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Generalisimo

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Re: Re: Re: Re: USA (at Peace) "Inherits" Italian Socialist Republic

Originally posted by Kevin Mc Carthy
From looking at Harvards Hacking Haven, it looks like you only need to add, since the base condition is AND, a Trigger of:

alliance = {country = USA country = ENG}

The two provinces in this event are already ENG due to the precedent evnt. Is this logical? I used to be pretty good in Ada but I have no experience in the event scripting. The hard part will be getting a decent test case--my save game is after these events fired.
i know that command, but if i put that in the trigger condition the event will happen anyway because it is triggered by another event, so it doesn't check conditions... ;)
a better solution is to add that the previous event has happened and the event checks if USA is allied, if so, USA receives those provinces, if not, the event never triggers...
I never said it was imposible, just that it has lower priority than the others "bugs". ;)
 
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Kevin Mc Carthy

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The complete solution would be for the base condition to branch depending if the USA is Allied or Neutral. I understand about priorities--just trying to help. However, this bug dorked a really interesting game.
 

Lord Baldric

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Originally posted by Steel
The majority of players are unlikely to have any interest in how events work (or rather, don't work). Some will be following the path of history and assigning Sperrle and von Thoma to their historical commands while being unaware of upcoming event effects. It would be a rather nasty surprise for them if they ended up losing experience.

I would venture to guess that the worst case scenario would be that the land leader gains exp while the air leader losses exp. Hardly a crippling blow, but hey, I'm not trying to force it down your throat. I just thought I'd mention the idea in light of the truth about the screwed up leader exp command. It works for me, and it will work for the vast majority of players who aren't getting mucho exp with Sperrle and von Thoma in Spain.
 

Generalisimo

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well, i've been testing the Yugoslavian events and with this configuration they worked great for me, so test them and post the feedback.
just replace in bolted.txt this events:

event = {
id = 9604
random = no
country = ENG

# Triggered by YUG 9603

name = "England signs peace with Yugoslavia"
desc = "Because Yugoslavia had left the axis, England signs peace with them."
style = 0

action_a = {
name = "Ok"
command = { type = alignment which = democratic value = 5 }
command = { type = peace which = YUG value = 0 } # YUG signs peace
command = { type = dissent value = -1 }
command = { type = trigger which = 9605 }
}
}

event = {
id = 9605
random = no
country = YUG

# triggered by either 9601 or 9604

name = "The Yugoslavs have opposed the will of the Fuhrer!"
desc = "Our refuse to join Axis enraged Fuhrer - he treatens us by deploing Wehrmacht along the border. We have no choice but to ask Great Brittain for help."
style = 0

action_a = {
name = "OK"
command = { type = alliance which = ENG }
command = { type = peace which = ENG value = 0 } # ENG signs peace
}
}


I was Checoslovaquia and i saw Germany & Hungary conquer the entire Yugoslavia without my help. :D
I must also say that i reach 1940 playing with Post_War.txt and core_Test.txt enabled but with Steel fixes file (i edited the commented lines in CORE_events.txt to play with those ;) ).
So, with the fixes Steel put togheter, if you start a new game, any of you get the "freezings"?:confused:
(enabling Post_War.txt & core_Test.txt)
 
Last edited:

Lord Baldric

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I wish to dutifully report that I kept getting a CTD on April 1, 1938, which was caused by event 272041, "End of the Economic War-Ireland". I fixed it by commenting out:

#command = { type = minister_loyalty which = -1 value = -1 }
#command = { type = minister_loyalty which = -1 value = -1 }
#command = { type = minister_loyalty which = -1 value = -1 }

as suggested above. Something must be wrong with this command. I know poeple haven't been able to reproduce it, and indeed, the 1936 caused me no problems. Perhaps because it is affecting random leaders, certain ones are bad for some reason, and thus when it targets those (or just one) it causes the CTD. I'm no expert on events and am totally pulling this out of my ass by the way.
 

JRaup

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Originally posted by Lord Baldric
I wish to dutifully report that I kept getting a CTD on April 1, 1938, which was caused by event 272041, "End of the Economic War-Ireland". I fixed it by commenting out:

#command = { type = minister_loyalty which = -1 value = -1 }
#command = { type = minister_loyalty which = -1 value = -1 }
#command = { type = minister_loyalty which = -1 value = -1 }

as suggested above. Something must be wrong with this command. I know poeple haven't been able to reproduce it, and indeed, the 1936 caused me no problems. Perhaps because it is affecting random leaders, certain ones are bad for some reason, and thus when it targets those (or just one) it causes the CTD. I'm no expert on events and am totally pulling this out of my ass by the way.

What version of HOI and from which publisher are you using? The more I read, the more convinced I'm becoming that there is some sort of subtle difference between the publishers, and the editions they put out. It may be in the patch(es), as I'm growing to suspect. BTW, I still can't reproduce the CTD at all. I've managed to get in three more games (ran until 1940) today.
 

