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Micah Goodman 2

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One of the biggest things that has bothered me about the various versions of HoI have been the weak Pearl Harbour event. I have tried to write three events that would put Pearl Harbour in as a more realistic event and actually hurt the US player. The chain of events breaks down into four parts,

First, I have an event that would remove all of the battleships that were initally sunk or heavily damaged during the attack.

Second, an event removing Admiral Kimmel and General Short.

Third, and event that allows the US player to repair just the lightly damaged USS Pennsylvania or repair all of the damged ships besides the USS Arizona, USS California, and USS Oklahoma.

The fourth event (or series of events) activates the returning battleships on their historic return dates.

Here is the problem, if I write the first event like this

#####################################################
# Pearl Harbor
# Modified by Micah Goodman
#####################################################
event = {
id = 3182050
random = no
country = USA

# Triggered by JAP 3146051

name = "Pearl Harbor"
desc = "After the surprise attack at Pearl Harbor, President Roosevelt has declared a state of war against Japan!"
style = 0
picture = "Pearl_harbor"

action_a = {
name = "OK"
command = { type = dissent value = -10 }
command = { type = domestic which = defense_lobby value = 3 }
command = { type = domestic which = interventionism value = 5 }
command = { type = relation which = ENG value = 50 }
command = { type = sleepevent which = 3182028 } # USA Early War
command = { type = delete_unit which = 14800 value = 30 }
command = { type = delete_unit which = 14800 value = 29 }
command = { type = delete_unit which = 14800 value = 28 }
command = { type = delete_unit which = 14800 value = 33 }
command = { type = delete_unit which = 14800 value = 34 }
command = { type = delete_unit which = 14800 value = 35 }
command = { type = delete_unit which = 14800 value = 39 }
command = { type = delete_unit which = 14800 value = 38 }
}
}

I get a crash to desktop.

If I write the event like this,

#####################################################
# Pearl Harbor
# Modified by Micah Goodman
#####################################################
event = {
id = 3182050
random = no
country = USA

# Triggered by JAP 3146051

name = "Pearl Harbor"
desc = "After the surprise attack at Pearl Harbor, President Roosevelt has declared a state of war against Japan!"
style = 0
picture = "Pearl_harbor"

action_a = {
name = "OK"
command = { type = dissent value = -10 }
command = { type = domestic which = defense_lobby value = 3 }
command = { type = domestic which = interventionism value = 5 }
command = { type = relation which = ENG value = 50 }
command = { type = sleepevent which = 3182028 } # USA Early War
command = { type = remove_division which = "USS Pennsylvania" value = USA }
command = { type = remove_division which = "USS Arizona" value = USA }
command = { type = remove_division which = "USS Nevada" value = USA }
command = { type = remove_division which = "USS Oklahoma" value = USA }
command = { type = remove_division which = "USS Tennessee" value = USA }
command = { type = remove_division which = "USS California" value = USA }
command = { type = remove_division which = "USS Maryland" value = USA }
command = { type = remove_division which = "USS West Virginia" value = USA }
}
}

Only the Arizona, California, and Oklahoma actually get removed from the scenario. Even though it says all of the affected ships are removed. Can anyone see what I am missing? Oh, by the way I cut and pasted the names directly from the US inc file to place in the second event posted so I know that the nakes are correct.
 

HistoryMan

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How about trying the following :-

################################################## ###
# Pearl Harbor
# Modified by Micah Goodman
################################################## ###
event = {
id = 3182050
random = no
country = USA

# Triggered by JAP 3146051

name = "Pearl Harbor"
desc = "After the surprise attack at Pearl Harbor, President Roosevelt has declared a state of war against Japan!"
style = 0
picture = "Pearl_harbor"

action_a = {
name = "OK"
command = { type = dissent value = -10 }
command = { type = domestic which = defense_lobby value = 3 }
command = { type = domestic which = interventionism value = 5 }
command = { type = relation which = ENG value = 50 }
command = { type = sleepevent which = 3182028 } # USA Early War
command = { type = remove_division which = 14800 value = 30 }
command = { type = remove_division which = 14800 value = 29 }
command = { type = remove_division which = 14800 value = 28 }
command = { type = remove_division which = 14800 value = 33 }
command = { type = remove_division which = 14800 value = 34 }
command = { type = remove_division which = 14800 value = 35 }
command = { type = remove_division which = 14800 value = 39 }
command = { type = remove_division which = 14800 value = 38 }
}
}

All it does is replace the "delete_unit" command with the "remove_division" command - I have used the remove_division command with unit ids like this for air & land units, with no problems so far.

