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MartinBG

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Is there a simple way to get a country to be ready for war (by massing armies on the border with the countries it will invade)? I tried using ai_prepare_war but that causes the ai to declare war when all I want is for them to mass up troops on a specific axis of advance in preparation for an event-triggered war. I know you can set specific units to move to specific provinces, but that's a bit too time consuming with large armies and I want it to take into account the units that will be produced after the game starts. The ai tends to get steamrolled because it can't pre-plan a war.

Making an ai file would be something I'd like to avoid; I just want the ai to put its soldiers against specific borders.

Rules how to garrison borders are defined into the garrison = { ... } AI setting. You should either set these into the default AI file loaded on scenario start (and make sure no unwanted garrison settings are loaded later by AI switch) or make an AI file that to be switched to by event. As you can see both cases involve AI files modding as a minimum.


Is there a fix to the problem where pictures show up in negative in event boxes? Tried everything, sometimes it works but then on the next play test reverts to being negative.

Old trick that usually works for me is to make a copy of a working in the game picture, open it in MS paint, paste over the image I want to use and save without changing file format. Then all you have to do is to rename that file as you like.
 

Arcangelus

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Where should I look for an error that causes a CTD every time that a revolt shows up? This problem only happens in a partially adapted version of FODD that I was working on, and the debug log doesn't help (only shows some problems in the ai files, many warnings related with lack of strings in the events, the "when = now' instead of 'when = on_upgrade" thing and "Mods\FODD_0.9\map\\navaldist.tbl is read in compatibility mode! (Read 1500, Valid: 1463)" ).
 

Adonnus

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Old trick that usually works for me is to make a copy of a working in the game picture, open it in MS paint, paste over the image I want to use and save without changing file format. Then all you have to do is to rename that file as you like.

Thanks, it works, contrast is off but it works. Gotta have something to do with these pictures being at night, because those are the only ones screwing up for me.
 

MartinBG

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Where should I look for an error that causes a CTD every time that a revolt shows up? This problem only happens in a partially adapted version of FODD that I was working on, and the debug log doesn't help (only shows some problems in the ai files, many warnings related with lack of strings in the events, the "when = now' instead of 'when = on_upgrade" thing and "Mods\FODD_0.9\map\\navaldist.tbl is read in compatibility mode! (Read 1500, Valid: 1463)" ).

You should not ignore error reports, but fix those before continue the work on the mod or play it.
 

UNSC Trooper

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So I've been trying in vain to make an event fire at a certain date every year like an anniversary, but I can't get it to fire with these arrangements:

Code:
event = {
id = 9006521
random = no
country = GER
persistent = yes

trigger = { 
day = 24
NOT = { day = 25 }
month = february
NOT = { month = march }
}

name = "EVT_9006521_NAME"
desc = "EVT_9006521_DESC"
style = 2
picture = "stalingrad"
date = { day = 1 month = january year = 1964 }
deathdate = { day = 31 month = december year = 2020 }
offset = 1

action_a = {
name = "God bless the Wehrmacht."
command = { type = dissent value = -0.5 }
}
}
Removing the NOT tags only makes it fire every day. I've seen the code being used in some other mods as well. Am I doing something wrong?
 

Arcangelus

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Could someone point out why the error checker say that the technologies 2380 and 2390 are repeated? I don't see it.
Code:
	techapps = {
		1010 # Human Regulars - Wasteland Human Soldiers
		1020 # Human Regulars - Apocalyptic Human Soldiers
		1340 # Weak Garrison
		1350 # Early Garrison
		1410 # Human Race
		2010 # Scrap Heavy Weapons
		2050 # Light Mortars
		2150 # Scrap Machineguns (0)
		2160 # Light Support Weapons (1)
		2220 # Basic Defense Towers
		2240 # Dynamite
		2250 # Frag Grenades
		2460 # Guards
		2130 # Wild Deathclaws
		3010 # Slavery 
		3020 # Slave Labor
		3170 # Social Control
		3330 # Aspire to Glory
		3430 # Monodominance
		4220 # Proto-aviation
		4230 # Gliders
		4240 # Powered Flight
		4250 # Aircraft Implications
		4010 # VTOL Technology
		4020 #  Vertibird Transport
		4260 # Flight Theory
		4270 # Flight Tests
		4280 # Advanced Tests
		5010 # Wind Power
		5020 # Sheltered Agriculture
		5040 # Reliable Water Wells 
		5050 # Apothecaries
		5090 # Workshops
		5160 # Pre-War Electronic Devices
		5170 # Basic Electronics 
		5200 # Pre-War Computers 
		5230 # Batteries
		5240 # Basic Power Production
		6010 # Organized Warfare
		6180 # Pre-war Military Training
		6260 # Military Air Transport
		6280 # Military Sea Transport
		6360 # Air Supply Drops
		7100 # Animal Genetics
		7120 # Human Genetics
		8010 # Early Motorboats
		8070 # Scrap Trawlers
		8160 # Sailing
		}

