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Hogar

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In the front section of AI, options such as swamp_attack, river_attack, etc... . I find the description a little bit ambiguous. It states #reduces the size of odds in total.. (1.0 = no difference, 0.5 = halved.)
Example: if I make swamp_attack = 0.5 is AI thinking it is now twice as hard to attack thus it will bring in more troops to win. --> this is how I understand the value but decreasing it I didn't see a significant change. Could someone confirm please?
 

Altruist

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Perhaps in this section my question is much better placed...
I need some help for something I can't figure out.

Rather for role-play reasons I am conquering the colonial territory of the colonial powers, to "liberate" those territories into puppeted nations, then I give them full independence. Instead of using them as cheap sub-producer of military units, I would like to give them building plans which allocates roughly 50% of their IC to building up their provinces. After some tries and errors I read the introductionary \Modding documentation\AI Files Modifiers.txt... very helpful, so I figured out how to edit my save-file to do most of the stuff.

For example that they should allocate 60% of their IC towards improving their provinces, here India as an example what I did:
Code:
construction = {
            max_factor = 0.6000
            transports = -1
            escorts = -1
            AA_batteries = yes
            max_AA_level = 6
            AA_provs = { 1495 1511 1517 }
            coastal_fort = no
            max_coastal_level = 3
            coastal_fort_provs = { }
            radar_station = yes
            max_radar = 1
            radar_provs = { 1495 1511 1517 }
            air_base = yes
            max_air_base = 6
            air_base_provs = { 1495 1511 1517 }
            naval_base = yes
            max_naval_base = 10
            naval_base_provs = { 1511 1517 }
            land_fort = no
            max_land_level = 10
            fort_borders = { }
            fort_provs = { }
            nuclear_reactor = no
            max_nuclear = 10
            rocket_test = no
            max_rocket = 10
            ic_at_war = yes
            force_ic_until = 1943
            ic_end_year = 1944
            IC_provs = { 1447 1459 1511 1517 1518 1467 1472 1476 1480 1498 1514 1515 1521 1522 1463 1461 1464 1468 1516 1466 }
 }
And it works fine. They are actually following and improving their countries.

What I couldn't find... or rather what seems missing: infrastructure.
I would imagine it quite similar to the above expressions concerning the building of IC.
But what are the actual commands to allow them building up infrastructure in general and/or in a specific province?
Neither could I find any examples in the save-file nor in the AI Files Modifiers.txt.
Is it not possible? Am I missing something? Or is it just not documented because everybody (except me) knows how to do it?

I am thankful for hints or even better a small example of what codelines need to be added to, let's say, build infra upto 40%, even when at war, preferable in the following list of provinces... and if needed the equivalent to "force_ic_until" and ic_end_year". Or is it as simple as just replacing "ic" with "infra"? (After having crashed my savefiles for several times, I've gotten a bit reluctant to try things completly out of the blue.)

Building up infrastructure is quite crucial for some nations which have almost only 30% infra regions or even lower. Building factories is only allowed in provinces of 40% infra or higher.
 

^_AC_^

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Perhaps in this section my question is much better placed...
I need some help for something I can't figure out.

Rather for role-play reasons I am conquering the colonial territory of the colonial powers, to "liberate" those territories into puppeted nations, then I give them full independence. Instead of using them as cheap sub-producer of military units, I would like to give them building plans which allocates roughly 50% of their IC to building up their provinces. After some tries and errors I read the introductionary \Modding documentation\AI Files Modifiers.txt... very helpful, so I figured out how to edit my save-file to do most of the stuff.

