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Forderz

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Code:
22:17:38][eventmanager.cpp:226]: Corrupt Event Table Entry

I get this error for every line of a country_event in my colony event file, despite the vanilla .txt handling it with no problems. Am I missing something obvious in another text file somewhere? the only reference for, say, colony.5 event in vanillia is to on_actions.txt, but mirroring the stuff in there with my events does nothing.
 

Warial

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Searched for just brackets and nothing. Not getting any corrupt event table entries with curly brackets either.
Post your event files then. There's only so much we can do without seeing them.
 

asnys

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Is there an easy way of keeping track of integer variables that isn't visible to the user? What I have in mind is something like: there's a sequence of events, where the player can pick from multiple options, say A and B. Every time you pick A it increments a counter N_A, and similarly B increments N_B. At the end of the sequence, it compares N_A and N_B, and the result is determined by which is greater.

The only ways I know of to do this are by either making N_A and N_B event chains - which I believe would be visible to the user, yes? - or by implementing boolean arithmetic using flags. The latter is... Doable, but unpleasant. Is there another way to do this? Or a way to make event chains do what I want them to?
 

allocater

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Is there an easy way of keeping track of integer variables that isn't visible to the user?

Some crazy ideas:

  • set_variable check_variable change_variable
  • create a country and count your variables as opinion from me to them or them to me:
    their_opinion = {
    who = event_target:my_country
    value < 11
    }
  • invisible strategic resources (no idea if possible)
  • create a policy with x settings and step it forward
  • create an unreachable system and spawn x planets
  • create a repeatable technology that is never drawn and increment that research level
 
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Tuttu

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Do you know if there's a way to have a random outcome (With different outcomes having different weight based on some criteria) for an event ? A bit like what can be done with anomaly spawn chance but applied to event results.
 

asnys

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Do you know if there's a way to have a random outcome (With different outcomes having different weight based on some criteria) for an event ? A bit like what can be done with anomaly spawn chance but applied to event results.

Code:
random_list = {

           A = { EVENT_A }
           B = { EVENT_B }
           C = { EVENT_C }

}

Where A, B, C are proportional weights. So if A = 10, B = 20, C = 30, then EVENT_A has a 1/6 chance of happening, etc.
 
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Tuttu

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So I put this in my option, right ? And when this option has been chosen by the player, one of the three events will be picked randomly by the game ?
 

asnys

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So I put this in my option, right ? And when this option has been chosen by the player, one of the three events will be picked randomly by the game ?

I'm 90% certain the answer is yes, but I've never actually tried it myself. If it doesn't work, you can have the option trigger another event, which contains the random_list.
 

CarbrBard

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Okay, so I want to mod the AI for my custom empires. Do i just create a country flag called "<Race>" on the "Allow" line of the AI file, and then add this same flag on "
has_country_flag" in the Empire's basic code?