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Gormadoc

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Micah Goodman 2 said:
Is there a way to modify the production value of escort carriers as well as convoys?

##############################################################
### Henry Kaiser and the Liberty Ships
### By Micah Goodman
##############################################################

event = {
id = 77710
random = no
country = usa

trigger = {
local_flag = Merchant_Marine
}

name = "Henry J. Kaiser Builds Liberty Ships"
desc = "Henry J. Kaiser revolutionized ship building in America. The Kaiser Shipyard in Richmond California built 27 percent of all shipping authorized under the Maritime Commission. He averaged one cargo ship every thirty days. He also provided the hulls for the Casablanca class escort carriers. This helped in the production of over 100 escort carriers built by the US during World War 2."
style = 0
picture = "hsk_atlantis"
date = { day = 10 month = august year 1942 }

action_a = {
command = { type = convoy_prod_mod which = transports value = 10 }
}
}
The convoy_prod_mod increases convoy builds by decreasing buildtime. You can use these two paramters in the AI files to increase convoy transport & escort. It is new parameters introduced in armageddon 1.1 they belong in the military build section after production lenght parameters.
Code:
extra_convoys_war = 0.1500 
	extra_convoys_peace = 0.1000
If you want to increase escort carriers you will have to increase the value in the military build section and reduce another correspondinglyto keep the value at 100%.
 

Micah Goodman 2

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Sorry, I wasn't very clear in my question. What I ment to ask is can you decrease the build time for escort carrirers like you can decrease the build time for convoys and escorts. If you can what is the command? Thanks.
 

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command = { type = build_time which = escort_carrier when = now where = relative value = -20 }

This means 20% reduction compared to buildtime of model 0. Its used in ship assembly line in industry techs. I have however never experimentet with these commands in regular events only in technology, so i dont know if this command will work in events.
 

unmerged(58571)

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Use build_time and build_cost.
See db/event/event commands.txt for documentation on how to use them and similar commands.
 

unmerged(58571)

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Every command that works in a technology or an event will also work in the other...
 

Micah Goodman 2

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Here is what I am trying to do. I want the below event to fire every 30 to sixty days for the US. How do I write the event so that is random and fires at that time and will that cause the second event to fire?

####################################################
### Prewar Japanese-American Trade
### By Micah Goodman
####################################################
event = {
id = 77711
random = no
country = usa

trigger = {

and = {

or = {

belligerence = { country = JAP value = 50 }
war = { country = ENG country = JAP }
war = { country = HOL country = JAP }
war = { country = FRA country = JAP }
}

NOT = {
OR = {
event = 3701 # Oil Embargo against Japan
war = { country = USA country = JAP }
alliance = { country = JAP country = ENG }
alliance = { country = JAP country = FRA }
}
}
}
atwar = JAP
government = democratic
random = 10
}

name = "Prewar Japanese Trade"
desc = "Despite America’s foreign policy the US traded heavily with Japan in the years before the war. American business needed foreign markets to stay in business during the depression and Japan needed raw materials to fuel its foreign policy. Despite the various Neutrality Acts US businesses traded with Japan clandestinely before the oil embargo was passed by the US government."
style = 0
picture = "oil_supply"

date = { day = 10 month = january year = 1936 }
offset = 30
deathdate = { day = 29 month = december year = 1947 }

action_a = {
name = "Buisness is buisness"
command = { type = supplies value = -200 }
command = { type = oilpool value = -500 }
command = { type = metalpool value = -100 }
command = { type = rarematerialpool value = -150 }
command = { type = money value = 10 }
command = { type = relation which = JAP value = 5 }
command = { type = trigger which = 3900 } # JAP event Trade from the US.
}
}

#########################################################################
### Trade from the USA
### By Micah Goodman
#########################################################################
event = {
id = 3900
random = no
country = JAP
persistent = yes

# Triggered by USA 77711. NOTE: May be triggered several times.

name = "Trade Items arrive from the US"
desc = "Despite America’s foreign policy the US traded heavily with Japan in the years before the war. American business needed foreign markets to stay in business during the depression and Japan needed raw materials to fuel its foreign policy. Despite the various Neutrality Acts US businesses traded with Japan clandestinely before the oil embargo was passed by the US government."
style = 0
picture = "oil_supply"

action_a = {
name = "Excellent!" # Excellent!
command = { type = supplies value = 200 }
command = { type = oilpool value = 500 }
command = { type = metalpool value = 100 }
command = { type = rarematerialpool value = 150 }
command = { type = money value = -10 }
}
}
 

Micah Goodman 2

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dobule post
 

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Micah Goodman 2 said:
Here is what I am trying to do. I want the below event to fire every 30 to sixty days for the US. How do I write the event so that is random and fires at that time and will that cause the second event to fire?
Add to the first event
Code:
persistent = yes
this will enable the triggering event to fire more than once...
As currently written your event will have a 10% chance to fire every 30 days (provided the other conditions are met.) This means that the event will fire about every 10 months or so...
To change the frequency you can try a couple of things...
Change the offset to force a check (against the 10%) more often.
and/or
Change the random = 10 to a higher value (50 would be every other month, 67 would be every 1-2 months)
 

Micah Goodman 2

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Do I put the persistant portion in the trigger or the event itself?
 

xtfoster

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Micah Goodman 2 said:
Do I put the persistant portion in the trigger or the event itself?
In the event itself, usually with the random = no line...you have it in your second event, but not in the first.
 