Tim
 

clanjay1989

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As you said, removing the ships is a great idea, but will it only remove those historically-sunk ships who are sitting in Pearl Harbor? Let's say a player pulls USS Arizona to the Atlantic when the event fires, is it still going to be removed no matter what?
 

Micah Goodman 2

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Historyman... that did the trick. The leader removal event works now I just have to test the event to return the damaged ships.

Clanjay.. unfortunately it removes the units from where ever they are. I don't think you can write an event that only removes units actually at Pearl Harbor. However, sense I play fairly historic until the start of the war it isn't an issue with me sense those units stay at Peral until after the war starts. As a general rule this event probably isn't for everyone. Most people like to play with non historic options. I don't necessarily think that is a bad idea, however the Japanse have so many disadvantages when it comes to fighting the US (as they did historically) I like to make things as interesting as possible in the Pacific. The whole reason that the Japanese attacked Pearl was to deal a fatal blow to the US Pacific Fleet. I want to reflect that in my game. It would be awesome if I could write an event that assigned a random chance for capital units to be removed from Pearl on December 7, but I don't think an event can be written for that. You can write an event to remove random units but you have no way of limiting only units located in a certain province.
 

unmerged(63461)

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We made a random path in Mod33.
Sorry it is in French but I hope you could realize what we made :

event = {
id = 182560
random = no
country = U05
name = AI_EVENT
style = 0
action_a = {
ai_chance = 10
command = { type = trigger which = 182561 } # aucun dégâts
command = { type = trigger which = 182562 }
}
action_b = {
ai_chance = 25
command = { type = trigger which = 182563 } # faibles dégâts
command = { type = trigger which = 182564 }
}
action_c = {
ai_chance = 50
command = { type = trigger which = 182565 } # dégâts importants
command = { type = trigger which = 182566 }
}
action_d = {
ai_chance = 15
command = { type = trigger which = 182567 } # dégâts très importants
command = { type = trigger which = 182568 }
}
}

event = {
id = 182561
random = no
country = USA
name = "L'Attaque a ratée"
desc = "Le rapport de l'Amiral Kimmel est suprenant : malgré une force de frappe incontestable , il y eut peu de dégâts. La raison en étant d'une part parce que vers 7h00, un radar américain repèra la formation aérienne à 250km, et que le destroyer USS Condor signala à 3h57 la présence d’un sous-marin intrus dans la rade de Pearl Harbor à l'USS Ward, qui se mettra aussitôt à sa recherche pour finalement réussir à le couler près de trois heures plus tard. D'où la mise en alerte de la base..."
style = 0
picture = "Pearl_harbor"
action_a = {
name = "Heureusement, aucun dégât"
command = { type = dissent value = -1 } # moral en hausse
command = { type = remove_division which = "1st Destroyer Division" value = USA }
}
}

event = {
id = 182562
random = no
country = JAP
name = "L'échec de Tora Tora"
desc = "Le rapport de l'Amiral Nagumo est suprenant : malgré une force de frappe incontestable , il y eut peu de dégâts. La raison en étant d'une part parce que vers 7h00, un radar américain repèra la formation aérienne à 250km, et que le destroyer USS Condor signala à 3h57 la présence d’un sous-marin intrus dans la rade de Pearl Harbor à l'USS Ward, qui se mettra aussitôt à sa recherche pour finalement réussir à le couler près de trois heures plus tard. D'où la mise en alerte de la base..."
style = 0
picture = "Pearl_harbor"
action_a = {
name = "Malheureusement, aucun dégât"
command = { type = dissent value = 1 }
command = { type = trigger which = 279245 }
}
}

