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Generalisimo

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Originally posted by emperor dennis
Can you give me a link to his page please? Also I think I'm gonna try something out with more then 3 AI's; it might work but it's a lot to type here...
it doesn't work, if the player knows the triggers, they will surelly exploit that, so it has no sense to add more AIs
1 to conquer france, 1 to conquer norway, 1 to conquer greece, etc... they AI will not know what to do if an ahistorical path is selected, so the AI fails miserably... it is better to have a more "generic" AI, so it can "try" to fight the player. ;)
 

unmerged(2826)

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That's exactly what I'm trying to avoid; still have a couple of q's for you on this one; i'll ask 'em the next time on MIRC/MSN, ok???
 

OHgamer

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Question re switching unit allegiances

Havard's site is unclear to me about this so help!

For the CORE project I have the Armee du Levant created and stationed in puppetted Syria and Lebanon. When VIC is created I need these units to switch to VIC, and as SYR and LEB are puppeted they will not default go to VIC in the scenario I scripted.
Here is where I am confused. First, when it refers to unit ID, what number does it refer to. For example :

navalunit= {
id = { type = 28008 id = 241 }
name = "5th Fleet"
location = 1273
leader = 24278 #Gauton

division = { id = { type = 28008 id = 242 } name = "Guepard" strength = 90 type = cruiser seadefence = 4 model = 0 }
division = { id = { type = 28008 id = 243 } name = "Valmy" strength = 80 type = cruiser seadefence = 4 model = 0 }
}

Is the ID number the 241 or does the 28008 also need to be shown?

Second, would I have to have separate switch allegiance lines for each division, or if I use the ID# for the whole naval unit will the whole unit switch? That is, if I use value = 241 do 242 and 243 automatically switch allegiance?

Third do I place the switch_allegiance event in a FRA event or a VIC event? I think it would be a FRA event, with the lines reading something like :

command = { type = switch_allegiance which = VIC value = 241 }

so that unit #242 in the French OOB switches its allegiance to VIC. Is that right?:confused: :confused:

Any help appreciated.
 

SykoNurse

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14100 series

this might be the right place to ask that specific question i have regarding the military advisor events....
i think they are simply too powerful, giving a lot of techs at the same time for nothing (when you´re lucky enough to have them happen that is...)
i´m talking of IDs 14100- 14103.
question:
would it be possible to apply the Theo and R&D boosts (as in electromechanical computers, saving time and IC in research) to certain parts of research?
That way an actual training of troops by foreign advisors could be simulated. e.g. the encirclement destruction doctrine´s costs would be set down to maybe 10 IC and the time to let´s say 180 days. this way the advisor thingy would be less of a present and more of a help.
I fear though the Theo and R&D boosts apply to ALL tech. is that so?
does anybody know that?
 

Steel

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SykoNurse, AFAIK yes the R&D bonus applies across the board and can't be changed (although a complex work-around might be a parallell tech tree for minors).

I tend to agree that the event can be a bit too powerful. What do you think about adding a year = 1941 so that it will not happen until 5 years into the game? By then the techs given will have less relative impact.


On another topic: if anybody comes across a freeze situation where the game just stops at a certain date then try adding offset = 1 for any events occurring at that date. Don't ask me why but this was the cause of all my troubles with the Altmark Incident / Fall Weserubung event chain.
 

SykoNurse

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hm, having the advisor events only 41 or later would ruin it i think.
But that led to a different idea. How about splittin the events?
1) Foreign Military Advisors arrive in the Capital to train the Infantry
setting off another event 18 month later
2) Foreign Military Advisors have finished training our Infantry
and only then you have the bonus.
same way could apply to general staff/tank weapon...with different delays each. Maybe staff training onlytakes 6 months while building a tank weapon takes ages.

historically I stumbled across this with Ethiopia (who would have assumed, eh ;) ) when Selassie´s advisors from belgium, sweden et cetera couldnt finish their work because war broke out. so he HAD advisors (which in current game terms would´ve made him pretty powerful) but they couldn´t finish their work (leading to the catastrophe that happened)
 

Generalisimo

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Originally posted by Steel
On another topic: if anybody comes across a freeze situation where the game just stops at a certain date then try adding offset = 1 for any events occurring at that date. Don't ask me why but this was the cause of all my troubles with the Altmark Incident / Fall Weserubung event chain.
:eek:
how that happened? do you have any explanation?
i had some random freezings at the beggining of the game and i could not get why... why that stops the freezings??? :confused:
anybody have an idea????
 

SykoNurse

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how does the secedeprovince command work? is it possible to use this command in a GER event to e.g. have SouthAfrica hand over Namibia to Germany? Or would this have to happen in a SAF event?
 

unmerged(14683)

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Originally posted by SykoNurse
how does the secedeprovince command work? is it possible to use this command in a GER event to e.g. have SouthAfrica hand over Namibia to Germany? Or would this have to happen in a SAF event?