For example that they should allocate 60% of their IC towards improving their provinces, here India as an example what I did:
Code:
construction = {
            max_factor = 0.6000
            transports = -1
            escorts = -1
            AA_batteries = yes
            max_AA_level = 6
            AA_provs = { 1495 1511 1517 }
            coastal_fort = no
            max_coastal_level = 3
            coastal_fort_provs = { }
            radar_station = yes
            max_radar = 1
            radar_provs = { 1495 1511 1517 }
            air_base = yes
            max_air_base = 6
            air_base_provs = { 1495 1511 1517 }
            naval_base = yes
            max_naval_base = 10
            naval_base_provs = { 1511 1517 }
            land_fort = no
            max_land_level = 10
            fort_borders = { }
            fort_provs = { }
            nuclear_reactor = no
            max_nuclear = 10
            rocket_test = no
            max_rocket = 10
            ic_at_war = yes
            force_ic_until = 1943
            ic_end_year = 1944
            IC_provs = { 1447 1459 1511 1517 1518 1467 1472 1476 1480 1498 1514 1515 1521 1522 1463 1461 1464 1468 1516 1466 }
}
And it works fine. They are actually following and improving their countries.

What I couldn't find... or rather what seems missing: infrastructure.
I would imagine it quite similar to the above expressions concerning the building of IC.
But what are the actual commands to allow them building up infrastructure in general and/or in a specific province?
Neither could I find any examples in the save-file nor in the AI Files Modifiers.txt.
Is it not possible? Am I missing something? Or is it just not documented because everybody (except me) knows how to do it?

I am thankful for hints or even better a small example of what codelines need to be added to, let's say, build infra upto 40%, even when at war, preferable in the following list of provinces... and if needed the equivalent to "force_ic_until" and ic_end_year". Or is it as simple as just replacing "ic" with "infra"? (After having crashed my savefiles for several times, I've gotten a bit reluctant to try things completly out of the blue.)

Building up infrastructure is quite crucial for some nations which have almost only 30% infra regions or even lower. Building factories is only allowed in provinces of 40% infra or higher.
Unfortunately IIRC it's not possible.
 

Altruist

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Unfortunately IIRC it's not possible.
Ah, what a pity.
And how very much DH-unlike.
Nevertheless I am thrilled how easy it is to improve eg brigade use for ships for AI-led countries.

But at least I can stop looking and trying now.
Thanks for the answere.

2 small follow-up question:
1) In above example for building factories I edited in spedific provinces where to build them.
Is there a way to randomize this? A kind of general order without specifying the provinces?

2) So far I have done those changes in my running game in my save-file.
Is my assumption correct that the files within the /ai folder give the starting orders and are then included into the save-file?
So when I want to change some building behaviour of AI-countries for every game, I'd do it within the files in the /ai folder whcih then, after game-start, get included in the save-file?

Liik like you have ti try it with events then.
Yes, crossed my mind.
But that's not the same and feels too enforced for my taste.
 
Last edited:

^_AC_^

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1) I don't know.
2) There are rules for loading AI files. A savegame already contains the AI settings IIRC. You can check which AI files are loaded by enabling AI debug log in misc.txt. IIRC there's a country specific setting for loading a file for the corresponding year, if it exists.
 

Nesic8693

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I need help with this problem:
Parse events file: Mods\The Bonaparte Legacy_v0.6.4 - (15.05.2021.)\db\events\Axis\italy.txt...{
ERROR : (Missing = in statement.) ' = U49' Line = 70 file = Mods\The Bonaparte Legacy_v0.6.4 - (15.05.2021.)\db\events\Axis\italy.txt
ERROR : (Missing = in statement.) '= = U49' Line = 70 file = Mods\The Bonaparte Legacy_v0.6.4 - (15.05.2021.)\db\events\Axis\italy.txt
ERROR : (unknown data defined in event database) 'id = 25001' Line = 72 file = Mods\The Bonaparte Legacy_v0.6.4 - (15.05.2021.)\db\events\Axis\italy.txt
}
Just one line was changed in that file and the problem started. Those changes are working well and are not linked with that events/lines in savedebug in any way.
 

