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ZebraMinge

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Just wanted to clarify something :)

With tech tree's and dependencies is it possible to have "or" commands such as.. Medium Tank 44 requires Medium Tank 42 OR Tank Destroyer 42 for example.. I hope it makes sense :p

I'm pretty sure you cant but I wanted to make sure :)

Thanks !

I think it is because I've seen that done in doctrine tech trees. You might want to have a look around there and see if that helps.
 

unmerged(444403)

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Is it possible to modify unit "tasks" further than renaming them?

basically I'm searching for "command = { type = enable_task which = naval_airbase_strike" Where do i see the details of this action and is it possible to adjust its efficiency or effectiveness?

I get the impression its one of those things hard coded into the game
 

^_AC_^

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I don't understand what you want to achieve exactly.

Missions (attack, support attack, defend, logistic bombardment, strategic bombardment, etc.) cannot be changed.
They can be enabled/disabled via tech.
Starting efficiency is set in misc.txt and modified via tech.
 

unmerged(444403)

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I don't understand what you want to achieve exactly.

Missions (attack, support attack, defend, logistic bombardment, strategic bombardment, etc.) cannot be changed.
They can be enabled/disabled via tech.
Starting efficiency is set in misc.txt and modified via tech.

Basically i want to change one mission type into another, i.e. see picture:

Is it possible to replace "naval strike on airbase" into "amphibious assault" just with ramped up efficiency? So that the one mission type is replaced with a variation of another mission type..

Trying to allow naval units equipped with naval helicopters to launch an upgraded version of amphibious assault.. To do this i'd need to replace the details of naval strike on airbase with the details of amphibious assault - then up its starting efficiency
I hope i'm making sense :)
 

unmerged(743838)

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Looking for some event commands Re. Nuclear weapons
specifically any of the following:
a way to raise/lower the nuke generation you normally get. (i know there is a way to double, but can you halve/other percentages?)
a command to add or take away a set amount of nukes.
or ways to increase the duration of a nuclear blast. (i.e. that effect where everything in the province is useless)
a way to increase/decrease the amount of province improvements/resources? that are lost in the blast.

and what exactly does the nuke damage modifier do?

i'm trying to create a M.A.D. scenario, if that helps at all.
 

unmerged(444403)

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Looking for some event commands Re. Nuclear weapons
specifically any of the following:
a way to raise/lower the nuke generation you normally get. (i know there is a way to double, but can you halve/other percentages?)
a command to add or take away a set amount of nukes.
or ways to increase the duration of a nuclear blast. (i.e. that effect where everything in the province is useless)
a way to increase/decrease the amount of province improvements/resources? that are lost in the blast.

and what exactly does the nuke damage modifier do?

i'm trying to create a M.A.D. scenario, if that helps at all.

Some of what you want is possible - some is not..

db/misc.txt will allow you to increase the nuke production rate and the nuke damage modifier, to increase the damage nukes do over time you'd have to low the repair rate which would mean every form of infrastructure damage would be slow to repair.

To take away a certain number of nukes from a nation you'd just have to write an event..

duration of the blasts is an odd one im not sure :)
 

^_AC_^

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Is it possible to replace "naval strike on airbase" into "amphibious assault" just with ramped up efficiency? So that the one mission type is replaced with a variation of another mission type..
No, I don't think so.
a way to raise/lower the nuke generation you normally get. (i know there is a way to double, but can you halve/other percentages?)
Only the standard value for every nation in misc.txt.
a command to add or take away a set amount of nukes.
No, IIRC.
or ways to increase the duration of a nuclear blast. (i.e. that effect where everything in the province is useless)
No.
a way to increase/decrease the amount of province improvements/resources? that are lost in the blast.
No, AFAIK.
and what exactly does the nuke damage modifier do?
Increase damage to units in province AFAIK.
 

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Some of what you want is possible - some is not..

db/misc.txt will allow you to increase the nuke production rate and the nuke damage modifier, to increase the damage nukes do over time you'd have to low the repair rate which would mean every form of infrastructure damage would be slow to repair.