	deactivate = {
		1220 # Ghoul Regulars
		1420 1430 1440 # Other racial techs
		1570 # Spider Race
		2380 # Border Patrol
		2390 # Rangers
		5620 # Never Was
		7010 # Alien Physiology
		7020 # Adv. Survival Equipment
		7030 # Robotic Bio-weapons
		7040 # Path of the Shaman
		7050 # Gathering of the Tribes
		7060 # Way of Dreams
		7070 # Unity of the Tribes
		7080 # Greening Ways
		7090 # Harmony
		7110 # Plant Genetics
		7140 # Rad Resistant Crops
		7150 # Super Soldiers
		7160 # Parapsychic Science
		7170 # Mind Powers
		7180 # Vault Locations
		7190 # Glory of the Eagle
		7200 # Legacy of the Master
		7210 # Wu Shu
		7220 # Intelligent Rat Scouts
		7230 # Way of the Open Palm
		7240 # Way of the Clenched Fist
		7250 # Combat Implants
		7260 # Giant Mutated Spiders
		7270 # Stealth Fields
		7280 # Data Centers
		7290 # Biological Warfare
		7300 # Chi Mastery
		7310 # Heroism
		7320 # Alien Armor
		7330 # Alien Weapons
		7340 # Anti-gravity
		}

	Blueprints = {
		1030 # Human Regulars - Basic Human Soldiers
		1210 # Powered Scouts
		2100 # Apocalyptic Engineers
		2510 # Robotic Pets
		4350 # Tactics Testing
		5260 # Rudimentary Atomic Power
		5340 # Pre-War Materials
		5350 # Advanced Armor
		6290 # Meatgrinder Training
		8040 # Scrap Corvettes
		8080 # Scrap Freighters
		8170 # Organised Navy
		}
And no, I didn't edit it (yet).
 

flogi

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I got a quick question concerning the misc entry:

# Set buildings to be buildable only in provinces (from game map view). 0 – Disable, 1 - Enable (Ports, Air Bases, Nuclear Reactors, Rocket Test Sites), 2 - Enable ( 1 + provincial AA and Radars)
1 #0

As you can see it is enabled, but in the game i can still build air and navalbases as ever. Did i miss something? Is there another file i need to change?
(Modding with DH 1.3 RC2 ofc...). When i enabled the thing on DH Full or with no mod it worked without a problem... Any ideas?

EDIT:
Okay solved the prolbem. Misc file was somehow corrput...
 
Last edited:

flogi

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Make sure you edit the proper misc.txt file for the mod you're running.

I did, that wasnt the problem. It appears to be that i made a mistake converting the new 1.3 Lines in the misc. Surprisingly it worked all well, exept this option... It didn't create an error, but now that i used the new misc as a base it all went well.
Thanks nonetheless.
 

