• Crusader Kings II Expansion Subscription

    Subscribe to the CK II Expansion and enjoy unlimited access to 13 major expansions and more!


  • Paradox Space Exploration Sale has arrived! Up to 75% off

    How's the space on your hard drive? Paradox wants to challenge your galaxy brain with a great selection of space exploration games - and they're all on sale for some very down-to-earth prices! The sale runs from May 4th until May 10th at 17:00 CEST / 08:00 PDT.


    May 4th - May 10th
  • Crusader Kings III Available Now!

    The realm rejoices as Paradox Interactive announces the launch of Crusader Kings III, the latest entry in the publisher’s grand strategy role-playing game franchise. Advisors may now jockey for positions of influence and adversaries should save their schemes for another day, because on this day Crusader Kings III can be purchased on Steam, the Paradox Store, and other major online retailers.


    Real Strategy Requires Cunning

brandnew70x7

Existentialism On Prom Night
24 Badges
Dec 5, 2002
2.933
0
Visit site
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Expansion Pass
  • Cities: Skylines Industries
  • Hearts of Iron IV: Expansion Pass
  • Cities: Skylines - Parklife
  • Cities: Skylines - Parklife Pre-Order
  • Hearts of Iron IV: Expansion Pass
  • Cities: Skylines - Green Cities
  • Hearts of Iron IV: Death or Dishonor
  • Cities: Skylines - Mass Transit
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Cadet
  • Crusader Kings II
  • Stellaris: Galaxy Edition
  • Stellaris
  • Cities: Skylines - After Dark
  • Cities: Skylines Deluxe Edition
  • Cities: Skylines
  • 500k Club
  • Europa Universalis III Complete
  • Europa Universalis III
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: The Republic
  • Crusader Kings II: Legacy of Rome
Yeah, triple checked.
 

brandnew70x7

Existentialism On Prom Night
24 Badges
Dec 5, 2002
2.933
0
Visit site
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Expansion Pass
  • Cities: Skylines Industries
  • Hearts of Iron IV: Expansion Pass
  • Cities: Skylines - Parklife
  • Cities: Skylines - Parklife Pre-Order
  • Hearts of Iron IV: Expansion Pass
  • Cities: Skylines - Green Cities
  • Hearts of Iron IV: Death or Dishonor
  • Cities: Skylines - Mass Transit
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Cadet
  • Crusader Kings II
  • Stellaris: Galaxy Edition
  • Stellaris
  • Cities: Skylines - After Dark
  • Cities: Skylines Deluxe Edition
  • Cities: Skylines
  • 500k Club
  • Europa Universalis III Complete
  • Europa Universalis III
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: The Republic
  • Crusader Kings II: Legacy of Rome
Could it be I made myself (USA) as leader of the alliance?
 

JRaup

Crusty Grognard
23 Badges
Apr 27, 2003
3.472
4
  • Semper Fi
  • Europa Universalis IV: Third Rome
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Mare Nostrum
  • Achtung Panzer
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Common Sense
  • Rise of Prussia
  • Hearts of Iron II: Beta
  • Europa Universalis IV: El Dorado
  • 500k Club
  • Victoria 2
  • Europa Universalis III
  • Europa Universalis IV: Res Publica
  • Heir to the Throne
  • Hearts of Iron III
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Europa Universalis IV
  • Divine Wind
  • Europa Universalis III: Chronicles
Originally posted by Burris
Could it be I made myself (USA) as leader of the alliance?