event = {
id = 182563
random = no
country = USA
name = "Quelques dégats"
desc = "Le Rapport de l'Amiral Kimmel indique que la base subit de nombreux dégâts mais qu'heureusement de nombreux navires ne sont qu'endommagé. Le chantier naval est actuellement en train de les réparer. Mais il faut néanmoins noter la perte de quelques unités. Le choc moral est cependant terrible dans tout le pays."
style = 0
picture = "Pearl_harbor2"
action_a = {
name = "Nous avons des dégâts légers"
command = { type = dissent value = 1 } # moral atteint
command = { type = remove_division which = "1st USAAF Fighter Wing" value = USA }
command = { type = remove_division which = "USS West Virginia" value = USA }
command = { type = remove_division which = "USS California" value = USA }
command = { type = remove_division which = "USS Nevada" value = USA }
command = { type = remove_division which = "1st Destroyer Division" value = USA }
command = { type = remove_division which = "USS Raleigh" value = USA }
command = { type = trigger which = 279254 } # Les USA pansent leurs plaies (3 cuirassés en reparation)
}
}

event = {
id = 182564
random = no
country = JAP
name = "La surprise avait été totale"
desc = "Le Rapport de l'Amiral Nagumo indique que la base subit de nombreux dégâts mais qu'heureusement de nombreux navires ne sont qu'endommagé. Le chantier naval est actuellement en train de les réparer. Mais il faut néanmoins noter la perte de quelques unités dont deux cuirassés. Le Japon ne reculera pas et suivra jusqu'au bout son destin..."
style = 0
picture = "Pearl_harbor2"
action_a = {
name = "Malheureusement, les dégâts sont légers"
command = { type = dissent value = -2 }
}
}

event = {
id = 182565
random = no
country = USA
name = "Un désastre"
desc = "Le Rapport de l'Amiral Kimmel est désespérant. Presque toute la Flotte du Pacifique est anéantie hormis les porte-avions. Mais malgré les pertes, la base est opérationnelle (port, pistes, réservoirs de carburant, atelier de réparation), nombre de navire sont remises en état rapidement. Mais privé de cuirassés, l'US NAvy sera contrainte d'improviser une nouvelle tactique basé sur les Porte-Avions et les sous-marins regroupés en Task Force."
style = 0
picture = "Pearl_harbor"
action_a = {
name = "Nous avons d'importants dégâts"
command = { type = dissent value = 2 } # moral atteint
command = { type = remove_division which = "1st USAAF Fighter Wing" value = USA }
command = { type = remove_division which = "USS Arizona" value = USA }
command = { type = remove_division which = "USS Oklahoma" value = USA }
command = { type = remove_division which = "USS Maryland" value = USA } # repaired october 1942
command = { type = remove_division which = "USS Pennsylvania" value = USA } # repaired october 1942
command = { type = remove_division which = "USS Tennessee" value = USA } # repaired october 1942
command = { type = remove_division which = "USS Nevada" value = USA } # repaired november 1943
command = { type = remove_division which = "USS West Virginia" value = USA } # repaired november 1943
command = { type = remove_division which = "USS California" value = USA } # repaired november 1943
command = { type = remove_division which = "USS Detroit" value = USA }
command = { type = remove_division which = "USS Raleigh" value = USA }
command = { type = remove_division which = "1st Destroyer Division" value = USA }
command = { type = trigger which = 279253 } # Les USA pansent leurs plaies (6 cuirassés en reparation)
}
}

event = {
id = 182566
random = no
country = JAP
name = "Escaladons le mont Niitaka"
desc = "Le Rapport de l'Amiral Nagumo est inespéré. Presque toute la Flotte du Pacifique est anéantie hormis les porte-avions. Mais malgré les pertes, la base est opérationnelle (port, pistes, réservoirs de carburant, atelier de réparation), nombre de navire sont remises en état rapidement. Mais privé de cuirassés, l'US NAvy sera contrainte d'improviser une nouvelle tactique basé sur les Porte-Avions et les sous-marins regroupés en Task Force. Alors que le Japon utilisera les Cuirassés jusqu'au bout"
style = 0
picture = "Pearl_harbor"
action_a = {
name = "C'est une réussite, les dégâts sont lourds"
command = { type = dissent value = -3 }
}
}

