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Ghost_dk

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Re: Re: danish events

Originally posted by Burris
I thgouth for sure most of the Danish navy chose not to surrender and fled.

BTW: Im absolutely delighted with the Danish puppet event, but shouldn't they actually stay what they were as the Queen/King was still in power?

Also, is there an event where Germany annexes the rest? (Give denmark an Option b to Negotiate with Germany), option c outright no, and war.

At the start of the occupation the danish navy was spread out among several danish ports in order to prevent them being viped by an airstrike.
later they were gathered at Holmen naval base and when the germans tried to take them in 43 the danish navy command gave the order to sink ships.

you can see more on this and the other naval event at

www.navalhistory.dk

they have english language as well as german and danish.

-----------------
I haven't looked too closely at the puppet event yet. as it is denmark should be made a puppet but keep or reinstall the democratic government and not a allied part of the Axis.

the danish fascist cabinet leader Fritz Clausen tried to talk the germans into making him prime minister but they refused because they tried to make the impression of being protectors and not occupiers of denmark. At least in the eyes of the danes.
Not many fell for it though.
-------------------

Im thinking of making an "install Clausen" event,
resulting in increased danish dissent but i will get back to that in a couple of days.
-------------------
Also im working on a support resistance movement event for UK
where they can drop supplies to the resistance and thereby increase the danish dissent.
-------------------

thanks for the feedback

Ghost_dk
 

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Re: Re: Re: danish events

Originally posted by Ghost_dk
At the start of the occupation the danish navy was spread out among several danish ports in order to prevent them being viped by an airstrike.
later they were gathered at Holmen naval base and when the germans tried to take them in 43 the danish navy command gave the order to sink ships.

you can see more on this and the other naval event at

www.navalhistory.dk

they have english language as well as german and danish.

-----------------
I haven't looked too closely at the puppet event yet. as it is denmark should be made a puppet but keep or reinstall the democratic government and not a allied part of the Axis.

the danish fascist cabinet leader Fritz Clausen tried to talk the germans into making him prime minister but they refused because they tried to make the impression of being protectors and not occupiers of denmark. At least in the eyes of the danes.
Not many fell for it though.
-------------------

Im thinking of making an "install Clausen" event,
resulting in increased danish dissent but i will get back to that in a couple of days.
-------------------
Also im working on a support resistance movement event for UK
where they can drop supplies to the resistance and thereby increase the danish dissent.
-------------------

thanks for the feedback

Ghost_dk

I think it was decided to not to "resistance" events until we have the resources given to us by Paradox.

Most of your events seem logical, but many are too small (The size of denmarks military and such taken into account, I dont think they would have any kind of an effect [Please dont take the preceding as an insult, as its not meant to be])
 

Ghost_dk

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Re: danisk events...

Originally posted by Copper Nicus
Great, Bohr event is here... I was going to write it myself, but since you scripted it... :)

One suggestion - don't overestimate his ability to speed up German nuclear programme. Best solution would be giving just one, two techs and change in german AI priorities. If you want, I can help you with AI's.

The help on the AI would be much apreciated. As the event is now
ive given germany 2 techs and USA 1 tech if he is captured and USA 3 techs if he escapes.

this is the event as it is now. Any suggestions appreciated.
#############################
# Niels Bohr events - Begin #
#############################

event = {
id = 173009
random = 5
country = GER

Trigger = {
puppet = { country = DEN country = GER }
}
or
{
control = { province = 594 data = -1 }
}
name = "Niels Bohr 'co-operates' with Germany."
desc = "Niels Bohr is captured while trying to escape to USA, and is pressured into working on the German A-bomb project."
style = 0

date = { day = 15 month = october year = 1943 }
offset = 2
deathdate = { day = 30 month = december year = 1947 }

action_a = {
command = { type = gain_tech which = 8600 }
command = { type = gain_tech which = 8601 }
command = { type = event which = 322051 }
command = { type = sleepevent which 322050 }
}
}
##########################################################################################################################
event = {
id = 322050
random = 5
country = USA

trigger = {
puppet = { country = DEN country = GER }
}
or
{
control = { province = 594 data = GER }
}
name = "Niels Bohr escapes to the USA"
desc = "Niels Bohr escapes from denmark and joins the Manhatten Project. Schsss don't tell anyone."
style = 0