Am I correct in taking this to mean that you forced the change in Alliance leadership? In some cases, I have found that forcing an event, or change, through the control panel can cause some events to crash. However, if they happen "naturally" they work fine. Could it also be due to the engine itself? Too many nations active at once? I don't think it's the independence command, as I've had no problems with Vichy, Ukraine, Croatia, the Italian republics, or India.
 

brandnew70x7

Existentialism On Prom Night
24 Badges
Dec 5, 2002
2.933
0
Visit site
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Expansion Pass
  • Cities: Skylines Industries
  • Hearts of Iron IV: Expansion Pass
  • Cities: Skylines - Parklife
  • Cities: Skylines - Parklife Pre-Order
  • Hearts of Iron IV: Expansion Pass
  • Cities: Skylines - Green Cities
  • Hearts of Iron IV: Death or Dishonor
  • Cities: Skylines - Mass Transit
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Cadet
  • Crusader Kings II
  • Stellaris: Galaxy Edition
  • Stellaris
  • Cities: Skylines - After Dark
  • Cities: Skylines Deluxe Edition
  • Cities: Skylines
  • 500k Club
  • Europa Universalis III Complete
  • Europa Universalis III
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: The Republic
  • Crusader Kings II: Legacy of Rome
Im going to try adding the triggers that are used to trigger CRO and see if that helps.

I've also tried changing it so Japan hands over the territory for Korea and Mongolia then USA Triggers the event. That failed too. But i'll try triggers..
 

brandnew70x7

Existentialism On Prom Night
24 Badges
Dec 5, 2002
2.933
0
Visit site
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Expansion Pass
  • Cities: Skylines Industries
  • Hearts of Iron IV: Expansion Pass
  • Cities: Skylines - Parklife
  • Cities: Skylines - Parklife Pre-Order
  • Hearts of Iron IV: Expansion Pass
  • Cities: Skylines - Green Cities
  • Hearts of Iron IV: Death or Dishonor
  • Cities: Skylines - Mass Transit
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Cadet
  • Crusader Kings II
  • Stellaris: Galaxy Edition
  • Stellaris
  • Cities: Skylines - After Dark
  • Cities: Skylines Deluxe Edition
  • Cities: Skylines
  • 500k Club
  • Europa Universalis III Complete
  • Europa Universalis III
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: The Republic
  • Crusader Kings II: Legacy of Rome
Another CTD. Im almost 100% confident this isn't me..
 

Generalisimo

Field Marshal
111 Badges
Jul 22, 2002
11.214
3
www.ageod-forum.com
  • 500k Club
  • The Kings Crusade
  • Magicka
  • Majesty 2
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Semper Fi
  • Supreme Ruler: Cold War
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • 200k Club
  • King Arthur II
  • Cities: Skylines
  • Cities: Skylines Deluxe Edition
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Pride of Nations
  • Rise of Prussia
  • Mount & Blade: Warband
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Stellaris: Necroids
  • Europa Universalis III Complete
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Commander: Conquest of the Americas
  • Deus Vult
  • Europa Universalis III
  • Cities in Motion
  • Divine Wind
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Heir to the Throne
sorry, but i am a bit lost with this problem...
you add the new events and, then, the scenario will load with errors, and, sometime will CtD... right?
we have to see all the events, you could forget a "{" in a previous events and the engine will show an error in some other place. can you put all the events here or send them to my email so i can take a look at them?

cheers.
:cool:
 

Steel

Field Marshal
53 Badges
May 4, 2001
7.689
0
  • Steel Division: Normandy 44
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Rights of Man
  • Tyranny: Archon Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Mandate of Heaven
  • Steel Division: Normandy 44 Deluxe Edition
  • Europa Universalis IV: Third Rome
  • BATTLETECH
  • Hearts of Iron IV: Death or Dishonor
  • Age of Wonders III
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Expansion Pass
  • Shadowrun: Dragonfall
  • Shadowrun: Hong Kong
  • Stellaris: Megacorp
  • Prison Architect
  • Europa Universalis IV: Call to arms event
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Crusader Kings II
  • Hearts of Iron III
  • Majesty 2
  • Europa Universalis IV: Res Publica
  • Victoria 2
  • 500k Club
  • Cities: Skylines
  • Cities: Skylines Deluxe Edition
  • Europa Universalis IV: El Dorado
  • Hearts of Iron II: Beta
  • Crusader Kings II: Way of Life
The problem description perfectly matches symptom of having invalid tech IDs in the save game. Send me the save game or remove all techapps and tech projects referring to 2313 and 2989, then try again.
 

