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Slaughter

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It supports RGB colors.Therefore, if a given hex code has a RGB color equivalent it can be used.

So I can use RGB color code? Because just putting stuff like Dark Red, Dark Brown, Light Yellow, Blue, etc, seems quite weak honestly.
 

Arcangelus

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So I can use RGB color code? Because just putting stuff like Dark Red, Dark Brown, Light Yellow, Blue, etc, seems quite weak honestly.
Dark Red and the likes are the "code name" of the color defined. As far as the game is concerned, you can have a Dark Red defined as black with no issue as long as you don't change its name. You can even have all colors defined with the exact same numbers and the game won't care (not sure why you would do so, but you can).
Now if you meant "Can I put in the country.csv file stuff like purple w/o defining one of the colors in colorscale.csv as purple? As in creating new codes for color.", then no. You can't (it will default to one of the other colors. Not sure which one).
 

novapaddy

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im trying to change a countries name in the world_names.csv file but when i change it in that file it does not change it in game

what else do i need to do

You have the correct file. Are you sure you kept the correct number of ;;;;X afterwards?

What country?
Please post a few lines including that line of code from the file.
 

jarod45

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found the problem

it only worked after I completely exited the game when i was testing it rather than just to the main menu which is usually enough when im testing ministers etc

thanks for replies
 

jarod45

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You have the correct file. Are you sure you kept the correct number of ;;;;X afterwards?

What country?
Please post a few lines including that line of code from the file.
im just adding in the small caribbean countries into putin 2 paddy

not sure why I feel the need to add in these small countries like I did with bahrain but it just irks me to have "the caribbean fediration" etc
 

novapaddy

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im just adding in the small caribbean countries into putin 2 paddy

not sure why I feel the need to add in these small countries like I did with bahrain but it just irks me to have "the caribbean fediration" etc

yeah, the carribbean and pacific federations were to give me more TAGS so I could have Moldova, Transnistria, Donetsk, etc etc in the game. Tags are always in short supply, so you have to be creative at times.
 

jarod45

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yeah, the carribbean and pacific federations were to give me more TAGS so I could have Moldova, Transnistria, Donetsk, etc etc in the game. Tags are always in short supply, so you have to be creative at times.
Yea i presumed that was the case

But looking at the free tags there was loads left in the end

Upr

Uer

Uch

Ubo etc

Ive got 26 that i can find after adding jamaica, trinidad & tobago and grenada

Gives me something to do :0)
 

jarod45

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could someone recommend a good flag and shield creator

i have one that works fine but the flag moves on screen as if its blowing in the wind. Looking at the putin 2 mod i see hezbollah and al qaeda flutter in the wind like this as well

the one I have is good enough but i would prefer it if they didnt move like the vanilla flags
 

Arcangelus

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This may sound like a dumb question. If your end year is let's say 1945 for a minister, will the minister be no longer available on January 1 of that year. Will having the retire year as 1999 affect anything?
I may be wrong about this, but AFAIK the meaning of each is:
Start year (pool): The year from which a given minister/leader available. Also used to determine what ministers/leaders are loaded at game-start
End year: If a scenario starts beyond the dead-date of a given minister/leader, that character won't be loaded. No effect beyond that. (not even save-games)
Retirement date: What normal people would think end date is. The year in which a given minister 'goes to valhalla' (dies).
 

Tera Brandford

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I may be wrong about this, but AFAIK the meaning of each is:
Start year (pool): The year from which a given minister/leader available. Also used to determine what ministers/leaders are loaded at game-start
End year: If a scenario starts beyond the dead-date of a given minister/leader, that character won't be loaded. No effect beyond that. (not even save-games)
Retirement date: What normal people would think end date is. The year in which a given minister 'goes to valhalla' (dies).

Would death events work better?
 

Slaughter

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Dark Red and the likes are the "code name" of the color defined. As far as the game is concerned, you can have a Dark Red defined as black with no issue as long as you don't change its name. You can even have all colors defined with the exact same numbers and the game won't care (not sure why you would do so, but you can).
Now if you meant "Can I put in the country.csv file stuff like purple w/o defining one of the colors in colorscale.csv as purple? As in creating new codes for color.", then no. You can't (it will default to one of the other colors. Not sure which one).

Can I, say, add extra user colors by adding more user colors to the file and then specifying them in rgb code?