event = {
id = 182567
random = no
country = USA
name = "Un désastre total"
desc = "Le rapport de l'Amiral Kimmel remis au Président est inconcevable. Toute la base de Pearl Harbor est dévastée, toute la flotte du Pacifique est anéantie : ses 8 cuirassés, ses 6 croiseurs, ses 29 destroyers et 9 sous-marins, tout a coulé. Sans compter les 2 portes-avions avec leurs 390 appareils. 60000 morts. La Nation est tétanisée d'effroi..."
style = 0
picture = "Pearl_harbor2"
action_a = {
name = "La Flotte du Pacifique est annihilée"
command = { type = dissent value = 3 } # moral atteint
command = { type = remove_division which = "1st USAAF Fighter Wing" value = USA }
command = { type = remove_division which = "USS Arizona" value = USA }
command = { type = remove_division which = "USS Oklahoma" value = USA }
command = { type = remove_division which = "USS Maryland" value = USA }
command = { type = remove_division which = "USS Pennsylvania" value = USA }
command = { type = remove_division which = "USS Tennessee" value = USA }
command = { type = remove_division which = "USS Nevada" value = USA } # repaired november 1943
command = { type = remove_division which = "USS West Virginia" value = USA } # repaired november 1943
command = { type = remove_division which = "USS California" value = USA } # repaired november 1943
command = { type = remove_division which = "USS Detroit" value = USA }
command = { type = remove_division which = "USS Raleigh" value = USA }
command = { type = remove_division which = "USS New Orleans" value = USA }
command = { type = remove_division which = "USS San Francisco" value = USA }
command = { type = remove_division which = "1st Destroyer Division" value = USA }
command = { type = remove_division which = "2nd Destroyer Division" value = USA }
command = { type = remove_division which = "USS Lexington" value = USA }
command = { type = remove_division which = "USS Saratoga" value = USA }
command = { type = trigger which = 279254 } # Les USA pansent leurs plaies (3 cuirassés en reparation)
}
}

event = {
id = 182568
random = no
country = JAP
name = "Nous avons triomphé sur le mont Niikata"
desc = "Le rapport de l'Amiral Nagumo remis au Conseil est à peine croyable : Toute la base de Pearl Harbor est dévastée, toute la flotte du Pacifique est anéantie : ses 8 cuirassés, ses 6 croiseurs, ses 29 destroyers et 9 sous-marins, tout a coulé. Sans compter les 2 portes-avions avec leurs 390 appareils. 60000 morts. La Nation danse de joie..."
style = 0
picture = "Pearl_harbor2"
action_a = {
name = "Les Dieux ont béni l'Empereur"
command = { type = dissent value = -4 }
}
}
 

Micah Goodman 2

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If what I understand from reading over the event, the AI chooses which of the four options that fires, so that the damage at Pearl is random... but later event's fire to bring back damaged ships depending on what events fire? Are the US units locked at Pearl until the start of the war? My French is horrible but I think I got the jist of the intent. I have heard many good things about Mod 33 but haven't tried it yet.
 
Last edited:

Micah Goodman 2

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If someone could translate those into English I might try using them for my personal mod... but at least now I know it can be done.
 

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Micah Goodman 2 said:
If someone could translate those into English I might try using them for my personal mod... but at least now I know it can be done.

My French is as good as yours. But I think you have it right...let us know what you come up with, I would like to give your events a try...
 

unmerged(90249)

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why not use the WHERE ?

I think it could make certain the pacific fleet can be hit, whatever the shipps there. And if someone play gamey (mean move the whole fleet in atlantic, then :

1) well things will be ver yeasy for a while for Japan,

2) maybe another event, such as Pearl Harbor became Japanes directly , with some neiborought islands, maybe some extra units such as one or 2 extra cag are given to Japan ...


