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On my understanding Unit B would win since defense is a general factor which is applied to damage (as I understand it. I'm starting to feel like I'm pulling this out of my arse but I read something somewhere ages ago that outlined how all these numbers interact)
 

moxs602

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questions -1 does anyone know - the IC = ? Metal + ? Energy + ? Rare Materials

2. Does anyone know if there are specific restrictions on the number of attachments or can the all have up to 5?
 

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Couple of Questions and since the Events thread sank without trace...

Code:
event = {
id = 555444333
picture = "german_strategic_defeat"
country = GER
style = 2

trigger = { 
		continent = "Europe" #returns true if capital is on this continent - this should be the case
		at_war = yes		
		region = { region = Germany country = -2 data = 1 value = 90 }	#returns true if 90% of the 'Germany' 
#region on the map is occupied. 
#ergo an enemy must hold 50 of the 56 'German' provinces in the game.
		NOT = {
			control = { province = 163 }	#including Berlin.
			  }
		  }

Does this trigger do what the #text says it should? There's a date, offset and deathdate further down the event but that isn't really relevant. I want to make sure I understood the event commands.txt

Second

Can I have these two commands in an action (in the order below) without making the game crap it's underoos?

Code:
 command = { type = inherit which = XXX value = 1 }
command = { type = country which = XXX }
 

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Code:
type = remove_division which = [div id type/-1] value = [div id id]
# Remove a division from the scenario. -1 is a random division (the value field will be ignored).

This command does not remove the division from the army of the country it fires for, but rather a random division from the entire globe?
 

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questions -1 does anyone know - the IC = ? Metal + ? Energy + ? Rare Materials

Easiest way to calculate this is to create an INC file that modifies all values in tannu tuva to 0 with regards to materials production, and leave it with 1 IC and independance. Then give it 100 of each material.
 

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div_id_type should be unique for a country AFAIK, so if that is random... I guess so.

EDIT: demobilize command could be what you need.

Will demobilise work in scenarios where mobilisation events weren't used?

Also is there a way to make the game secede territory to an ally via the region commands ?
My code looks like this currently.

Code:
event = {
id = 555444338
style = 2
picture = "german_strategic_defeat"
trigger = {
		control = { province = 163 }
		region = { region = Germany country = -3 data = 1 value = 90 }
		NOT = { 
                      region = { region = Germany country = -1 data = 1 value = 50 } 
                           }
		at_war = yes
		}

name = "Transferring territory"
desc = "Our allies administer more of defeated Germany, we should unify our holdings with theirs for convenience!"

action_a = {
	name = "United we stand!"
		command = { type = dissent value = -5 }
		command = { type = secederegion which = -1 value = Germany when = 1 }
		   }
}

Also:

me earlier said:
the game has a command that lets me set a alliance_leader by event but no trigger check
that said I'm tempted to bung in alliance_leader = no into a trigger and see how it plays
given that there are no references to changing ministers either
and yet you just put headofstate = 123432 into a command = {

viable?

oh and what's the code for a country generic event?
 
Last edited:

^_AC_^

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Will demobilise work in scenarios where mobilisation events weren't used?
Of course.
Also is there a way to make the game secede territory to an ally via the region commands ?
The normal secede command as you wrote it.
No.
oh and what's the code for a country generic event?
Use TAG= [...] list of tags of all country.
Do any of you know which file represents the log text bar at the bottom of the UI?
History section of savegame if I'm not wrong.
 

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AC, can you put 'alliance_leader' as a checkable trigger as well as a command into the game (for 1.04 obviously)? I had to hash a kludge together to simulate it, and it's not going to work in the wild compared to the structured events of the scenario I'm in...
 

Mario78

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Sorry if you already answered this question, but I looked in advanced search and I was not able to find it.
My question is the following one : in DH RC3, Full, after releasing DFR , the new GER cannot have previous generals, even the non-nazi, professional ones. Is there a way to change this ? Where should I make changes ? Thank you for your understanding and kind help
 

Hogar

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relation setting

I have persistent issue with setting relation between countries where value just won't load from the .inc file.

I have tried setting relation inc-files:
A.inc relation = { tag = B value = 50 }
B.inc relation = { tag = A value = 50 }

I've tried having line in just A.inc file and just B.inc file and in both. Game always loads with value -150.
Are there other factors that can influence the total value?

Thanks,