Zerli

Captain
6 Badges
Jul 1, 2003
425
0
www.ecst.csuchico.edu
  • Hearts of Iron III
  • Majesty 2
  • 500k Club
  • Hearts of Iron II: Beta
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
Timing problem

Hey everyone. I am working on a series of events for Yugoslavia, and I am having some timing problems. The first event,

Removal of Stojadinovic Government, triggers the second event, which then triggers the third. The problem lies in timing.

First event fires off sometime in February of 1939, but the second and third have specific dates when they need to go off,

May 8th and August 26th respectively. They all happen right after the first one instead.

Basically, I want to know if it is possible to set a triggered event to happen exactly on a certain date, and if it is

possible, how to go about it.

The events are as follows.

#########################################################################
# Removal of Stojadinovic Government
#########################################################################

event = {
id = 720154
random = no
country = YUG

trigger = {
random = 30
year = 1939
dissent = 10
}

name = "Stojadinovic Government Is Shaking"
desc = "Alarmed by the increasing turnmoil in the country and its political crisis, Regent Pavle Karadordevic is

considering intervening and removing Milan Stojadinovic and his cabinet. Dragisa Cvetkovic, Regent's confidant and trusted

follower, will be named as the new Prime Minister, and he will select his new cabinet, should we decide to remove

Stojadinovic. Historically, Regent Pavle removed Stojadinovic and replaced him with Cvetkovic, whom he believed capable of

salvaging public's trust in the government."
style = 0

date = { day = 1 month = february year = 1939 }
offset = 6
deathdate = { day = 1 month = may year = 1939 }

action_a = {
name = "Remove Stojadinovic and establish a new government"
command = { type = dissent value = -1 }
command = { type = headofgovernment which = 20032 } #Dragisa Cvetkovic
command = { type = foreignminister which = 20058 } #Aleksandar Cincar-Markovic
command = { type = ministerofsecurity which = 20059 } #Mehmed Spaho
command = { type = armamentminister which = 20059 } #Miha Krek
command = { type = ministerofintelligence which = 20061 } #Franc Snoj
command = { type = chiefofstaff which = 20062 } #Dzafer Kulenovic
command = { type = chiefofarmy which = 20063 } #Srdjan Budisavljevic
command = { type = chiefofnavy which = 20064 } #Branko Cubrilovic
command = { type = chiefofair which = 20065 } #Mihailo Konstantinovic
command = { type = trigger which = 720155 }
}

action_b = {
name = "Leave him be"
command = { type = dissent value = 10 }
command = { type = alignment which = fascist value = 5 }
}
}


#########################################################################
# Cvetkovic-Macek Accords
#########################################################################

event = {
id = 720155
random = no
country = YUG

trigger = {
random = 100
year = 1939
headofgovernment = 20032 # Cvetkovic
}

name = "Negotiations With Macek Begin"
desc = "Vlatko Macek has been selected by the Croatian Peasant's Party, and the newly assembled Croatian Parliament,

to negotiate with the Cvetkovic government about the croatian status in Yugoslavia. Cvetkovic government has declared that

its intention is to seek agreement with the Croatians about full equality in state and government affairs."
style = 0

date = { day = 8 month = may year = 1939 }
offset = 1
deathdate = { day = 30 month = may year = 1939 }

action_a = {
name = "Finally some good news!"
command = { type = dissent value = -1 }
command = { type = trigger which = 720156 }
}