P>S> from the documentation :


division_exists = { type = [id type] id = [id id] }
division_in_province = { id = { type = [id type] id = [id id] } province = X }

so how I do see it :

1) you check the ID of all the historical shipps that must exist at the time of Pearl Harbor

2)if there is at least the amount that was destroyed in PH based in PH or near, so your events fired. If not then check if there is still shipps there, if yes so events fired, if not then a set of non historical events must be fired

Can be fuuny to script that I think. Have fun :)
 

unmerged(90249)

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koenig12 said:
desc = "Le Rapport de l'Amiral Nagumo indique que la base subit de nombreux dégâts mais qu'heureusement de nombreux navires ne sont qu'endommagé. Le chantier naval est actuellement en train de les réparer. Mais il faut néanmoins noter la perte de quelques unités dont deux cuirassés. Le Japon ne reculera pas et suivra jusqu'au bout son destin..."

Dear Koenig, there is a grammical mistake here

as that text is for the japanese, "mais qu'heureusement de nombreux navires ne sont qu'endommagé" is the exact opposite of what it should be. May I suggest :

1)mais que malheureusement de nombreux navires ne sont qu'endommagé

or

2) mais qu'heureusement de nombreux navires sont qu'endommagé

It will respect the 'decret loi 1901 portant sur la grammaire francaise' and also will follow the rules outligned in the "Bled" book

LOL

Btw us I love your mod, currently I being drived insane at work, so do not turn mad at me because this post, I tried to evacuate a bit of frustation. :)
 

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ericB said:
Dear Koenig, there is a grammical mistake here

as that text is for the japanese, "mais qu'heureusement de nombreux navires ne sont qu'endommagé" is the exact opposite of what it should be. May I suggest :

1)mais que malheureusement de nombreux navires ne sont qu'endommagé

or

2) mais qu'heureusement de nombreux navires sont qu'endommagé

It will respect the 'decret loi 1901 portant sur la grammaire francaise' and also will follow the rules outligned in the "Bled" book

LOL

Btw us I love your mod, currently I being drived insane at work, so do not turn mad at me because this post, I tried to evacuate a bit of frustation. :)


You're right : it should be "heureusement de nombreux navires ne sont qu'endommagés". I'm not the writter of these events :eek:o
 

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koenig12 said:
You're right : it should be "heureusement de nombreux navires ne sont qu'endommagés". I'm not the writter of these events :eek:o


no problem, and I have so much pleasure with that mod, that even a sentence in BakiBouzouk or in creole would have been just fine :)
 

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ericB said:
why not use the WHERE ?

I think it could make certain the pacific fleet can be hit, whatever the shipps there. And if someone play gamey (mean move the whole fleet in atlantic, then :

1) well things will be ver yeasy for a while for Japan,

2) maybe another event, such as Pearl Harbor became Japanes directly , with some neiborought islands, maybe some extra units such as one or 2 extra cag are given to Japan ...


P>S> from the documentation :


division_exists = { type = [id type] id = [id id] }
division_in_province = { id = { type = [id type] id = [id id] } province = X }

so how I do see it :

1) you check the ID of all the historical shipps that must exist at the time of Pearl Harbor

2)if there is at least the amount that was destroyed in PH based in PH or near, so your events fired. If not then check if there is still shipps there, if yes so events fired, if not then a set of non historical events must be fired

Can be fuuny to script that I think. Have fun :)

The problem that I see with launching the Pearl Harbor event to the US fleet being in Pearl is that it is an easy exploit by the US player to avoid the negative effects of any Pearl Harbor event. In December of 1941 there was only three places the US Pacific Fleet could have been, Manila Bay, Pearl Harbor, and San Diego. Of the three Manila did not have the facilities to handle the whole fleet, and was too exposed. Japanese land based air units could have hit the fleet from their bases in Formosa, presently called Taiwan. The Navy's strategy for fighting a war in the Pacific had long been one of sending the fleet in a decisive thrust from the Central Pacific to the Philippines engaging the Japanese and destroying their navy in the process.

