beach from the island so it cannot be invaded from the sea. Create a special type of militia unit that requires no supply, give our partisan island the prerequisite technology to build these units, and no one else (It is not even researchable). Now my knowledge of the engine fails, as I don't know if there is a way to "drop" partisan units into far-flung corners of the world. For instance, is it possible to deploy units in places for the purpose of having them working behind German lines, for example?

I'll post a different thread about under-strength garrison units, since I think it would take this one Off Topic.
 
Mar 17, 2004
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I have an easy way! (maybe?)

Ok I'm no modder (wannbe - but a way to go yet), and you guys all know way more about this game than me (so please feel free to squash my idea :eek: )

But it seems to me that you have overthought the problem.

Partisans had little effect on the war - mostly true.

But still, if applied in a simple way they could work and be quite useful? Maybe even fun?

What did Partisans do? Attacked infrastructure! Attack economic assets (IC)!

So how about this: in a region where the occupier is not of the same political alignment as the provence's (natural) alignment and there is no military unit belonging to the occupier in that (or a neigboring) region then there is a chance of a "resistance event". A little scruffy fella (or felless)pops up (you get a warning) and you maybe start to slowly loose IC or infrastructure. If you ignore this - the rate of loss starts to increase.

How to fix it? Move a military unit to that region or into a neigbouring region - no combat - the partisans just "melt away" ;) They are not a regular unit after all.

But- if you then take your unit away again - :eek: you get the idea. Occupation is a bitch.

What about if you completely ignore partisans? (Maybe you don't want that provence no more?) Left long enough (they eat up enough IC maybe??) they become a regular (milita) division and take the provence for themselves. Then they start acting just like any country again.

Note I said
the occupier is not of the same political alignment as the provence's (natural) alignment
that means that you could have partisans in your own country :( Bloody rebels!

O.K. now the interesting idea I saw in another forum comes in "Resistance Doctrine" sorry cannot remember who's idea that was :confused:
Good idea though - and historically true. Britain did incourage resistance movements (it is still done today). Maybe you could set it up so that a country can research "Resistance Doctrine" and then foster resistance in the occupied territories of an enemy? (Simply increase the chance of resistance events happening? - or maybe make them appear and 'take' an IC regardless of how near a military unit is?) Don't know how you would 'target' this though??

Now this goes further - (and please no political hammering here - I'm only passing on what I have read)
How does it go? "One man's terrorist is another man's freedom fighter."
So "Resistance Doctrine" is a double edged sword. If you do it to an enemy - you increase the chance they will have 'resistance events'. Then you liberate that land - but there are people there who are still not happy (and they know what to do about it) - so you now have a chance of 'resistance events' continuing. Bugger :( Maybe they even 'migrate' across the world by themselves given enough time? :eek:

I don't know if this is technically possible in HOI?

Personally I don't want to be attacked by scruffy goat hearders - I want to be attacked by PARATROOPERS ( and lots of 'em !!! )
Because "They do not like it up them, Mr Mannering. They do not like it!" A bad misquote of the Corporal from "Dad's Army" :D
 

Kanitatlan

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I've looked at the partisan problem in some detail and I am inclined to agree with Math Guys analysis. I've experimented with creating huge event file (4,000 events) and found that they had no discernable impact on game performance so that is definitely possible. The solution to the need to create large numbers of events is to reduce them to their basic parameters and then generate them with a computer program (yes you have a volunteer). Creating multiple sets for multiple occupiers than becomes trivial.

Basic parameters might be, group of provinces, intensity of partisan activitie and possible occupiers. This could then be used to automatically create thousands of events. If anyone wants to seriously investigate this then mail me and I can write a suitable event generator.
 

unmerged(14667)

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Isn't this already done in CORE when Italy annexes Ethiopia? nt

nt.