}

event = {
id = 720156
random = no
country = YUG

trigger = {
random = 100
year = 1939
headofgovernment = 20032 # Cvetkovic
}

name = "Cvetkovic-Macek Accords"
desc = "The political crisis has finally been resolved today through the signing of the Cvetkovic-Macek Accords,

which provide for the creation of the semi-independent Banovina Hrvatska on Croatian national territory. This new division of

government will have autonomous powers over agriculture, commerce and industry, social and health policy, education, and

internal security over its territory. Ivan Subasic is to head the new government of Banovina Hrvatska. Both sides hailed the

agreement as the beginning of a new era in inter-ethnical relations in Yugoslavia."
style = 0

date = { day = 26 month = august year = 1939 }
offset = 1
deathdate = { day = 30 month = august year = 1939 }

action_a = {
name = "This should settle our longstanding political crisis"
command = { type = dissent value = -10 }
command = { type = alignment which = democratic value = 10 }
command = { type = armamentminister which = 20014 } #Ivan Subasic
command = { type = ministerofsecurity which = 20054 } #Andrija Artukovic
command = { type = chiefofstaff which = 20017 } #Vjekoslav Klisanic
}
}



Thanks in advance.

Zerli
 

Generalisimo

Field Marshal
111 Badges
Jul 22, 2002
11.214
3
www.ageod-forum.com
  • 500k Club
  • The Kings Crusade
  • Magicka
  • Majesty 2
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Semper Fi
  • Supreme Ruler: Cold War
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • 200k Club
  • King Arthur II
  • Cities: Skylines
  • Cities: Skylines Deluxe Edition
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Pride of Nations
  • Rise of Prussia
  • Mount & Blade: Warband
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Stellaris: Necroids
  • Europa Universalis III Complete
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Commander: Conquest of the Americas
  • Deus Vult
  • Europa Universalis III
  • Cities in Motion
  • Divine Wind
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Heir to the Throne
Re: Timing problem

the problem is the "trigger" command ;)
if you say:
command = { type = trigger which = 720155 }
the event 720155 will trigger automatically, no matter what trigger condition it has... ;)

so, suggestion:

#########################################################################
# Removal of Stojadinovic Government
#########################################################################

event = {
id = 720154
random = no
country = YUG

trigger = {
random = 30
year = 1939
dissent = 10
}

name = "Stojadinovic Government Is Shaking"
desc = "Alarmed by the increasing turnmoil in the country and its political crisis, Regent Pavle Karadordevic is

considering intervening and removing Milan Stojadinovic and his cabinet. Dragisa Cvetkovic, Regent's confidant and trusted

follower, will be named as the new Prime Minister, and he will select his new cabinet, should we decide to remove

Stojadinovic. Historically, Regent Pavle removed Stojadinovic and replaced him with Cvetkovic, whom he believed capable of

salvaging public's trust in the government."
style = 0

date = { day = 1 month = february year = 1939 }
offset = 6
deathdate = { day = 1 month = may year = 1939 }

action_a = {
name = "Remove Stojadinovic and establish a new government"
command = { type = dissent value = -1 }
command = { type = headofgovernment which = 20032 } #Dragisa Cvetkovic
command = { type = foreignminister which = 20058 } #Aleksandar Cincar-Markovic
command = { type = ministerofsecurity which = 20059 } #Mehmed Spaho
command = { type = armamentminister which = 20059 } #Miha Krek
command = { type = ministerofintelligence which = 20061 } #Franc Snoj
command = { type = chiefofstaff which = 20062 } #Dzafer Kulenovic
command = { type = chiefofarmy which = 20063 } #Srdjan Budisavljevic
command = { type = chiefofnavy which = 20064 } #Branko Cubrilovic
command = { type = chiefofair which = 20065 } #Mihailo Konstantinovic

}

action_b = {
name = "Leave him be"
command = { type = dissent value = 10 }
command = { type = alignment which = fascist value = 5 }
}
}


