i have been working on my mod but been running into problems with that not all the commands in the event commands work
so i compiled this list with what i have figured out but i need help in getting all the right commands (if i missed any please add) but can i ask you guys to help me out and fill in what is missing or incorrect
# UNIT VALUES
# [unit value] = soft_attack = softattack
hard_attack = hardattack
ground_defense = doesnt work (was told this works 'defensiveness')
air_attack = airattack
air_defense = airdefense
build_cost = cost
build_time = buildtime
manpower = manpower
max_organization = defaultorganisation
speed = maxspeed
transport_weight = transportweight
supply_consumption = supplyconsumption
fuel_consumption = fuelconsumption
speed_cap_art = speed_cap_art
speed_cap_eng = speed_cap_eng
speed_cap_at = speed_cap_at
speed_cap_aa = speed_cap_aa
# Land unit bonuses
command = { type = [unit value]
which = [land/division type/brigade type]
value = [additive value modifier]
# Great War Infantry Division (1918) - 0
model = {
cost = build_cost
buildtime = build_time
defaultorganisation = max_organization
morale = morale
manpower = manpower
defensiveness = ?
toughness = ?
softness = ?
suppression = ?
airdefence = air_defense
softattack = soft_attack
hardattack = hard_attack
airattack = air_attack
transportweight = transport_weight (what does this do???)
supplyconsumption = supply_consumption
fuelconsumption = fuel_consumption
speed_cap_art = speed_cap_art
speed_cap_eng = speed_cap_eng
speed_cap_at = speed_cap_at
speed_cap_aa = speed_cap_aa
upgrade_time_factor = ?
upgrade_cost_factor = ?
}
# Air unit bonuses
command = { type = air_attack = airattack
strategic_attack = strategicattack
tactical_attack = ?
naval_attack = navalattack
air_defense = airdefence
build_cost = cost
build_time = buildtime
manpower = manpower
max_organization = defaultorganisation
speed = maxspeed
surface_detection = surfacedetectioncapability
air_detection = airdetectioncapability
transport_capacity = transportcapacity
supply_consumption = supplyconsumption
fuel_consumption = fuelconsumption
range = range
which = [air/division type/brigade type]
value = [additive value modifier]
# 0 - Tactical Bomber 1930
model = {
cost = build_cost
buildtime = build_time
defaultorganisation = max_organization
morale = morale
manpower = manpower
maxspeed = speed
surfacedetectioncapability = surface_detection
airdetectioncapability = air_detection
surfacedefence = ?
airdefence = air_defense
airattack = air_attack
strategicattack = strategic_attack
softattack = soft_attack
hardattack = hard_attack
navalattack = naval_attack
range = range
supplyconsumption = supply_consumption
fuelconsumption = fuel_consumption
upgrade_time_factor = ?
upgrade_cost_factor = ?
transport_capacity = transport_capacity
# Naval unit bonuses
command = { type = naval_attack = seaattack
air_attack = airattack
shore_attack = shorebombardment
naval_defense = seadefence
air_defense = airdefence
build_cost = cost
build_time = buildtime
manpower = manpower
speed = maxspeed
surface_detection = surfacedetectioncapability
air_detection = airdetectioncapability
visibility = visibility
transport_capacity = transportcapability
supply_consumption = supplyconsumption
fuel_consumption = fuelconsumption
range = range
command = { type = minisub_bonus which = battleship value = 1 }???????what does it do???
which = [naval/division type/brigade type]
value = [additive value modifier]
# 0 - Great War
model = {
cost = build_cost
buildtime = build_time
defaultorganisation = max_organization
morale = morale
manpower = manpower
maxspeed = speed
surfacedetectioncapability = surface_detection
airdetectioncapability = air_detection
subdetectioncapability = ?
visibility = visibility
seadefence = naval_defense
airdefence = air_defense
seaattack = naval_attack
subattack = ?
airattack = air_attack
convoyattack = ?
shorebombardment = shore_attack
transportcapability = transport_capacity
range = range
supplyconsumption = supply_consumption
fuelconsumption = fuel_consumption
distance = ? (what does this one do??)
Task Types:
attack = ? ( havent used yet to know if they work or not)
rebase = ?
strat_redeploy = ?
support_attack = ?
support_defense = ?
reserves = ?
anti_partisan_duty = ?
air_superiority = works
ground_attack = works
runway_cratering = works
installation_strike = works
interdiction = works
naval_strike = works
port_strike = works
logistical_strike = works
strategic_bombardment = ?
air_supply = works
airborne_assault = works
convoy_raiding = works
convoy_air_raiding = works
convoy_def_eff = works
asw = works
naval_interdiction = works
shore_bombardment = works
amphibous_assault = Doest Work!!!!!
sea_transport = works
naval_combat_patrol = works
# ACTIVATE NUCLEAR CAPABILITY OF MISSILES
command = { type = nuclear_carrier which = [flying_bomb/flying_rocket] }
# ACTIVATE MISSILE CAPABILITY OF SUBMARINES
command = { type = missile_carrier which = [submarine] }
# Commands to affect the chance of "combat events" occurring. Additive (%).
type = counterattack value = x works
type = assault value = x works
type = encirclement value = x works
type = ambush value = x works
type = delay value = x works
type = tactical_withdrawal value = x works
type = breakthrough value = x works
type = songs ??? what does this do???
type = gas_protection ????
type = gas_attack ?????