SAF.
You can only secede province, if you control it.
Example - if in 1939 Romania, as a part of Axis conquest part of Eastern Poland, then after Ribbentrop-Molotov Pact SOV won't recieve all of their territories. In event, Germany tries to give SOV all of the provinces, but some of them are controled (owned) by Romania.
 
Last edited:

SykoNurse

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newbie alert!

now i have these events. i placed the *.txt into db/events and told the events.txt there´s a new file to take care of. Why does it not load? I can´t get it to work, wouldn´t fire even triggered manually...hrgnn :(
 

Steel

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Are you using the C.O.R.E. scenario to test it? If so you need to modify CORE_events.txt in ..\scenarios\CORE_campaign\ and the event files should be in \scenarios\CORE_campaign\events\
 

SykoNurse

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it´s all there, still won´t work.... :(
--edit--
just me that´s dumb...:eek: i used an old savegame instead of starting a new game...leaves me with a database mismatch. HOORAY! ;)
 

JRaup

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A couple of Q's that I didn't see covered here or on Harvard's site.
1. Is it possible to create "invisible events?" IE events that don't show up in eiether the log box or as a pop up? I'm trying to have ministers sleep/wake depending on who is in power. Beyond the pool dates that is. Is this possible, and if so how is it done?
2. Is revoltrisk still a valid command line?
3. Persistant vs random. If an event is stated as random only, will it continue to fire more than once? Or is it necessary to have the persistent tag attached? Or, further complicating things, will a random-persistent tagged event continuously fire? That is fire every day or week.
 

Generalisimo

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Originally posted by JRaup
A couple of Q's that I didn't see covered here or on Harvard's site.
1. Is it possible to create "invisible events?" IE events that don't show up in eiether the log box or as a pop up? I'm trying to have ministers sleep/wake depending on who is in power. Beyond the pool dates that is. Is this possible, and if so how is it done?
2. Is revoltrisk still a valid command line?
3. Persistant vs random. If an event is stated as random only, will it continue to fire more than once? Or is it necessary to have the persistent tag attached? Or, further complicating things, will a random-persistent tagged event continuously fire? That is fire every day or week.

1) yes, it is posible, but why you will make it invisible? show the player that the options he has choose have had those effects.

2) No revoltrisk in HoI :(

3) the random, is just random, it triggers when the engine wants, so maybe they never trigger...
the persistent is for events that are triggered by other events, so, if more than one event will trigger that event more than once you need to put persistent to the event triggered.
to make it more simple:
events: A, B & C, A is persistent.
B and C checks for diferent conditions, suddenly B triggers, the option chose triggers A.
then C triggers, the option chose triggers A, too.
to allow that (B and later C triggering A), YOU MUST put persistent to A, if not it can crash the game.
 

JRaup

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Originally posted by Generalisimo
1) yes, it is posible, but why you will make it invisible? show the player that the options he has choose have had those effects.

2) No revoltrisk in HoI :(

3) the random, is just random, it triggers when the engine wants, so maybe they never trigger...
the persistent is for events that are triggered by other events, so, if more than one event will trigger that event more than once you need to put persistent to the event triggered.
to make it more simple:
events: A, B & C, A is persistent.
B and C checks for diferent conditions, suddenly B triggers, the option chose triggers A.
then C triggers, the option chose triggers A, too.
to allow that (B and later C triggering A), YOU MUST put persistent to A, if not it can crash the game.

1. Clarification: I'm trying to do it for the replacement/alternate ministers, not those that come in the electoral package. An attempt to better reflect the internal politics and divisions. IE Minister X won't work for HoG B, but will be available for HoG C. Player/AI still has the usual election options.

2. Drat. I had hoped to place a well (or poorly) timed revolt in a spot or two. :D Oh well....

3. OK, I think I understand. The persistent is necessary only if it is a response event, one that responds to multiple triggering events, correct? I'll post a new event chain in the Western Europe thread for the Irish Volunteers then, and y'all can take a look at it.
 

JRaup

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Yet another Q, based on my invisible event Q. Is it possible to link an event to the "election Time" pop ups? A sleep/wake event depending on the outcome?
 

Generalisimo

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Originally posted by JRaup
Yet another Q, based on my invisible event Q. Is it possible to link an event to the "election Time" pop ups? A sleep/wake event depending on the outcome?
the USA is the only country that has specific events for the elections, the others are prepare in "another way" (based on their minister files).
So, you better check the headofstate to see who won the election ;)
 

unmerged(2826)

your favourite future Dictator
Apr 10, 2001
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I have a question on the AI files: in the building scheme can I use decimals or not? Because when I set building scheme to 3 for battleships German AI usually builds a bit too much battleships while it builds too little when I set it to 2.