#########################################################################
# Cvetkovic-Macek Accords
#########################################################################

event = {
id = 720155
random = no
country = YUG

trigger = {
random = 75
year = 1939
headofgovernment = 20032 # Cvetkovic
event = 720154
}

name = "Negotiations With Macek Begin"
desc = "Vlatko Macek has been selected by the Croatian Peasant's Party, and the newly assembled Croatian Parliament,

to negotiate with the Cvetkovic government about the croatian status in Yugoslavia. Cvetkovic government has declared that

its intention is to seek agreement with the Croatians about full equality in state and government affairs."
style = 0

date = { day = 8 month = may year = 1939 }
offset = 1
deathdate = { day = 30 month = may year = 1939 }

action_a = {
name = "Finally some good news!"
command = { type = dissent value = -1 }
}

}

event = {
id = 720156
random = no
country = YUG

trigger = {
random = 80
year = 1939
headofgovernment = 20032 # Cvetkovic
event = 720155
}

name = "Cvetkovic-Macek Accords"
desc = "The political crisis has finally been resolved today through the signing of the Cvetkovic-Macek Accords,

which provide for the creation of the semi-independent Banovina Hrvatska on Croatian national territory. This new division of

government will have autonomous powers over agriculture, commerce and industry, social and health policy, education, and

internal security over its territory. Ivan Subasic is to head the new government of Banovina Hrvatska. Both sides hailed the

agreement as the beginning of a new era in inter-ethnical relations in Yugoslavia."
style = 0

date = { day = 26 month = august year = 1939 }
offset = 1
deathdate = { day = 30 month = august year = 1939 }

action_a = {
name = "This should settle our longstanding political crisis"
command = { type = dissent value = -10 }
command = { type = alignment which = democratic value = 10 }
command = { type = armamentminister which = 20014 } #Ivan Subasic
command = { type = ministerofsecurity which = 20054 } #Andrija Artukovic
command = { type = chiefofstaff which = 20017 } #Vjekoslav Klisanic
}
}


also, you should add some "sleepevent" commands in case the event will not happen... (choosing option B ;) ).


Cheers.
:D
 

MateDow

CORE Grand Admiral
3 Badges
Mar 18, 2003
1.755
0
  • Hearts of Iron III
  • 500k Club
  • Hearts of Iron II: Beta
Expeditionary Forces

Where in the game file is the information as to whether or not expeditionary forces are able to be sent? I am trying to send an expeditionary force to Spain as the US, and am unable to do that. I have tried changing the government type, but that doesn't appear to be the key. Just trying to have fun, not make some messed up US event (yet :D) MDow
 

Generalisimo

Field Marshal
111 Badges
Jul 22, 2002
11.214
3
www.ageod-forum.com
  • 500k Club
  • The Kings Crusade
  • Magicka
  • Majesty 2
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Semper Fi
  • Supreme Ruler: Cold War
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • 200k Club
  • King Arthur II
  • Cities: Skylines
  • Cities: Skylines Deluxe Edition
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Pride of Nations
  • Rise of Prussia
  • Mount & Blade: Warband
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Stellaris: Necroids
  • Europa Universalis III Complete
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Commander: Conquest of the Americas
  • Deus Vult
  • Europa Universalis III
  • Cities in Motion
  • Divine Wind
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Heir to the Throne
Re: Expeditionary Forces

Originally posted by MateDow
Where in the game file is the information as to whether or not expeditionary forces are able to be sent? I am trying to send an expeditionary force to Spain as the US, and am unable to do that. I have tried changing the government type, but that doesn't appear to be the key. Just trying to have fun, not make some messed up US event (yet :D) MDow
as far as i know it is hardcoded by Paradox in the engine... :(
 

