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madprofmike

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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)
 

madprofmike

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# ACTIVATE MISSILE CAPABILITY OF SUBMARINES
command = { type = missile_carrier which = [submarine] }

does this work only on noraml subs or does it also work on nuclear subs???
 

xtfoster

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madprofmike said:
ground_defense = doesnt work (was told this works 'defensiveness')
this doesn't work because no division in the game has a ground_defense value...try surface_defense.
defensiveness = ?
toughness = ?
softness = ?
suppression = ?
These all modify the appropriate division level stat...
transportweight = transport_weight (what does this do???)
It modifies the transportweight stat for the division. But since transportweight has no effect anymore (it was meant to determine the transports needed to carry a given division...a carry over from the EU2 engine).
upgrade_time_factor = ?
upgrade_cost_factor = ?
Just what they say, the modify the amount of time/IC it takes to upgrade that division type.
tactical_attack = ?
I don't think this value exists (at least I can't find it anywhere).
surfacedefence = ?
See ground_defense above
upgrade_time_factor = ?
upgrade_cost_factor = ?
See above
command = { type = minisub_bonus which = battleship value = 1 }???????what does it do???
Nothing
subdetectioncapability = ?
Seems self-explanitory to me...it determines how well you can find subs.
subattack = ?
Attack value versus subs (instead of seaattack).
convoyattack = ?
Convoy raiding value
distance = ? (what does this one do??)
Firing range
Task Types:
These all work. They enable the listed mission. Some of them (like Amphibous Assault, Attack, Rebase, etc.) are always active regardless of human intervention.
command = { type = nuclear_carrier which = [flying_bomb/flying_rocket] }
Allows your V1/V2s to carry nukes.
command = { type = missile_carrier which = [submarine] }
Doesn't work
type = songs ??? what does this do???
Allows you start a new song via event.
type = gas_protection ????
type = gas_attack ?????
Won't work, aren't supposed to work.
 

madprofmike

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ok thanks for letting me know what works, but i want to know what are the proper commands for the things i have question marks at
eq. toughness is that the command i use????


command = { type = defensiveness which = cavalry value = 3 }
command = { type = toughness which = armor value = 3 }
command = { type = softness which = light_armor value = 3 }
command = { type = suppression which = mechanized value = 3 }

subdetectioncapability = sub_detection?
subattack = sub_attack?
convoyattack = convoy_attack?
distance = distance?
????????

are these the right commands or are they something else????
 

unmerged(58571)

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Trying to modify toughness through event or tech will cause a CtD upon the next attempt to save.
Ground defence is probably for air units, but may be a leftover from the time before toughness was implemented (which appears to have been a last-second decision implemented while in transit to the stores).
 

madprofmike

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Wobbler said:
Trying to modify toughness through event or tech will cause a CtD upon the next attempt to save.
Ground defence is probably for air units, but may be a leftover from the time before toughness was implemented (which appears to have been a last-second decision implemented while in transit to the stores).


Bastard.....damb them all to hell...they make modding hard for us poor newbies...grrr.....they need to make a "Light Version" with all the old unused or useless stuff removed. back to basics!!!!
 

Gen. Skobelev

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madprofmike said:
grrr.....they need to make a "Light Version" with all the old unused or useless stuff removed. back to basics!!!!

Well some of the old stuff works (after a fashion) like increasing soft attack but it's not supported. Better to have more commands that can be made to work than remove all but supported ones, I think.
 

madprofmike

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Gen. Skobelev said:
Well some of the old stuff works (after a fashion) like increasing soft attack but it's not supported. Better to have more commands that can be made to work than remove all but supported ones, I think.



ok i guess just really hurts the brain some times when you are trying to figure out what is wrong and it turns out to be the command itself.

but i guess this is all the fun of modding...lol