To take away a certain number of nukes from a nation you'd just have to write an event..

duration of the blasts is an odd one im not sure :)

what i meant by the duration of the blast was the length of time it would take for the province to repair itself after the blast.
so i could lower the infrastructure repair rate in misc.txt to make it last longer.... k.

i already know about the:
command = { type = double_nuke_prod } # Double A-Bomb production rate.
and
command = { type = nuke_damage value = # } #nuke damage additive
commands

i was wondering if there was a type = half_nuke_prod command or similar and if there was a way to make nuke damage permanent/semi-permanent, so after WW3 the US and USSR couldn't just "wait out" the nuclear winter and pick up the pieces after everything has repaired themselves

To take away a certain number of nukes from a nation you'd just have to write an event..

could i have an example of that please? i have no idea how you would do that.

thanks for the quick reply
 

Miihkali

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I'm trying to create secret weapons events, but the game keeps crashing. "ERROR : (Illegal top level object) 'id = 701' Line = 4 file = Mods\Conan\db\events\secret_weapon_events.txt"

Code:
event = {
	id = 701
	random = no
	invention = yes

	trigger = {
		technology = 5360
		NOT = {
			is_tech_active = 7180
		}
	}

	name = "Horse Riding invented"
	desc = "You are now able to research the following Secret Technologies: Horse Riding, Horse Breeding, Warhorse, and Chivalry. These first three of 

these will unlock next unit models and technology lines in the Stable tab: Scout Cavalry, Light Cavalry, and Heavy Cavalry."
	picture = "scientist"
	style = 0


	action_a = {
		name = "Great!"
		command = {  type = activate which = 7180 }
		command = {  type = activate which = 7190 }
		command = {  type = activate which = 7200 }
		command = {  type = activate which = 7210 }
	}
}

Code:
  event =
  { id         = 701
    position   = { x = 292 y = 10 }
    technology = 7180
  }

  event =
  { id         = 702
    position   = { x = 426 y = 10 }
    technology = 7220
  }

  event =
  { id         = 703
    position   = { x = 426 y = 100 }
    technology = 7220
  }

Does somebody know, what's the problem? Thanks!
 

novapaddy

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I was just passing and noticed your question.

The event codes looks fine, since I check it against a DH secret_weapons event and its much the same.

I presume the second box contains code .. a very much stripped-down code for the tech?

If so, I think the problem lies here, since you should not be using an event = call, but an application = call, like this:

# 1870 INFANTRY
application =
{ id = 1010
name = TECH_APP_INFANTRY_01_NAME

position = { x = 24 y = 24 }
picture = "DH1010"
year = 1870
# Service Rifle
component = { id = 1011 name = TECH_CMP_INFANTRY_01_1_NAME type = general_equipment difficulty = 3 }
# Infantry Gun

If not so, then I still think you cannot used the same event ID more than once. To test it, you could delimit the second 701 call, and it should error on the 702 call?

But of course, I could be totally wrong. It just looks wrong to me.
 

Miihkali

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I have proper tech files, they are not the problem. The second box contains the "secret weapon tooltips" or whatever you call them.

2aeo8s8.png


In addition to it, I also have application stuff. I just included it in case the problem was with it. And I don't think the files lack } because tech 701 is the first one in the .txt file. But thanks anyway.
 

novapaddy

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I have proper tech files, they are not the problem. The second box contains the "secret weapon tooltips" or whatever you call them.

2aeo8s8.png


In addition to it, I also have application stuff. I just included it in case the problem was with it. And I don't think the files lack } because tech 701 is the first one in the .txt file. But thanks anyway.

OK, I just learnt something I didn't know before about techs. Thanks!

But your problem is that you are using the event ID 701 twice, and you cannot. The error is telling you that as well.
 

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Does anyone know where the mission types a unit can perform is defined? Is it hard coded into the game and unmoddable? or can i for example make it so strategic bombers can do air interdiction missions?

Thanks !
 

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Does anyone know what does "event number x maybe lost!" mean? It's from the savedebug.txt file.