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Originally posted by JRaup
What version of HOI and from which publisher are you using? The more I read, the more convinced I'm becoming that there is some sort of subtle difference between the publishers, and the editions they put out. It may be in the patch(es), as I'm growing to suspect. BTW, I still can't reproduce the CTD at all. I've managed to get in three more games (ran until 1940) today.

For whatever it helps I'm using the pan(scandinavian) version and I get that ctd if I have those events included.
 

JRaup

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Originally posted by Icer
For whatever it helps I'm using the pan(scandinavian) version and I get that ctd if I have those events included.

Thanks. Right now it's all anecdotal, but it seems as if the issue lies with the non-North American versions. Not sure about the UK version, as that seems hit or miss.
 

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Originally posted by Generalisimo
well, i've been testing the Yugoslavian events and with this configuration they worked great for me, so test them and post the feedback.
just replace in bolted.txt this events:
(....)

I'm afraid it's not even enough - I was playing test game and in the middle of 1940 Barbarossa started. Yugo event chain started later, so new event, USSR signs peace was needed. I scripted it, right now it's waiting probably in your mailbox.

One more problem - Ethiopia. In next test game Italy was unable to deal fast with Ethiopia (or revolt was started, whatever) - this time Yugoslavia left Axis, signed peace with UK, but still was in separate war with ETH. Then of course 4 days later joined Axis again, since democratic/communist values there was too low and Germany were natural ally for them.

Generallissimo, try to test my alternative chain - it's probably more flexible then the one posted here. It still is not "Ethiopia-proof", I'm afraid.
 

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Originally posted by JRaup
What version of HOI and from which publisher are you using? The more I read, the more convinced I'm becoming that there is some sort of subtle difference between the publishers, and the editions they put out. It may be in the patch(es), as I'm growing to suspect. BTW, I still can't reproduce the CTD at all. I've managed to get in three more games (ran until 1940) today.

Same result (2 IRL events causing CTD "272041 - (IRE) End of the Economic War" and "272068 - (IRE) External Relations Act, 1936").

1.04, UK and Scandinavia version (base of the game is polish edition, but it's basically the same).

Without those and with corrected Spanish Important Experience (Post War and Test are on) no CTD for now. I had memory spike once, but after reloading form autosave it didn't happen again.


Steel:

Basic idea for "Historical pack":

event = {
id = A
random = no
country = ??? # USA, UK, SOV, FRA and all main players (later all minors)

trigger = {
ai = no
}

name = "History Pack"
desc = "If you are interested in strictly historical Germany decisions, please choose first option. If you would like to see more randomness in German decisions, please choose second option."
style = 0

date = { day = 1 month = january year = 1936 }
offset = 1
deathdate = { day = 10 month = january year = 1936}

action_a = {
name = "I choose historical decisions."
command = { type = sleepevent which = X }
...
...
# All original German events
}
action_b = {
name = "Some randomness would be better."
command = { type = sleepevent which = X }
....
# Alternative pack with no b choices (new id's needed)

}
}

It would be great in hotfix, but if not... just an idea. Twice as high chance on war, and option for player.
 

brandnew70x7

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Originally posted by 2Coats
Play through as SCH - Switzerland. The two events Ive had so far BUY ME019 from Germany - 652007 and US agrees to send aid - 652005have not done what they are supposed to! Infact theyve done nothing even though the events are firing.

Can someones else concur!

The only thing that is out of the ordinary is that all my resource except coal are at near zero!

...

US event triggers at the outbreak of war. Well, Generallisimo was supposed to link the polish invasion to that, im sure he did. The US can decided to go back on its deal, or fufill it (Historical)

The me109's DO in my game come to Switzerland.

1936 Rearmanment has triggered every game i've played.. either you removed it, or you editted it.

Im going to play through as Switzerland, as I simply can't find this to be true. I created the events, and they fired fine when I was testing them. So unless some revisions were done, I dont know what the problem is. Expect a report.
 
Last edited:

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Originally posted by JRaup
Thanks. Right now it's all anecdotal, but it seems as if the issue lies with the non-North American versions. Not sure about the UK version, as that seems hit or miss.

I play the scandinavian version (same as UK ??), and the Irish event crash the game every time. Witout them the game work fine.
 

Steel

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Lord Baldric, about leader experience don't get me wrong - the input is welcome. My personal opinion is that I'd rather have no set_leader_skill effects right now due to how it works, but I'm just another voice in the crowd. Nachinus is they guy you'll be wanting to convince ;)


Originally posted by Copper Nicus
Basic idea for "Historical pack":

Yup, it's the same lines I was thinking along. The stuff I put up yesterday is just a proof of concept, it should work ok but is far from bullet proof. I can see your point about the number of events creating an issue, 5% over and over obviously adds up. It would be very nice if Paradox could implement something like:

action_a = {
weight = 99
name = "Historical choice"
action_b = {
weight = 1
name = "Alternate choice"


Where weight has too add up to 100 and represents the percentage chance of an option being picked. Ideally it should also take some additional parameters so you could have an event choice be more likely based on alignment and so on. It would have to be an optional parameter (so it doesn't break every event out there).
 