Micah Goodman 2

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Thanks for the help.
 

Micah Goodman 2

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I have written this event several different ways and I keep geting this error,

ERROR : (unknown lhs in game event)'command = {'

with this event,

##################################################################
### USS Pennsylvania Returns
### By Micah Goodman
##################################################################

event = {
id = 3182719
random = no
country = usa

trigger = {
local_flag = Pennsylvania
}

name = "USS Pennsylvania Returns"
desc = "Only lightly damaged in the attack on Pearl Harbor the USS Pennsylvania returned to service early in 1942."
style = 0
date = { day = 20 month = may year = 1942 }

action_a {
name = "Japan will pay."
command = { type = add_division which = "USS Pennsylvania" value = battleship when = 1 where = improved_hull_l }
}
}

For the life of me I can't figure out what I am missing. Any help is greatly appreciated.
 

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Micah Goodman 2 said:
I have written this event several different ways and I keep geting this error,

ERROR : (unknown lhs in game event)'command = {'
command = { type = add_division which = "USS Pennsylvania" value = battleship when = 1 where = improved_hull_l }
Change to...
command = { type = add_division which = "USS Pennsylvania" value = battleship when = 1 where = NAVAL_IMPROVED_HULL_L }
 

Micah Goodman 2

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I thought that portion of the command might be causing the problem, I originally had it written that way and it was causing problems. So I eliminated the whole ' where = maval_improved_hull_l' portion of the command and I still got the above mentioned error.
 

Micah Goodman 2

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Here is the whole event chain.....

#####################################################
# Pearl Harbor
# Modified by Micah Goodman
#####################################################
event = {
id = 3182050
random = no
country = USA

# Triggered by JAP 3146051

name = "Pearl Harbor"
desc = "After the surprise attack at Pearl Harbor, President Roosevelt has declared a state of war against Japan!"
style = 0
picture = "Pearl_harbor"

action_a = {
name = "OK"
command = { type = dissent value = -3 }
command = { type = domestic which = defense_lobby value = 3 }
command = { type = domestic which = interventionism value = 4 }
command = { type = relation which = ENG value = 50 }
command = { type = sleepevent which = 3182028 } # USA Early War
command = { type = which = 14800 value = 30 } # USS Pennsylvania
command = { type = which = 14800 value = 29 } # USS Arizona
command = { type = which = 14800 value = 28 } # USS Nevada
command = { type = which = 14800 value = 33 } # USS Oklahoma
command = { type = which = 14800 value = 34 } # USS Tennesee
command = { type = which = 14800 value = 35 } # USS California
command = { type = which = 14800 value = 39 } # USS Maryland
command = { type = which = 14800 value = 38 } # USS West Virginia
}
}

################################################################
### Rebuild the Pacific Fleet
### By Micah Goodman
################################################################

event = {
id = 3182718
random = no
country = usa

trigger = {
event = 3182050
}

name = "Rebuild the Pacific Fleet"
desc = "The stunning surprise attack on Pearl Harbor sunk several battleships. Because of the shallow water in the harbor naval engineers have determined that several battleships can be raised and repaired. Should we tie up valuable naval yard space to repair the ships or leave them on the bottom of the harbor?"
style = 0
date = { day = 12 month = december year = 1941 }

action_a = {
name = "Yes"
ai_chance = 95
command = { type = local_setflag which = pennsylvania }
command = { type = local_setflag which = Nevada }
command = { type = local_setflag which = Tennesse }
command = { type = local_setflag which = Maryland }
command = { type = local_setflag which = West_Virginia }
command = { type = supplies value = -2000 }
}

action_b = {
name = "No"
command = { type = local_setflag which = pennsylvania_small }
command = { type = supplies value = -200 }
}
}

##################################################################
### USS Pennsylvania Returns
### By Micah Goodman
##################################################################

event = {
id = 3182719
random = no
country = usa

trigger = {
local_flag = pennsylvania
}

name = "USS Pennsylvania Returns"
desc = "Only lightly damaged in the attack on Pearl Harbor the USS Pennsylvania returned to service early in 1942."
style = 0
date = { day = 20 month = may year = 1942 }

action_a {
name = "Great"
command = { type = add_division which = "USS Pennsylvania" value = battleship when = 2 }
}
}

The first event should remove the US battleships that were damaged or sunk during the attack. The second gives the US player the option to repair all the ships that were historically repaired or just the lightly damaged USS Pennsylvania. The third event should return the Pennsylvania to service if the player chose option a inthe second event. The third event gives me the above mentioned error no matter what I try in the third event. I Imagine that it must be a trigger in one of the other events.
 

Micah Goodman 2

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The problem was option a, there was no equal sign. One little thing... doh!
 

Micah Goodman 2

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Is there a way after sleeping a leader to wake him at a different time?
 

Micah Goodman 2

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For some reason this event won't fire....

event = {
id = 3182738
random = no
country = usa
style = 0

date = { day = 19 month = january year = 1937 }

name = "Howard Hughes Crosses Country
desc = "On January 19, 1937 Howard Hughes set a new cross country air record by flying from Los Angeles to New York City in a modified H-1 Hughes racer. The new cross country time was 7 hours, 28 minutes and 25 seconds.

action_a = {
name = "Great"
}
}

If I add the line command = {} it causes a fault. If I leave the event as written it just won't fire. I have no problems loading the game, it just won't recognize the event.