jdrou

Field Marshal
73 Badges
Jun 10, 2002
24.118
379
  • Europa Universalis IV
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Rights of Man
  • Hearts of Iron IV: Cadet
  • Stellaris: Galaxy Edition
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Cossacks
  • Paradox Order
  • Stellaris: Digital Anniversary Edition
  • Humble Paradox Bundle
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: El Dorado
  • Europa Universalis III: Collection
  • 500k Club
  • 200k Club
  • Europa Universalis IV: Dharma Pre-order
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Imperator: Rome Deluxe Edition
  • Europa Universalis IV: Golden Century
  • Stellaris: Megacorp
  • Europa Universalis IV: Dharma
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Europa Universalis IV: Cradle of Civilization
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Deus Vult
  • Darkest Hour
  • Crusader Kings II
  • Hearts of Iron II: Armageddon
  • Arsenal of Democracy
  • Hearts of Iron Anthology
  • Victoria 2
  • Rome Gold
  • Victoria: Revolutions
  • Europa Universalis IV: Res Publica
  • Hearts of Iron III
  • For The Glory
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
Re: Expeditionary Forces

Originally posted by MateDow
Where in the game file is the information as to whether or not expeditionary forces are able to be sent? I am trying to send an expeditionary force to Spain as the US, and am unable to do that. I have tried changing the government type, but that doesn't appear to be the key. Just trying to have fun, not make some messed up US event (yet :D) MDow
Only members of an alliance can send Exp. Forces. Doesn't have to be allied with the recipient, just in an alliance.
 

Zerli

Captain
6 Badges
Jul 1, 2003
425
0
www.ecst.csuchico.edu
  • Hearts of Iron III
  • Majesty 2
  • 500k Club
  • Hearts of Iron II: Beta
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
CORE Event Text Writing Guidelines

New CORE event writers should read this to avoid a lot of work on rewriting event text to fit with CORE guidelines.

These tips were assembled from various threads, especially JJ's "C.O.R.E. New Event depository - contribute YOUR OWN event, see it in C.O.R.E." thread. I've merely put them together and edited them for consistency.

1. Text character (length) limits

Title name: max characters = 240, exceeding this causes the event to briefly flash on the screen (if the player is the country with the event with too long of a title) but not to actually fire. If this is an AI nation, the event does not fire.

Description text: max characters = 1020, exceeding this causes invalid references upon new campaign or savegame load-up.

Option text: max characters = 70, exceeding this causes the text to become squished together and garbled.

2. Point-of-view, case (person), and tense

Title name: should be in the present tense, and start with the word 'The', or a country name, or other workable word. Only words of proper names should be capitalized, no punctuation at the end. The title should accurately describe the event, but not explain or define its terms (that is what the description is for).

e.g. "The Nomonhan Incident"
e.g. "Germany sends advisors and technological support to Nationalist Spain"

Description text: MUST be written in the past tense, and events should generally give the same descriptions in all cases, if they happen to multiple countries. The descriptions should clearly define the event title, and include sufficient historical or or ahistorical background for those who like to read (those who don't will skip it anyway). This area has a lot of space as far as maximum characters, so the majority of info should fit in here, and as we know the character limit AND the results of exceeding that limit (makes it obvious to correct these bugs), we should add as much descriptive text as possible.

In regard to PoV for the event description. For historical events this should be in past tense, as mentioned. However, for ahistorical events or bends on events, it's important to write it from the standpoint of what should occur. Confusing, but I'll give you an example. This is an event should the Germans occupy the Caucasas region:

name = "Reichskommisariat Caucasus"
desc = "As the battle front moved eastward, the Ostministerium stood ready to take over the administration of the occupied areas from the Wehrmacht. Reichskommisariat Caucasus was to include southern European Russia, as well as the Soviet Republics of Azerbaijan, Georgia and Armenia."

