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unmerged(82211)

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Ah cheers, also whats the difference between owned, national and controlled provinces?
National = the country has cores on it (even if the province doesn't make part of its territory).
Owned = the country owns it (the province makes part of its territory)
Controlled = the country control it (the province is under the control of certain country, even if that country doesn't has core on it or even rightfully own it).

Let's say Gibraltar...
In the beggining of the game it's national of Spain, but it's owned and controlled by UK.
If Germany invades it during the war it's national of Spain, owned by UK and controlled by Germany. :)
 

SennaDavy

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I want to make an event which makes Italiy declare war on whoever controlls/owns Jerusalem and Mecca. But these provinces are close to borders, and sometimes the turks control them, and sometimes the egyptians (or even the Arabians). How do I make a nation declare on the owner of specific provinces?

Currently I have this:
Code:
##################################################################################################
# The Tenth Crusade
##################################################################################################
event = {
	id = 456934559
	random = no
	country = ITA

	name = "The Tenth Crusade"
	desc = "This morning, two white doves sat down on the shoulders of His Holiness while he was giving a speech in front of Saint Peter's Basilica. This was definitely a sign, now is the time to strike! Tonight, we march on Jerusalem, tomorrow on Mecca!"
	style = 2


	action_a = {
		name = "Vincemus!"
		command = { type = dissent value = -5 }
		command = { type = relation which = SPA value = 5 } #slightly better relations with catholic countries
		command = { type = relation which = VIC value = 5 }
		command = { type = relation which = AUS value = 5 }
		command = { type = relation which = HUN value = 5 }
		command = { type = relation which = CRO value = 5 }
		command = { type = relation which = MEX value = 5 }
		command = { type = relation which = BRA value = 5 }
		command = { type = war which = OTT }
		command = { type = war which = SAU }
		command = { type = war which = TUR }
		command = { type = trigger which = 456934568 }
		command = { type = trigger which = 456934569 }
		command = { type = trigger which = 456934570 }
		command = { type = trigger which = 456934571 }
		command = { type = trigger which = 456934572 }
		command = { type = trigger which = 456934573 }
		command = { type = trigger which = 456934594 }
		command = { type = trigger which = 456934595 }
		command = { type = trigger which = 456934596 }
		command = { type = trigger which = 456934577 }
		command = { type = trigger which = 456934578 }
	}
}

But now it declares war on those three countries, but not Egypt. I could add Egypt but that would make it harder. So how to declare war on the owner of these specific provinces?
 

UNSC Trooper

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Make three separate events for each country where you add triggers, like:

(don't remember the exact code)
control = OTT or SAU or TUR province = province id

The game will test the triggers and fire the corresponding event. A word of advice: look at the event codes in the full DH and start from there. :)
 

MartinBG

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Make three separate events for each country where you add triggers, like:

(don't remember the exact code)
control = OTT or SAU or TUR province = province id

The game will test the triggers and fire the corresponding event. A word of advice: look at the event codes in the full DH and start from there. :)

One event would be enough. Triggers can be added to the war command.
 

unmerged(434583)

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MSD2DH: Modern Day Scenario 2 for Darkest Hour 1.03

Hello guys, i need you help to this : i try add in MDS2DH to new addings from DH 1.03 Beta,Casualty report Styles,equipment report styles and equipment of units - take modern submarines, his name ... 1 submarine(in DH 1.03 Beta 5 submarines etc), personnel ... and other units too. Just post here list modern units equipment used in mod ,
i try WW2's equipment -> change to modern equipment(ww2's 5 subs -> 1 sub etc).

here DH 1.03 Beta's :

# 0 - Basic Medium Armored Division (1939)
model = {
cost = 21
buildtime = 345
manpower = 8
maxspeed = 30
defaultorganisation = 30
morale = 30
defensiveness = 18
toughness = 22
softness = 30
suppression = 1
airdefence = 7
softattack = 17
hardattack = 7
airattack = 4
transportweight = 30
supplyconsumption = 2.2
fuelconsumption = 12
no_fuel_combat_mod = -0.3
upgrade_time_factor = 0.60
upgrade_cost_factor = 0.75
reinforce_time = 0.60
reinforce_cost = 0.75
equipment = { manpower = 8000 trucks = 760 artillery = 50 heavy_artillery = 8 anti_tank = 18 anti_air = 12 armored_car = 48 medium_armor = 312 }


May you help me? If its works in game,maybe adds in mod:rolleyes: .Thanks!
 
Last edited:

novapaddy

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msd2dh: Modern day scenario 2 for darkest hour 1.03

hello guys, i need you help to this : I try add in mds2dh to new addings from dh 1.03 beta,casualty report styles,equipment report styles and equipment of units - take modern submarines, his name ... 1 submarine(in dh 1.03 beta 5 submarines etc), personnel ... And other units too. Just post here list modern units equipment used in mod ,
i try ww2's equipment -> change to modern equipment(ww2's 5 subs -> 1 sub etc).