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Originally posted by Steel
(...)Where weight has too add up to 100 and represents the percentage chance of an option being picked.(...)

I hope you also posted this on the wish list for 1.05? :)
I sign under this idea with both hands! :D

On the positive side - looks like we have stable version. Maybe a bit event-chaotic, but at least stable. ;) :D
 

Halibutt

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Originally posted by Copper Nicus
(...)On the positive side - looks like we have stable version. Maybe a bit event-chaotic, but at least stable.
Does it mean that someone has uploaded the project page with a new, corrected version of C.O.R.E. 0.2? Or does it still need reworking after the instalation?
Cheers
 

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Originally posted by Halibutt
Does it mean that someone has uploaded the project page with a new, corrected version of C.O.R.E. 0.2? Or does it still need reworking after the instalation?
Cheers

We have to wait for Franco to find out... But in case of Polish version with UK-Scandinavia 1.04 patch removing 2 irish events (or some of their lines) and living just a Sperle leader in "Civil War: Important Experience event" stabilizes game.
Memory spike may still occur, though...
 

Steel

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Originally posted by Halibutt
Does it mean that someone has uploaded the project page with a new, corrected version of C.O.R.E. 0.2? Or does it still need reworking after the instalation?
Cheers

There's a small zip file with a couple of reworked files that can be downloaded here in the Bug List / Bug Fix thread. This should resolve the known CTD/hang issues.
 

Halibutt

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Originally posted by Copper Nicus
We have to wait for Franco to find out... But in case of Polish version with UK-Scandinavia 1.04 patch removing 2 irish events (or some of their lines) and living just a Sperle leader in "Civil War: Important Experience event" stabilizes game.
Memory spike may still occur, though...
After the experiences I had with EU and EUII, I promised myself never to spend a penny on CDProjekt versions. That's why I'm using plain scandinavian version. But thanks for the info.

There's a small zip file with a couple of reworked files that can be downloaded here in the Bug List / Bug Fix thread. This should resolve the known CTD/hang issues.
Thanks a lot, I'll try to find it.
Cheers
 

Generalisimo

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Originally posted by Copper Nicus
I'm afraid it's not even enough - I was playing test game and in the middle of 1940 Barbarossa started. Yugo event chain started later, so new event, USSR signs peace was needed. I scripted it, right now it's waiting probably in your mailbox.

One more problem - Ethiopia. In next test game Italy was unable to deal fast with Ethiopia (or revolt was started, whatever) - this time Yugoslavia left Axis, signed peace with UK, but still was in separate war with ETH. Then of course 4 days later joined Axis again, since democratic/communist values there was too low and Germany were natural ally for them.

Generallissimo, try to test my alternative chain - it's probably more flexible then the one posted here. It still is not "Ethiopia-proof", I'm afraid.
but the problem lies that we need a new event for Ethiopia, but, here is a question:
when they revolt, they are "neutral", right?
so, we only need one event that signs peace between ETH and YUG, nothing more, we can even add that line to the last YUG event:

event = {
id = 9605
random = no
country = YUG

# triggered by either 9601 or 9604

name = "The Yugoslavs have opposed the will of the Fuhrer!"
desc = "Our refuse to join Axis enraged Fuhrer - he treatens us by deploing Wehrmacht along the border. We have no choice but to ask Great Brittain for help."
style = 0

action_a = {
name = "OK"
command = { type = alliance which = ENG }
command = { type = peace which = ENG value = 0 } # ENG signs peace
command = { type = peace which = SOV value = 0 } # SOV signs peace
command = { type = peace which = ETH value = 0 } # ETH signs peace
}
}


that should solve the problem, but , i do not know what would happen if Ethiopia is axis, because the commands are executed "at the same time" i supose nothing will happen, because it will not consider YUG as part of the allies, but i need to test it just in case...
So, maybe the best way would be to make a separate event for Ethiopia checking if Ethiopia is NOT axis, then peace between YUG & ETH should be signed.

Your events use conditions (triggers + date + offset + deathdate), so they keep checking for a long time, to avoid that, that's why i am trying to keep this "chain", if it doesn't work, well, we should change to something diferent...
:D
 

unmerged(14683)

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Originally posted by Generalisimo
Your events use conditions (triggers + date + offset + deathdate), so they keep checking for a long time, to avoid that, that's why i am trying to keep this "chain", if it doesn't work, well, we should change to something diferent...
:D

Test both options in extreme conditions (forced war with USSR, Allies and neutrals) and see which one approach is better. I don't mind if it will be yours variant - everything but everyone allied with everyone! :D
 
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