date = { day = 15 month = october year = 1943 }
offset = 2
deathdate = { day = 30 month = december year = 1947 }

action_a = {
command = { type = gain_tech which = 8600 }
command = { type = gain_tech which = 8601 }
command = { type = gain_tech which = 8700 }
command = { type = sleepevent which = 173009 }
command = { type = sleepevent which = 322051 }
}
}
#########################################################################################################################
event = {
id = 322051
random = no
country = USA

trigger = {
event = 173009
}
name = "Niels Bohr is captured."
Desc = "Niels Bohr is captured by the germans and is probably working for them now. We should intensify our own research."
style = 0

date = { day = 15 month = october year = 1943 }
offset = 10
deathdate = { day = 30 month = december year = 1947 }

action_a = {
command = { type = gain_tech which = 8600 }
command = { type = sleepevent which 322050 }
}
}

############################
# Niels Bohr events - End. #
############################
 

Ghost_dk

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Re: Re: Re: Re: danish events

Originally posted by Burris
I think it was decided to not to "resistance" events until we have the resources given to us by Paradox.

Most of your events seem logical, but many are too small (The size of denmarks military and such taken into account, I dont think they would have any kind of an effect [Please dont take the preceding as an insult, as its not meant to be])

No offense taken.

I agree that some of the events are small in terms of game effect but I'd like to create more historical features whenever possible.

Its that last touch of spices that makes the food taste good you know
:)

As far as the resistance im only thinking of a 1% dissent increase for Denmark and a 100-200 supplies loss for UK
 

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Check out ..\events\altmark.txt for the puppetting of Denmark, my approach to this was "keep it simple" so I didn't modify the government. If you plan on expanding this just make sure you are aware of those events. There is an updated version of altmark.txt which will be available later this week, it's just some trigger changes and such.

One side effect of puppeting is that Denmark sends expeditionary forces to Germany which then end up fighting on the east front. The alternative is to disband all Danish units but they will still build new units, back to square one although with some delay since puppeting really ruins the economy.

It's probably best to try and move this discussion to the Scandinavian thread btw... the Help Desk thread is really for help about event commands. The Scandinavian thread has quite a few contributors who are from the respective countries.
 

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Re: Re: danisk events...

Originally posted by Ghost_dk
The help on the AI would be much apreciated. As the event is now ive given germany 2 techs and USA 1 tech if he is captured and USA 3 techs if he escapes.

event = {
id = 173009
random = 5
country = GER
action_a = {
command = { type = gain_tech which = 8600 }
command = { type = gain_tech which = 8601 }

Ok, there is very slim chance, that Germany would have level 5 of nuclear techs in 1943 (AI at least). And without that, those techs would not work - you have to have all the prerequistes to gaint tech by gain_tech command.

Suggestions:
1) give them lower techs (usually German AI got no new nuke techs than in 1936 OOB) + changed AI (I'll prepare something for the next week),
2) more variants of the same event, depending on German nuke development level (tech = ?? ; more flexible, but a bit more complicated).

Oh, and random must be added in trigger, not in header of event.

Same problems with other events.

BTW, I was planning to make only two events - one for USA and one for GER. Same triggers (USA got higher random chance in trigger), side which get event first gets techs (and second event is put to sleep). :D
 

Ghost_dk

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thanx steel

theese are my first attempts on events so im glad for all the help i can get.

ive posted the other events in the scandinavian tread.

maybe you could have a look at those as well (like you have nothing else to do) :D

ill change the random thing and any other changes to be made and then repost them next monday.

Ghost_dk
 

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Courtesy of Vulture the buglist has been updated and it's with much joy that I copy/paste the following :D

Bug 5198
META THREAD - Faulty command triggers and commands

Severity: Critical
Status: Fixed


Looks like a lot of the event issues will be sorted in 1.05 :cool:
 

Aregorn

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Hi Extro, I have a question for you or maybe someone else that might know. I am wondering if there is anyway to disable a specific technology for a particular country from the start. Maybe defining a disable tech command on the country’s file, but I could not manage to find it. I guess it can be done by creating a new tech given by an event which will disable the tech. But I would prefer if it exists to have the first option (sounds easier of course). Can anyone help please?
 

