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pellakin

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Hi all,

I'm curious if anyone's figured out a way to create an event for a user-controlled country to absorb the armies of an annexed country.

Basically, if I'm playing SWE and attack/annex NOR, can I somehow keep the armies they had just prior to annexation in some way, via event?

I found one possibly-relevant thread on a google search, but it related to China, and basically said that only ai-controlled countries can do this.

Anyone know a way around having annexed armies disappearing and gaining THE actual armies the conquered country had previously?

I know you could do an event to SIMULATE it by using add_corps/add_division after the annexation, adding arbitrary units, but I'm talking about the actual full armed forces they had before.

Thanks and Happy Holidays to you all!
 

Jamie550

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pellakin said:
Hi all,

I'm curious if anyone's figured out a way to create an event for a user-controlled country to absorb the armies of an annexed country.

Basically, if I'm playing SWE and attack/annex NOR, can I somehow keep the armies they had just prior to annexation in some way, via event?

I found one possibly-relevant thread on a google search, but it related to China, and basically said that only ai-controlled countries can do this.

Anyone know a way around having annexed armies disappearing and gaining THE actual armies the conquered country had previously?

I know you could do an event to SIMULATE it by using add_corps/add_division after the annexation, adding arbitrary units, but I'm talking about the actual full armed forces they had before.

Thanks and Happy Holidays to you all!
I don't think so.
 

reignerok

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The annexed country must have the "regular_id = GER" if you want to get their army playing as Germany. You must change the GER for the tag of your country in the savegame. If the country hasn't regular id, you must add it below the capital.
 

pellakin

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Thanks for the input.

I saw another thread state pretty much the same thing, but they referenced adding the "regular_id = XXX" line to the scenarios\1936\(country).inc files, for those countries you plan annex/absorb in your mods.

Though it doesn't look like it can be "automated" via an event/event file, it's good to know what files can be tweaked to make mods more effective.
 

xtfoster

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pellakin said:
Hi all,

I'm curious if anyone's figured out a way to create an event for a user-controlled country to absorb the armies of an annexed country.

Basically, if I'm playing SWE and attack/annex NOR, can I somehow keep the armies they had just prior to annexation in some way, via event?

I found one possibly-relevant thread on a google search, but it related to China, and basically said that only ai-controlled countries can do this.

Anyone know a way around having annexed armies disappearing and gaining THE actual armies the conquered country had previously?

I know you could do an event to SIMULATE it by using add_corps/add_division after the annexation, adding arbitrary units, but I'm talking about the actual full armed forces they had before.

Thanks and Happy Holidays to you all!
For armies it is easy...use enough of the following command to make sure you get all of their armies...
Code:
command = { type = switch_allegiance which = -1 value = -1 where = SWE }
Changing the -1 to a -2 is supposed to do the same for naval units, but doesn't always work. A -3 is suppoed to work for Air units, but again doesn't seem to work.
 

pellakin

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xtfoster said:
For armies it is easy...use enough of the following command to make sure you get all of their armies...
Code:
command = { type = switch_allegiance which = -1 value = -1 where = SWE }
Changing the -1 to a -2 is supposed to do the same for naval units, but doesn't always work. A -3 is suppoed to work for Air units, but again doesn't seem to work.

Hmm. I haven't seen that used and I didn't find an example when I just did a search through some random files in the events folder. I'm not exactly clear on its scope or context.

I assume (if I'm playing SWE, for example), it would have to be a "response" event (with the tag of the target country) triggered by a SWE event basically asking them to "lay down their arms and join the Scandinavian Empire"? kind of thing?

When you say "use enough of the following command" do you mean that it takes one individual command to switch each individual division that country has? So if you wanted to absorb all of a nation's units (without modifying .inc files to include you as regular_id), you'd have to know how many units they have AND you'd have to have a separate command for each of the units?

With what you know of the command, do you think it would work to include a large number of "switch_allegiance" commands...more probably than they would likely have in armies...to make SURE that all of them switch allegiance?

Interesting...if including a "wall" of commands like that in a response event would work, it could really simplify the distribution of a mod to people who don't like to dig around in more files than they really have to.
 

pellakin

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For information:

I made some modifications to a pre-existing mod I've been working with, and there doesn't seem to be a drawback to the "switch_allegiance" spam I asked about.

If you set up a bunch of switch_allegiance lines in an event/action, even though a country only has a few military units to give up, it doesn't give an error or bug out or anything.

Your comments regarding air/naval units were accurate in my test, though. Only the land units switched.

Bummer, but at least it's a way to simplify the process of absorbing another country, when combined with some other events to offer annexation, accept/switch_allegiance, then inherit, if you want your mod to get at least their land units, and you want it as simple as just changing one event txt file.
 

xtfoster

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pellakin said:
Hmm. I haven't seen that used and I didn't find an example when I just did a search through some random files in the events folder. I'm not exactly clear on its scope or context.
I've seen it used in mods, and it works better with units where you know the Type ID and Unit ID (i.e., units that are in the starting OoB).
I assume (if I'm playing SWE, for example), it would have to be a "response" event (with the tag of the target country) triggered by a SWE event basically asking them to "lay down their arms and join the Scandinavian Empire"? kind of thing?
Correct, basically it would be part of a Surrender event and/or a Demand Territory event (like Sudetenland).
When you say "use enough of the following command" do you mean that it takes one individual command to switch each individual division that country has? So if you wanted to absorb all of a nation's units (without modifying .inc files to include you as regular_id), you'd have to know how many units they have AND you'd have to have a separate command for each of the units?
Correct. This type of event is best paired with a bunch of delete_division commands (only part of the army switches sides). Usually this type of event would fire at roughly the same "time" and you would have a rough average for the number of divisions they would have. Just overestimate by 50% and include that many command lines in the event.
With what you know of the command, do you think it would work to include a large number of "switch_allegiance" commands...more probably than they would likely have in armies...to make SURE that all of them switch allegiance?
Correct...although TOO MANY (more than a 100 or so) can cause problems so you might need to create a series of events if you expect them to have more than that.
Interesting...if including a "wall" of commands like that in a response event would work, it could really simplify the distribution of a mod to people who don't like to dig around in more files than they really have to.
I can see some places where it should have been used:

Spanish Civil War Intervention Events...Instead of giving the Spanish free units, have units that exist in the *.inc files switch allegiance...and then switch back at the end of the war WITH THEIR EXPERIENCE intact.

China - Units could change allegiance between the various warlords/CHC based on how things are going...