Here dh 1.03 beta's :

# 0 - basic medium armored division (1939)
model = {
cost = 21
buildtime = 345
manpower = 8
maxspeed = 30
defaultorganisation = 30
morale = 30
defensiveness = 18
toughness = 22
softness = 30
suppression = 1
airdefence = 7
softattack = 17
hardattack = 7
airattack = 4
transportweight = 30
supplyconsumption = 2.2
fuelconsumption = 12
no_fuel_combat_mod = -0.3
upgrade_time_factor = 0.60
upgrade_cost_factor = 0.75
reinforce_time = 0.60
reinforce_cost = 0.75
equipment = { manpower = 8000 trucks = 760 artillery = 50 heavy_artillery = 8 anti_tank = 18 anti_air = 12 armored_car = 48 medium_armor = 312 }


may you help me? If its works in game,maybe adds in mod:rolleyes: .thanks!

Hi AgentSmith2012!

You're getting into a minefield here ok.
My advice to you is this..................

Keep the unit files as there are, but just add the ... equipment = { manpower = ..... } line to every unit file in the mod, changing it of course, for every different unit. Don't change anything else.

There may also be settings in the misc.txt file in the db folder to switch this on. I can't remember, but you should look there.

Hopefully, AC will be along to firm up on this info. Cheers
 

novapaddy

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unmerged(503651)

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How do i change the text for events? I have been trying to do it but for some reason it just doesn't work.
 

unmerged(82211)

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How do i change the text for events? I have been trying to do it but for some reason it just doesn't work.
The easyest way is to edit what's in the "desc" field of an event, like:
Code:
	name = "EVT_number_NAME"
	desc = "EVT_number_DESC"
change to
Code:
	name = "EVT_number_NAME"
	desc = "This event is useless and nobody cares about any kind of explanation of what it does. Therefore, no description is needed."
But the right way to do it would be let the event name and description as above and edit (if you're editing a game default event) the file called "event_text.csv" where the description is, or (if you're adding a new event to the game) adding to the file "mods.csv" (look for instructions into the file) somewhat like this:
Code:
EVT_number_DESC;This event is useless and nobody cares about any kind of explanation of what it does. Therefore, no description is needed.;;;;;;;;;;X
 

unmerged(503651)

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First of all I thank you for the excellent reply Mr. Zero, I now understand what i did wrong when trying to add text to new events.

I still have a few questions, It seems that when modding every answer generates a new paradox.

1) Can i use any free event ID for any purpose? For example there are several free Id's listed for Germany and i wondered if i could utilize these as events for Israel or even a nation i shall create. If this is not possible what Id's should i use for such a purpose? Is it possible to create my own Id's?

2) I noticed that event texts in the csv file are fragmented when looked at in an Excel. When I look at the file as a text while there is a certain degree of gibberish the event text is coherent. If i edit the event in Excel do i need to place certain parts of the event in certain boxes or am i free to put it all in one box? additionally i noticed that certain events have a number of languages involved, can i dispense with these when editing events or are they essential? How do you personally accomplish this editing?

3) if I edit the event's text from the script can i write both name and text? for example may i write

Code:
name = "EVT_4103_NAME"
desc = "EVT_4103_DESC"

Change to:

name = "German Diplomat smokes weed in Hirohito's washroom"
desc = "The German ambassador to Manchuria has been caught smoking weed in his imperial majesty's washroom, this is obviously a German plot to corrupt the emperor and they must be taught a lesson!"

I am not sure i am asking the right questions... still a noob unfortunately:glare:
 

Lyrecryer

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1: Yes.
2: Don't use Excel, use Notepad++,You don't need to put down every language.
3:Yes.
 

unmerged(503651)

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Notepad++ is quite the blessing! I thank you for your most helpful reply Supeerme.
 

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No problem at all. It's always nice to help.

I got a question. Can you make it possible to do something like the Wasteland in FODD? I looked at the events but I'm a little confused. I'm thinking of doing a Europe version.
 

serutan

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Question(s) about the province-specific air strike mission:

1. Is there anything else besides the flag in misc.txt that needs to be changed to enable them?

2. Is this universally available (e.g. for an old HOI2 mod or DH core), or only for DH full or Lite?

3. Is a specific tech necessary to enable the mission?

And the next question:

What setting(s) are used to create the DH combat system (i.e. cause battles to take forever)?

Thanks.
 

UNSC Trooper

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Add decision = { } before the event name and description. It'll make the decision available at the very start of the game if you don't add any triggers between the { }. You also need to add decision_picture after the picture command to give the decision a pic of its own.
 

MartinBG

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Question(s) about the province-specific air strike mission:

1. Is there anything else besides the flag in misc.txt that needs to be changed to enable them?

2. Is this universally available (e.g. for an old HOI2 mod or DH core), or only for DH full or Lite?

3. Is a specific tech necessary to enable the mission?

And the next question:

What setting(s) are used to create the DH combat system (i.e. cause battles to take forever)?

Thanks.

1. No
2. That is available in DH engine (no matter which mod as long as you enable it in misc.txt for that mod)
3. No