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You should be able to just add deactivate = { xxxx } to the .inc file just like it is in the savegame when a tech has been deactivated.
 

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Originally posted by jdrou
You should be able to just add deactivate = { xxxx } to the .inc file just like it is in the savegame when a tech has been deactivated.

Yes, and we SHOULD be able do many other things - but that would be modder heaven... ;)
But seriously - you can do this, but it includes two stages. First, you have to create uninventable technology (cost 1 IC, time = 10000 days, and all 11th levels as a prerequisite), then add this tech to inc file of chosen nation. The trick is, that only thing that uninventable technology do will be deactivation of the techs you like.
See the techmod for CORE for reference - I created there special tech (in Land doctrine tree) to disable some techs for various nations.
 

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Originally posted by Copper Nicus
Yes, and we SHOULD be able do many other things - but that would be modder heaven... ;)
But seriously - you can do this, but it includes two stages. First, you have to create uninventable technology (cost 1 IC, time = 10000 days, and all 11th levels as a prerequisite), then add this tech to inc file of chosen nation. The trick is, that only thing that uninventable technology do will be deactivation of the techs you like.
See the techmod for CORE for reference - I created there special tech (in Land doctrine tree) to disable some techs for various nations.

Well, is actually what I sort of did. I invented an 11th level tech, cost 1 time 5000 which disable the particular tech and is added to the tech pool by a starting event. The thing is that somewhere in my mind I remember to have seen a deactivate tech command in an inc file of a particular country which I can not find no more, but which would be a much more tidy solution. I will try Jdrou proposal which is sort what I remember to have seen (maybe in my dreams) and I will let you know. Thanks a lot guys.
 

jdrou

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I've tested the "deactivate" and it seems to work. Almost all the parameters in a savegame can also be set in a scenario file like this.
 

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Originally posted by jdrou
I've tested the "deactivate" and it seems to work. Almost all the parameters in a savegame can also be set in a scenario file like this.

Oups, then sorry for sarcasm. Looks like I will have to revisit all inc files in CORE again - I always thought that weather got too weak effect on movement... :D
BTW, is there any special rule behind putting parts of save game code into inc files? By that I mean any particular place (at the start of the file for example)?
 
Last edited:

Aregorn

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Originally posted by jdrou
I've tested the "deactivate" and it seems to work. Almost all the parameters in a savegame can also be set in a scenario file like this.

In fact I tried it yesterday and it does not "seem" to work, it "does" totally beautifully and perfectly work. Genius jdrou I was not dreaming after all, thanks a lot. :)
 

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Originally posted by Copper Nicus
Oups, then sorry for sarcasm. Looks like I will have to revisit all inc files in CORE again - I always thought that weather got too weak effect on movement... :D
BTW, is there any special rule behind putting parts of save game code into inc files? By that I mean any particular place (at the start of the file for example)?
Pretty much the same as in a savegame. Province changes need to be outside of any country definition blocks and country changes need to be inside the country's block. You can even have multiple country definition blocks for the same country (in separate files for example) and the info will be merged when the scenario is loaded. (I call the {} groups blocks because that is what they are in C programs and the savegame/scenario files seem to use C-type rules like "all whitespace is equivalent".)
 

Steel

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Originally posted by stybb
I have written a list of events i want to see, what they are about and what the should do..

I think that events makes the game much much funnier and realistic and i wonder if anybody of u guys want them?

C.O.R.E kicks ass


Hey stybb - Welcome to the forums and thanks for the feedback :) The best approach is if you post the event ideas in the relevant regional thread.
 

Ghost_dk

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danish neutrality event problem

Hi


I have a problem with my danish neutrality event.

when i first wrote it seemed ok, but after playing a couple of games ive run into some trouble with it.

the problem is with the leave_alliance command. it seems that when it fires denmark leaves the alliance with germany all right but remains allied to other axis countries and remains a member of the axis. only germany is no longer listed as an ally.

germany still recieve danish exp. forces :(

I compared it to the belgian neutrality event and cant find out whats wrong with it.

if i switch sides to denmark before firing the event it works correctly.

Also denmark remains at war with the allies. We have to find a way to change this also.

Ghost_dk