You cannot write that from the standpoint of established history, nor should you. You are describing the desired result of a decision that will create a twist in history.

e.g. "On January 1st, 1936, Germany became involved in a grand campaign in the game Hearts of Iron. After having the Treaty of Versailles imposed on them, as a result of losing the Second World War, the High command had to choose what research to develop, blah blah blah blah.... etc etc"

Option titles: Should be written in the future tense from the neutral or first person plural, and should be long enough to accurately describe the effects of each particular option. This is somewhat difficult, given the 70 character limit. If an effect is "WAR!', it should say so on the button. I know that the information also pops up during mouseover of the option buttons, but those descriptions are also sometimes unclear, or in the case of sleep_event commands, completely unstated. The most important seen and unseen effects should be delineated on the button. The sentence should not end in punctuation.
This is where the text should be slanted from the country's particular angle. The text should read like the player is the head commander in chief of all decisions regarding these events. I think this reads better to the player, as they are aware of what country they are playing. I think that using direct commands (neutral) or the word 'We' (fpp) tends to personalize the choice better than using the third person. The player should be getting the feeling that he/she is the Commander-in-Chief, making *important* decisions for the country, when reading the option text.

e.g. Neutral: "Declare war on Japan; end the trade agreement"
e.g. Plural: "We will not forget this insult; accept the British demands"

Just to make it simple - out of the event name, event description, and event options, the only thing that ends with punctuation is the event description (an example above). Let me stress - event options do not end with punctuation. For example, there should not be anymore of these for us to correct:

action_a = {
name = "I hate my mother!!"
command = { type = trigger which = 5229 } #Soviet event to secede lost provinces
}

action_b = {
name = "I hate my mother and now will kill everyone!!!"
command = { }
}
}

3. Efforts on the TCTmod

Team-C.O.R.E.-text, composed of JesseJames, PhilK, and Jkkelley (they are also looking for more help!), are putting in a lot of effort to unify event descriptions for case and tense, as well as correct spelling errors, grammatical mistakes, and typos. This was born of a general feeling, when playing the C.O.R.E. mod, that some of the events needed a little superficial 'touch-up'.

The work process is this: when a new version of C.O.R.E. is soon to be released, we integrate all of the corrections and changes made from the past version's event files into the new version's event files. After release of the new version, TCTmod team may go through several versions of typo corrections, etc, as hotfixes. This carries on until the next C.O.R.E. release is almost ready, at which point integration starts again.

TCTmod team divides the work such that different files and tasks are assigned such that work is not repeated, and that changes they make are unified among each member's version of the files. This is sometimes an effort in communication micromanagement.
Once they have finished a particular version, they will put it up on the wiki for testing and either to be released with the new version of C.O.R.E. or try to have it released as a hotfix.

Zerli

P.S. I hope to also compile a set of event scripting tips to avoid common event problems, especially things not covered in Havard's Guide. Less work for Steel means more event goodness for all of us! :)
 

MateDow

CORE Grand Admiral
3 Badges
Mar 18, 2003
1.755
0
  • Hearts of Iron III
  • 500k Club
  • Hearts of Iron II: Beta
Would you like events to be sent to y'all before release as a sort of preventative editing so you don't have to wait until after the release? I confess, I am one of those evil people that writes in the present tense. Can I ask why the decision was made for past tense? MDow
 

unmerged(19600)

Sergeant
Sep 13, 2003
66
0
Visit site
How do you use the editor on CORE?

I just started playing CORE 1.06. I tried using the editor on my save game, but the computer gave me some sort of error message. Can I use the regular editor for CORE games, or is there an editor I have to download to use?
 

SykoNurse

Father Theresa
27 Badges
Feb 25, 2003
2.684
2
sykonurse.deviantart.com
  • Victoria: Revolutions
  • Crusader Kings III: Royal Edition
  • Crusader Kings III
  • Crusader Kings II: Holy Fury
  • Crusader Kings II: Jade Dragon
  • Crusader Kings II: Monks and Mystics
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Way of Life
  • Hearts of Iron II: Beta
  • 500k Club
  • Victoria 2
  • Crusader Kings II
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Europa Universalis III
  • Deus Vult
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Charlemagne
Re: How do you use the editor on CORE?

