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Overlord123

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I suggest a new option when you start a new game "Events: Historical/Ahistorical" and a corresponding event option attribute "historical = yes".
Basically an event author would add that attribute to the historical option of an event and if the game is running in historical mode, the AI would always chose that option; otherwise the AI choice would be based on chance, like it is now.
Maybe even add "(Historical)" to the button so the player knows this would be the historical option.
 

Pro_Consul

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I could dig on this, and it seems a simple change. I doubt I would use it much, but I can see where some players would want to use it frequently.
 

dskod1

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I am not totally sure but I am pretty sure something like this would be moddable. IE. an event comes at the start and you can choose historical AI or Ahistorical and that would change the chances of the AI to either random OR 100% historical chooses
 

comsubpac

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I am not totally sure but I am pretty sure something like this would be moddable. IE. an event comes at the start and you can choose historical AI or Ahistorical and that would change the chances of the AI to either random OR 100% historical chooses

it would be moddable. it would require rewriting all events that currently have a change of ahistorical outcome though. in the end you would need two sets of events.
sure, it is possible but more something for the mod forum though.
 

TheBromgrev

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You can do this already. For events there is a line of code you can add to options to make the AI always perform a certain action, or choose that option most of the time. If you open up the Czechoslovakia event file you can see the ai_chance code right up front, which forces the UK AI to always choose the historical choice. Almost every event has this code in it to force the AI to go historical. It's trivial to change it in order to make things be more random, as all you need to do is change a number.
 

comsubpac

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You can do this already. For events there is a line of code you can add to options to make the AI always perform a certain action, or choose that option most of the time. If you open up the Czechoslovakia event file you can see the ai_chance code right up front, which forces the UK AI to always choose the historical choice. Almost every event has this code in it to force the AI to go historical. It's trivial to change it in order to make things be more random, as all you need to do is change a number.

yes, but that means the AI will always take the historical decision or always choose between the decision. the op wants that he can chose at the beginning if the AI will act historically or if it has the change to react differently.
 

Peter81

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yes, but that means the AI will always take the historical decision or always choose between the decision. the op wants that he can chose at the beginning if the AI will act historically or if it has the change to react differently.

But it is possibly to also add modifiers to the ai_chance, so you could add a modifier=0 to the ahistorical option and a modifier=1000 to the historical one.
 

comsubpac

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But it is possibly to also add modifiers to the ai_chance, so you could add a modifier=0 to the ahistorical option and a modifier=1000 to the historical one.

yes, and the game does that already. it would always the same though. he wants historical or unhistorical. at the moment most events ensure that the AI will chose the historical outcome while some have a small change that the AI chose the unhistorical one (munich agreement in 3.06). you can't chose what the AI will do.
 

Peter81

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yes, and the game does that already. it would always the same though. he wants historical or unhistorical. at the moment most events ensure that the AI will chose the historical outcome while some have a small change that the AI chose the unhistorical one (munich agreement in 3.06). you can't chose what the AI will do.

I was thinking of the following:
An event pops up at the start of the game, here you could choose between historical and ahistorical. Both option set a global flag (either historical or ahistorical)
Then, every historical event would need modifiers for ai_chances in their options to basically enable or disable the ahistorical option. With these modifiers you can greatly influence which option the AI will take
 

comsubpac

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I was thinking of the following:
An event pops up at the start of the game, here you could choose between historical and ahistorical. Both option set a global flag (either historical or ahistorical)
Then, every historical event would need modifiers for ai_chances in their options to basically enable or disable the ahistorical option. With these modifiers you can greatly influence which option the AI will take

i know but then you would need two sets of events: one where the AI does chose historical and one where the AI does chose ahistorical... its possible but very unlikely for the main game.
 

Peter81

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i know but then you would need two sets of events: one where the AI does chose historical and one where the AI does chose ahistorical... its possible but very unlikely for the main game.

No, it can remain one set of events, only the options have to be modified. This is from the Austrian reaction event to Germany's Anschluss decision from the HPP mod:
Code:
option = {
  name = "EVTOPTA1101"			# Become a part of the Greater Reich
  ai_chance = {
    factor = 99
    modifier = { factor = 0.0 is_in_any_faction = yes }
    [some more modifiers]
}
  [effects]
}
	
option = {
  name = "EVTOPTC1101"			# Austria shall remain independent
  ai_chance = { factor = 1 }
  [effects]
}

With this code, Austria will join Germany in 99% of all cases, except when they are in any faction. In this case, the factor 99 of option A will be multiplied with 0.0, so Austria will always choose option B. In the same way, you could introduce new modifiers to the ai_chance clause which will check for example for a historic_event_options global flag, and if this flag is set, then the ahistorical option will also be multiplied with 0.0