Also, what does "index" mean? There's Red Green Blue Index.
 

Slaughter

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Anyone here ever taken a stab at using the casualties tracker in modding?

I had some ideas, and I wanted to know if they could work:

1. Can I create new equipment types, or change names of old ones? I want things like Energy Weapons and Robots in my mod.

2. Using equipment/casualties in events. Say, for every 1000 manpower casualties, a event triggers for a dissent hit. Or, for every, say, 1000 inflicted AA casualties, I can salvage a brigade's worth of AA using a decision, then the decision disables until I get another 1000 AA different from the ones I already used..
 

Eginhard 38

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1. You can change the names of existing equipment, but you cannot add new ones.

2. Yes it's possible. There's a trigger for it. I suggest you to have a look at the event_commands file in the modding documentation folder. However, what you want to do will require multiple events and the use of local flags.

I just wrote some events using that trigger. I'll post them here tonight as an example.


Edit: I must add that unfortunately, you cannot add a brigade alone. You will have to find another trick for that.
 
Last edited:

Eginhard 38

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Here's an example:

Code:
event = { # Massive enemy casualties (BEL)
   id = 2000108
   country = BEL
   random = no
   persistent = yes

   name = "2000107name"
   desc = "2000107desc"
   style = 2
   picture = "Wehrmacht"

   date = { day = 1 month = january year = 1912 }
   offset = 1
   deathdate = { day = 29 month = december year = 1921 }

   trigger = {
       atwar = yes
       flag = great_war
       local_flag = NM_system
       OR = {
           AND = { losses = { value = 80000 data = 1 } NOT = { local_flag = lossinflicted1 } }
           AND = { losses = { value = 160000 data = 1 } NOT = { local_flag = lossinflicted2 } }
           AND = { losses = { value = 240000 data = 1 } NOT = { local_flag = lossinflicted3 } }
           AND = { losses = { value = 320000 data = 1 } NOT = { local_flag = lossinflicted4 } }
           AND = { losses = { value = 400000 data = 1 } NOT = { local_flag = lossinflicted5 } }
           AND = { losses = { value = 480000 data = 1 } NOT = { local_flag = lossinflicted6 } }
           AND = { losses = { value = 560000 data = 1 } NOT = { local_flag = lossinflicted7 } }
           AND = { losses = { value = 640000 data = 1 } NOT = { local_flag = lossinflicted8 } }
           AND = { losses = { value = 720000 data = 1 } NOT = { local_flag = lossinflicted9 } }
           AND = { losses = { value = 800000 data = 1 } NOT = { local_flag = lossinflicted10 } }
       }
     }

   action = {
       name = "ACTION_NAME_OK"
       ai_chance = 100
       command = { type = dissent value = -2.5 }
       command = { trigger = { NOT = { local_flag = lossinflicted1 } } type = local_setflag which = lossinflicted1 }
       command = { trigger = { local_flag = lossinflicted1 NOT = { local_flag = lossinflicted2 } } type = local_setflag which = lossinflicted2 }
       command = { trigger = { local_flag = lossinflicted2 NOT = { local_flag = lossinflicted3 } } type = local_setflag which = lossinflicted3 }
       command = { trigger = { local_flag = lossinflicted3 NOT = { local_flag = lossinflicted4 } } type = local_setflag which = lossinflicted4 }
       command = { trigger = { local_flag = lossinflicted4 NOT = { local_flag = lossinflicted5 } } type = local_setflag which = lossinflicted5 }
       command = { trigger = { local_flag = lossinflicted5 NOT = { local_flag = lossinflicted6 } } type = local_setflag which = lossinflicted6 }
       command = { trigger = { local_flag = lossinflicted6 NOT = { local_flag = lossinflicted7 } } type = local_setflag which = lossinflicted7 }
       command = { trigger = { local_flag = lossinflicted7 NOT = { local_flag = lossinflicted8 } } type = local_setflag which = lossinflicted8 }
       command = { trigger = { local_flag = lossinflicted8 NOT = { local_flag = lossinflicted9 } } type = local_setflag which = lossinflicted9 }
       command = { trigger = { local_flag = lossinflicted9 NOT = { local_flag = lossinflicted10 } } type = local_setflag which = lossinflicted10 }
   }

}