Originally posted by gregebowman
I just started playing CORE 1.06. I tried using the editor on my save game, but the computer gave me some sort of error message. Can I use the regular editor for CORE games, or is there an editor I have to download to use?

helpdesk... :)
 

unmerged(6537)

Second Lieutenant
Nov 26, 2001
133
0
Visit site
Really stupid questions

1) does a admiral order require an admiral to activate?

2) do admiral orders only work if a certain size of ship is in the fleet or does it work for a fleet with any size ships in it?

3) for the command type = delete_unit which = [unit id/-1]

a) will this remove land or air or naval units at random if the -1 switch is set?

b) will it remove a specific unit that has an ID?


4) If I have a small nation that has low tech. How do I set the nations build order to only build calvary?

5) There are no admiral orders I can locate for the small Canadian fleet on the Atlantic coast. However this fleet leaves it's port at area 153 and patrols 151, 157, 159 for on week in each area and then loops back into port.

Is there a hidden admiral script in the hardcoded program?


Any help would be appreciated.
 

JRaup

Crusty Grognard
23 Badges
Apr 27, 2003
3.472
4
  • Semper Fi
  • Europa Universalis IV: Third Rome
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Mare Nostrum
  • Achtung Panzer
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Common Sense
  • Rise of Prussia
  • Hearts of Iron II: Beta
  • Europa Universalis IV: El Dorado
  • 500k Club
  • Victoria 2
  • Europa Universalis III
  • Europa Universalis IV: Res Publica
  • Heir to the Throne
  • Hearts of Iron III
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Europa Universalis IV
  • Divine Wind
  • Europa Universalis III: Chronicles
Originally posted by Budgie
Really stupid questions

1) does a admiral order require an admiral to activate?

2) do admiral orders only work if a certain size of ship is in the fleet or does it work for a fleet with any size ships in it?

3) for the command type = delete_unit which = [unit id/-1]

a) will this remove land or air or naval units at random if the -1 switch is set?

b) will it remove a specific unit that has an ID?


4) If I have a small nation that has low tech. How do I set the nations build order to only build calvary?

5) There are no admiral orders I can locate for the small Canadian fleet on the Atlantic coast. However this fleet leaves it's port at area 153 and patrols 151, 157, 159 for on week in each area and then loops back into port.

Is there a hidden admiral script in the hardcoded program?


Any help would be appreciated.

1. I don't think so. from what I recall, the Admiral sections of the AIs are just the genral naval plans fo nation x.

2. Any size fleet as far as I know.

3. a. Yup, totally random. Could be an air unit, or a land unit, or a naval unit. Also, it will go away from any part of the world.

3.b. I believe so, but problems may arise if the units gets upgraded, or destroyed prior to the event command. I seem to recall at least one CTD due to that, but I'm unsure at this point. The other thing is, this will only work on starting OOB units. Units built in game get semi-random units IDs as they get built.

4. I don't think you can. Build priorities are land/air/naval, or what ever the order is. These are % set, so the command isn't that fine.

5. There might be, based on the garrison values. I rarley pay attention to Canada, unless I'm invading, so I have no experince of my own on that.
 

unmerged(6537)

Second Lieutenant
Nov 26, 2001
133
0
Visit site
Thank You JRaup for the answers.

Mostly... Thank You for the explanation of what can go wrong with the delete by ID command. I only wish someone had taken a minute to explain that little glitch to me, a couple af days ago.


The questions about admiral orders relates to me trying to find out why, my very simple, Admiral script will not work as intended. I guess I will have to write a little event script to verify that my changed AI files are really loading. Because my darn little Canadian navy will not follow Admiral orders as it's told!

Question (4) was asked because my Canadians will build mostly calvary but also they will build a fighter now and then. When they have been told to build calvary 100%.

I think you are perfectly right. There must be a hidden maximum percentage that you can set as the army...air...and navy build ratio. Trouble is, what are the actual ratios allowed and how good would that work for a land locked nation?

Futher testing is required.

Oh the joys.


;)