ElMorte

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I need help with this problem:
Parse events file: Mods\The Bonaparte Legacy_v0.6.4 - (15.05.2021.)\db\events\Axis\italy.txt...{
ERROR : (Missing = in statement.) ' = U49' Line = 70 file = Mods\The Bonaparte Legacy_v0.6.4 - (15.05.2021.)\db\events\Axis\italy.txt
ERROR : (Missing = in statement.) '= = U49' Line = 70 file = Mods\The Bonaparte Legacy_v0.6.4 - (15.05.2021.)\db\events\Axis\italy.txt
ERROR : (unknown data defined in event database) 'id = 25001' Line = 72 file = Mods\The Bonaparte Legacy_v0.6.4 - (15.05.2021.)\db\events\Axis\italy.txt
}
Just one line was changed in that file and the problem started. Those changes are working well and are not linked with that events/lines in savedebug in any way.

It better to post the event.

But my first guess is an missing {}.
 
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awesomenessofme

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Kind of a silly question, but I can't seem to figure it out. Where in the files can you edit how many brigades a division is allowed to attach? I've been fiddling with NWO 2, and I noticed certain ships are able to add brigades, but they don't actually have any valid ones.

Edit: Well, now I'm even more confused. I've found a variable "max_allowed_brigades" in the division files, but some things I know definitely can take brigades don't have a value for it, including battleships.
 
Last edited:

ElMorte

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Kind of a silly question, but I can't seem to figure it out. Where in the files can you edit how many brigades a division is allowed to attach? I've been fiddling with NWO 2, and I noticed certain ships are able to add brigades, but they don't actually have any valid ones.

Edit: Well, now I'm even more confused. I've found a variable "max_allowed_brigades" in the division files, but some things I know definitely can take brigades don't have a value for it, including battleships.

Units folder then Divisions folder, et voila

You have to specify the brigades. Take infantry for example
 

Slaughter

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Question for the map-wise: Can I connect two water bodies across many provinces?

(this is in the E3 map, but the principles are the same I'm sure)

I have tried and so far failed, to connect the two provinces between each other. They show as connected in the map, however if I select any naval unit and then mouse over to the Great Lakes, the game gets stuck. Here's how I did it:

3008​
3009​
Sea
0​
Lake Huron to Lake Eire
3009​
3010​
Sea
0​
Lake Eire to Lake Ontario
#3010#4250Sea
0​
Lake Ontario to Fleuve Saint Laurent. Can't do that yet.


I realized then that the real problem is that there are multiple land provinces there on the way. Now, the game does have one example I remember, of access between bodies of water across a body of land: The Kiel Canal. This is how both vanilla and the E3 map do it:



2476​
2473​
Canal
90​
The Kiel Canal


Province 2476 and 2473 are connected between each other, with the ship going through province 90 (a land province) from one to another.
Can I add more than one province to the third column, allowing me to do the same thing as the Kiel Canal, but with multiple provinces?
 

Attachments

  • Great Lakes and Ocean connection.png
    Great Lakes and Ocean connection.png
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TheRemQc

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Hello everyone, I'd like to request a trigger check today.

So here's the code:

Code:
    trigger = {
        NOT = { event = 14017 }
        atwar = yes
        AND = {
        OR = {
        headofgovernment = 10335
        event = 14015
        }
        OR = {
        headofgovernment = 10125
        event = 14014
        }
        }
    }
And here's what I want it to be:

Event triggers when:
event #14017 has not fired;
TAG is at war;
and one of the following comnination is true:
HoG is 10335 and event 14015 has fired;
or HoG is 10125 and event 14014 has fired.


Am I doing this right? This event is quite deep in my files and might be tricky to live-test so I'd like to be as sure as possible about it.

Thanks,
TheRem
 

^_AC_^

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Code:
trigger = {
        NOT = { event = 14017 }
        atwar = yes
        OR = {
            AND = {
                headofgovernment = 10335
                event = 14015
            }
            AND = {
                headofgovernment = 10125
                event = 14014
            }
        }
    }
This fires if:
  • event 14017 didn't fire
    AND
  • country is at war
    AND
  • either (hog is 10335 AND event 14015 fired) OR (hog is 10125 AND event 14014 fired)
 
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