With rising tensions in the Pacific the decision was made to move the fleet from San Diego in 1940 to Pearl to be better positioned to launch the counter strike back to the Philippines. The only reason that the US Pacific fleet wouldn't be in Pearl was if the navy had left it in Pearl or moved it to Manila. As both other options were highly unlikely I wouldn't consider a Pearl Harbor event not firing because the US player moved the fleet to protect it from a game event that the player knows is coming. Besides, the only reason that the Japanese attacked Pearl was because that’s where the fleet was. Pearl had no value to the Japanese other than that was where the fleet was. It seems very gamey to me if the US player could just move the fleet from Pearl to avoid losing the fleet. I wonder if the fleet had been left in San Diego if the Japanese would have declared war? We will never know.

Finally, I am writing many US events to enhance the game I am currently playing, or will play once I get the events finished. I am playing a modified version of the Compendium mod. While I am striving to write the events in such a way that I can release them at a future time for any who want them I mostly writing the events for my game. I am doing my up most to write the events in a way that they actually work. I.E., I don't have to use the cheat command to get the event to fire. There is no way I can make the events palatable for everyone. Heck, look at the number of awesome mods that have sprung up. Each have their own strengths and weaknesses and each with different aspects of the war that are focused on. In my mind Pearl Harbor would not have been attacked if the Fleet had not been there. While most of the events I have written would work for Vanilla HoI or some mods most of the events will need some modification for other games. Most of them very minor in nature.

Once I have tested all of the events I plan on writing an AAR to showcase them. Please bear in mind that right now I have events that fire as late as 1944 and I am still testing up until December 1941. I have many thoughts on post World War 2 but haven't written any yet. The post war events will be used for my personal mod and for the mod of the Doomsday scenario that I am working on with Gormadoc. I have only been writing events for approximately two months now and let me tell you it is a very painstaking and frustrating process. I spent the better part of a week trying to figure out why an event wouldn't fire because I left out one measly little = sign.

In conclusion, while your idea does have a good deal of merit I don't want to give the US player an easy out by triggering the event only if the US fleet is in Pearl. The Pearl Harbor event as it is written for Vanilla can handle the US fleet not being in Pearl. A player could, if they so choose to just scrap some, all, or none of the units it chooses too. That’s what I have done in the past.
 

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Micah Goodman 2 said:
Historyman... that did the trick. The leader removal event works now I just have to test the event to return the damaged ships.

Clanjay.. unfortunately it removes the units from where ever they are. I don't think you can write an event that only removes units actually at Pearl Harbor. However, sense I play fairly historic until the start of the war it isn't an issue with me sense those units stay at Peral until after the war starts.

You could mod the scenario file to lock those naval units from the start at Pearl (if the "lock" thing works for ships). That would be ok I guess for those who like to play historical since they wouldn't need those ships anyway before the Jap attack. Of course players who'd rather play differently would maybe like to use them already before.....
 

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True, I could lock those units, I have thought about it. How about a Poll? How many people would favor locking those units? How many don't want them locked and could deal with losing those units regardless of where they are?
 

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Ok, round two....
the corect units are deactivated, Kimmel and Short get removed correctly now these units redploy to Washington D.C. Sense it has no port I can't move them.

##################################################################
### USS Pennsylvania Returns
### By Micah Goodman
##################################################################

event = {
id = 3182720
random = no
country = usa

trigger = {
local_flag = pennsylvania
}

name = "USS Pennsylvania Returns"
desc = "Only lightly damaged in the attack on Pearl Harbor the USS Pennsylvania returned to service early in 1942."
style = 0
picture = "naval_reinforcements"
date = { day = 20 month = may year = 1942 }

action_a = {
name = "Great"
command = { type = activate_division which = 14800 value = 700 when = 780 }
command = { type = money value = -20 }
command = { type = metalpool value = -20 }
command = { type = energypool value = -10 }
}
}

On the activate division line the when value, if I understand correctly is the province I want the unit to activate in. In this case Seattle. Where have I gone wrong?
 

