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unmerged(82211)

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Enable extra debug logs (settings.cfg) and check savedebug.txt after you start a game to see which leader files are loaded and if the Italian one is there too.
Tks, MartinBG. I enable it and found it out. It was a wrong ID sequence in the commie shadow country that was bugging the custom one. :)
 

der Kriegsherr

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Got a question that doesn't quite fit into Events or AI fixes? Need help figuring out how to resolve a sticky problem? Then this is the place!

This is the thread where you go 'Why isn't my flag showing correctly?' - 'How do I make it so I can liberate puppets' - 'The new revolter I made causes the game to crash' and so on. So post your queries here and perhaps you'll get some answers.

How would I go about changing the name/flag of a country via an event?
I've got this idea for a neo-DDR event in mind.
 

unmerged(82211)

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Is this what I would add in the industrial_tech.txt file? Or would I go with something like "oil_to_rare_materials"?

Thanks in advance!
The best is you handle it via event.
 

unmerged(82211)

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How would I go about changing the name/flag of a country via an event?
I've got this idea for a neo-DDR event in mind.
Define some trigger, like...
ideology = leninist
Then use the following commands:
command = { type = flag_ext where = TAG which = "_commie"}
command = { type = name where = TAG which = "The Great Democratic Populist Worker's Communist Republic of Upper Tagishtan" }

:)
 

^_AC_^

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How would I go about changing the name/flag of a country via an event?
I've got this idea for a neo-DDR event in mind.
Check Darkest Hour\Modding Documentation\event_commands.txt:
type = flag_ext where = TAG/-1 [which = "string"] # where – change flag of TAG or current country if where = -1; which - add that string to flag/shield/counter name and skin folder; use empty string ("") or no skip to clear.
type = name where = TAG/-1 [which = "string"] # where – change name of TAG or of current country if where = -1; which - new country name; use empty string ("") or no which to reset name to default. "name" now can be a string in any of the CSV text files.

Check the first event of Darkest Hour\Mods\Darkest Hour Full\db\events\1914\SOV - Bolsheviks.txt (in 1.03RC2) for an example.


EDIT: too late :(
 

Miihkali

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How does fort_attack and fort_defense modifiers (db/units/modifiers.csv) work? Is it per fortress in a province or is it equal for any province with a fortress, no matter if its level is 1 or 10?
 

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Is it possible to make a bunch of Tech Teams usable to anyone? or do I need to make a new tech team for every nation? I want to create a bunch of tech teams that,with cash, can hired/founded by any nation who is lacking a tech team in some area. Like a aircraft team for CHC.
 

NorwayBernd

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I believe (though i am not quite sure) the waketeam command can be used for any nation, so you'd simply need to make an event or decision that enables it.
 

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Ok then. I can make a file with 5 tech team per country and add some fancy events to go with them.
 

Lyrecryer

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well that means my idea isn't possible then. Ok then, can you increase a tech team skill level?
 

Miihkali

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Is it possible to make a technology lower dissent growth? Something like daily giving degative free dissent. (Comparable to commands like free_money = -1.)
 

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Is there any way to activate a division AND reduce its strength through an event? I tried "type = damage_division which = [div id type/-1] value = [div id id] where = X", but I don't know what I'm supposed to replace [div id id] with.
 

Borsook

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How can I re-add AT brigades? I modded the armor tech file and added a antitank file to brigades folder, but this second step makes the game CTD upon loading... is there any step I'm missing?