novapaddy

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Could someone point out why the error checker say that the technologies 2380 and 2390 are repeated? I don't see it.
Code:
	techapps = {
		1010 # Human Regulars - Wasteland Human Soldiers
		1020 # Human Regulars - Apocalyptic Human Soldiers
		1340 # Weak Garrison
		1350 # Early Garrison
		1410 # Human Race
		2010 # Scrap Heavy Weapons
		2050 # Light Mortars
		2150 # Scrap Machineguns (0)
		2160 # Light Support Weapons (1)
		2220 # Basic Defense Towers
		2240 # Dynamite
		2250 # Frag Grenades
		2460 # Guards
		2130 # Wild Deathclaws
		3010 # Slavery 
		3020 # Slave Labor
		3170 # Social Control
		3330 # Aspire to Glory
		3430 # Monodominance
		4220 # Proto-aviation
		4230 # Gliders
		4240 # Powered Flight
		4250 # Aircraft Implications
		4010 # VTOL Technology
		4020 #  Vertibird Transport
		4260 # Flight Theory
		4270 # Flight Tests
		4280 # Advanced Tests
		5010 # Wind Power
		5020 # Sheltered Agriculture
		5040 # Reliable Water Wells 
		5050 # Apothecaries
		5090 # Workshops
		5160 # Pre-War Electronic Devices
		5170 # Basic Electronics 
		5200 # Pre-War Computers 
		5230 # Batteries
		5240 # Basic Power Production
		6010 # Organized Warfare
		6180 # Pre-war Military Training
		6260 # Military Air Transport
		6280 # Military Sea Transport
		6360 # Air Supply Drops
		7100 # Animal Genetics
		7120 # Human Genetics
		8010 # Early Motorboats
		8070 # Scrap Trawlers
		8160 # Sailing
		}

	deactivate = {
		1220 # Ghoul Regulars
		1420 1430 1440 # Other racial techs
		1570 # Spider Race
		2380 # Border Patrol
		2390 # Rangers
		5620 # Never Was
		7010 # Alien Physiology
		7020 # Adv. Survival Equipment
		7030 # Robotic Bio-weapons
		7040 # Path of the Shaman
		7050 # Gathering of the Tribes
		7060 # Way of Dreams
		7070 # Unity of the Tribes
		7080 # Greening Ways
		7090 # Harmony
		7110 # Plant Genetics
		7140 # Rad Resistant Crops
		7150 # Super Soldiers
		7160 # Parapsychic Science
		7170 # Mind Powers
		7180 # Vault Locations
		7190 # Glory of the Eagle
		7200 # Legacy of the Master
		7210 # Wu Shu
		7220 # Intelligent Rat Scouts
		7230 # Way of the Open Palm
		7240 # Way of the Clenched Fist
		7250 # Combat Implants
		7260 # Giant Mutated Spiders
		7270 # Stealth Fields
		7280 # Data Centers
		7290 # Biological Warfare
		7300 # Chi Mastery
		7310 # Heroism
		7320 # Alien Armor
		7330 # Alien Weapons
		7340 # Anti-gravity
		}

	Blueprints = {
		1030 # Human Regulars - Basic Human Soldiers
		1210 # Powered Scouts
		2100 # Apocalyptic Engineers
		2510 # Robotic Pets
		4350 # Tactics Testing
		5260 # Rudimentary Atomic Power
		5340 # Pre-War Materials
		5350 # Advanced Armor
		6290 # Meatgrinder Training
		8040 # Scrap Corvettes
		8080 # Scrap Freighters
		8170 # Organised Navy
		}
And no, I didn't edit it (yet).

If you use notepad++...... simply highlight the word which is marked as duplicated......... notepad++ will also highlight the duplicate for you. You can then delete the duplicate. Much quicker I think?
 

Arcangelus

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Better do a search for 2380 and 2390 in the entire file.
If you use notepad++...... simply highlight the word which is marked as duplicated......... notepad++ will also highlight the duplicate for you. You can then delete the duplicate. Much quicker I think?
I tried both before asking, that why I'm confused. The error checker detected several repeated techs that I'm unable to find in the corresponding . inc files. Short of rewriting the files from scratch, I have no idea of what I should do.

BTW: Exists a valid equivalent to "tag = none" into a .ai file? (spyprefsdata section) It's supposed to be used by the AI when is at war against someone that doesn't have a specific entry, but the error checker keeps saying that is invalid. Not sure if is actually used in game.
 

SennaDavy

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Is there a sleep_nation event? In a mod of mine, USA conquered Canada and that should be it. Instead, USA releases Canada again as a puppet. But Canada should remain annexed. So how do I make it impossible for Canada to be released?