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Micah Goodman 2 said:
True, I could lock those units, I have thought about it. How about a Poll? How many people would favor locking those units? How many don't want them locked and could deal with losing those units regardless of where they are?

I'd like the idea with them being locked :)

To your new event, I can't help much since I never played around with that activate_div stuff. Hopefully someone else can explain this.
 

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Micah Goodman 2 said:
Ok, round two....
the corect units are deactivated, Kimmel and Short get removed correctly now these units redploy to Washington D.C. Sense it has no port I can't move them.

##################################################################
### USS Pennsylvania Returns
### By Micah Goodman
##################################################################

event = {
id = 3182720
random = no
country = usa

trigger = {
local_flag = pennsylvania
}

name = "USS Pennsylvania Returns"
desc = "Only lightly damaged in the attack on Pearl Harbor the USS Pennsylvania returned to service early in 1942."
style = 0
picture = "naval_reinforcements"
date = { day = 20 month = may year = 1942 }

action_a = {
name = "Great"
command = { type = activate_division which = 14800 value = 700 when = 780 }
command = { type = money value = -20 }
command = { type = metalpool value = -20 }
command = { type = energypool value = -10 }
}
}

On the activate division line the when value, if I understand correctly is the province I want the unit to activate in. In this case Seattle. Where have I gone wrong?


from the doc

type = add_corps which = [name] value = [land/air/naval] when = [leader ID] where = [province_ID]

type = activate_division which = [div id type] value = [div id id] [where = province] when = [0/1] # Activates a dormant division. If "when = 0" the division will deploy to the force pool if the target province is enemy controlled. If a preceding add_corps command has been used, the division will go to that unit, ignoring the 'when' and 'where' directives.

the best would be to add a naval force such as US reiforcement, and then add your naval division.

My 2 cents :)

so now , Iyou could also try that :

command = { type = activate_division which = 14800 value = 700 where = 780 when = 0}

it would at least follow the documentation.
 

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I put this line in for the USS Pennsylvania in the usa.inc file,

navaldivision = { dormant = yes id = { type = 14800 id = 700 } name = "USS Pennsylvania" type = battleship model = 1 extra =naval_improved_hull_l }

so I thought that if I put this line in the event,

command = { type = activate_division which = 14800 value = 700 when = 780 }

the which value is for 14800, corresponding to US units, the when value being 700 that would corespond with the dormant division USS Pennsylvania and the when value of 780 would place the unit in Seattle. Am I wrong in my assumptions?
 

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Micah Goodman 2 said:
I put this line in for the USS Pennsylvania in the usa.inc file,

navaldivision = { dormant = yes id = { type = 14800 id = 700 } name = "USS Pennsylvania" type = battleship model = 1 extra =naval_improved_hull_l }

so I thought that if I put this line in the event,

command = { type = activate_division which = 14800 value = 700 when = 780 }

the which value is for 14800, corresponding to US units, the when value being 700 that would corespond with the dormant division USS Pennsylvania and the when value of 780 would place the unit in Seattle. Am I wrong in my assumptions?


look there dear :

Hearts of Iron 2\db\events\event commands.txt

if you do not have it, then ther is a problem, you HOI II was shipped incomplete.

That is that file I use to call the doc, and better to work from it

when have to be 0/1 in most of the case, eventually 4 (in case) never seen 700

type = activate_division which = [div id type] value = [div id id] [where = province] when = [0/1] # Activates a dormant division. If "when = 0" the division will deploy to the force pool if the target province is enemy controlled. If a preceding add_corps command has been used, the division will go to that unit, ignoring the 'when' and 'where' directives.


for activate when can be 0 or 1; not 700 in my knowlege. WHERE = 700 ( Iam nnot an english spoken person, but I do believe WHERE is corresponding to a location and WHEN is corresponding to a time/timer, when come the time to activate the div, if the location given by where is occupied by the ennemy, then deploy in the reserve pool .... no kidding but since 1970 mostly programmation is using english words).