so this is what i have figured out what goes with what and what has failed or not worked so any info help would really help with the debugging (it be nice to have the right commands in the the event commands list file....gggrrrr)
so i compiled this list with what i have figured out but i need help in getting all the right commands (if i missed any please add) but can i ask you guys to help me out and fill in what is missing or incorrect
# UNIT VALUES
# [unit value] = soft_attack = softattack
hard_attack = hardattack
ground_defense = doesnt work (was told this works 'defensiveness')
air_attack = airattack
air_defense = airdefense
build_cost = cost
build_time = buildtime
manpower = manpower
max_organization = defaultorganisation
speed = maxspeed
transport_weight = transportweight
supply_consumption = supplyconsumption
fuel_consumption = fuelconsumption
speed_cap_art = speed_cap_art
speed_cap_eng = speed_cap_eng
speed_cap_at = speed_cap_at
speed_cap_aa = speed_cap_aa
# Land unit bonuses
command = { type = [unit value]
which = [land/division type/brigade type]
value = [additive value modifier]
# Great War Infantry Division (1918) - 0
model = {
cost = build_cost
buildtime = build_time
defaultorganisation = max_organization
morale = morale
manpower = manpower
defensiveness = ?
toughness = ?
softness = ?
suppression = ?
airdefence = air_defense
softattack = soft_attack
hardattack = hard_attack
airattack = air_attack
transportweight = transport_weight (what does this do???)
supplyconsumption = supply_consumption
fuelconsumption = fuel_consumption
speed_cap_art = speed_cap_art
speed_cap_eng = speed_cap_eng
speed_cap_at = speed_cap_at
speed_cap_aa = speed_cap_aa
upgrade_time_factor = ?
upgrade_cost_factor = ?
}
# Air unit bonuses
command = { type = air_attack = airattack
strategic_attack = strategicattack
tactical_attack = ?
naval_attack = navalattack
air_defense = airdefence
build_cost = cost
build_time = buildtime
manpower = manpower
max_organization = defaultorganisation
speed = maxspeed
surface_detection = surfacedetectioncapability
air_detection = airdetectioncapability
transport_capacity = transportcapacity
supply_consumption = supplyconsumption
fuel_consumption = fuelconsumption
range = range
which = [air/division type/brigade type]
value = [additive value modifier]
# 0 - Tactical Bomber 1930
model = {
cost = build_cost
buildtime = build_time
defaultorganisation = max_organization
morale = morale
manpower = manpower
maxspeed = speed
surfacedetectioncapability = surface_detection
airdetectioncapability = air_detection
surfacedefence = ?
airdefence = air_defense
airattack = air_attack
strategicattack = strategic_attack
softattack = soft_attack
hardattack = hard_attack
navalattack = naval_attack
range = range
supplyconsumption = supply_consumption
fuelconsumption = fuel_consumption
upgrade_time_factor = ?
upgrade_cost_factor = ?
transport_capacity = transport_capacity
# Naval unit bonuses
command = { type = naval_attack = seaattack
air_attack = airattack
shore_attack = shorebombardment
naval_defense = seadefence
air_defense = airdefence
build_cost = cost
build_time = buildtime
manpower = manpower
speed = maxspeed
surface_detection = surfacedetectioncapability
air_detection = airdetectioncapability
visibility = visibility
transport_capacity = transportcapability
supply_consumption = supplyconsumption
fuel_consumption = fuelconsumption
range = range
command = { type = minisub_bonus which = battleship value = 1 }???????what does it do???
which = [naval/division type/brigade type]
value = [additive value modifier]
# 0 - Great War
model = {
cost = build_cost
buildtime = build_time
defaultorganisation = max_organization
morale = morale
manpower = manpower
maxspeed = speed
surfacedetectioncapability = surface_detection
airdetectioncapability = air_detection
subdetectioncapability = ?
visibility = visibility
seadefence = naval_defense
airdefence = air_defense
seaattack = naval_attack
subattack = ?
airattack = air_attack
convoyattack = ?
shorebombardment = shore_attack
transportcapability = transport_capacity
range = range
supplyconsumption = supply_consumption
fuelconsumption = fuel_consumption
distance = ? (what does this one do??)
Task Types:
attack = ? ( havent used yet to know if they work or not)
rebase = ?
strat_redeploy = ?
support_attack = ?
support_defense = ?
reserves = ?
anti_partisan_duty = ?
air_superiority = works
ground_attack = works
runway_cratering = works
installation_strike = works
interdiction = works
naval_strike = works
port_strike = works
logistical_strike = works
strategic_bombardment = ?
air_supply = works
airborne_assault = works
convoy_raiding = works
convoy_air_raiding = works
convoy_def_eff = works
asw = works
naval_interdiction = works
shore_bombardment = works
amphibous_assault = Doest Work!!!!!
sea_transport = works
naval_combat_patrol = works
# ACTIVATE NUCLEAR CAPABILITY OF MISSILES
command = { type = nuclear_carrier which = [flying_bomb/flying_rocket] }
# ACTIVATE MISSILE CAPABILITY OF SUBMARINES
command = { type = missile_carrier which = [submarine] }
# Commands to affect the chance of "combat events" occurring. Additive (%).
type = counterattack value = x works
type = assault value = x works
type = encirclement value = x works
type = ambush value = x works
type = delay value = x works
type = tactical_withdrawal value = x works
type = breakthrough value = x works
type = songs ??? what does this do???
type = gas_protection ????
type = gas_attack ?????
so this is what i have figured out what goes with what and what has failed or not worked so any info help would really help with the debugging (it be nice to have the right commands in the the event commands list file....gggrrrr)