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Oct 30, 2006
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Hi,

In the interest of developing a total mod of my own i'd like to know if there is an easy and safe way to delete/remove/render inert all existing events, triggers, etc for vanilla doomsday 1.3a?

I really don't know what im doing with events and i figure it would be best to simply discard them all and develop new ones down the track as my knowledge increases.
 

Hagar

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Fr3Nzy said:
Hi,

In the interest of developing a total mod of my own i'd like to know if there is an easy and safe way to delete/remove/render inert all existing events, triggers, etc for vanilla doomsday 1.3a?

I really don't know what im doing with events and i figure it would be best to simply discard them all and develop new ones down the track as my knowledge increases.
Yep... Don't include the Vanilla event files in your scenario file. :rolleyes:
 
Oct 30, 2006
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Hagar said:
Yep... Don't include the Vanilla event files in your scenario file. :rolleyes:

Um, my scenario file would be mymod.eug right? What would the event files be?

Um, how do i 'not inlcude' them?

I have no experience modding HOI DD outside of the editor.

Nice to know its scathingly simple tho ;).
 
Oct 30, 2006
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Jamie550 said:
In the .eug file, remove this line:

include = "db\events.txt"

BTW which editor are you using? The one that comes with Doomsday?

Yep i'm using Doomsday's editor - the one that comes with the game.

Are there others?

And is there an event creator?

That would rock.

[edit] Just noticed your signature - i'll check it out. But does it do events or do they require manual coding?
 
Last edited:

Tegetthoff

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A slightly different method to gain the same result:

Delete or rename events.txt

Create an "empty" events.txt

Have fun!

T.
 

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Fr3Nzy said:
Yep i'm using Doomsday's editor - the one that comes with the game.

Are there others?

And is there an event creator?

That would rock.

[edit] Just noticed your signature - i'll check it out. But does it do events or do they require manual coding?
Unfortuantly not. I think there is one at the wiki, in the list of utilities.

(Don't tell anyone, but I never managed to figure out how events work, and I have no idea why. It seems quite simple, and yet I cannot get past ome block. Maybe someday I will.)
 
Oct 30, 2006
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TeutonburgerW said:
Mod34 includes a superb eventmaker (by Quintelosky) which I used many times. Also, Packman, made an event helpfile, perhaps it's on his website; www.modhoi.com

Awesome, cheers. I just grabbed that Event Helpfile - very cool.

One thing bothering me at the moment is the stock editor doesn't seem to like creating starting (default) units for countries. It seems to duplicate existing ones fine but it won't let me add new ones in provinces where none yet exist.

I've successfully created Indonesia using the already existing INO tag - it's selectable and playable, and i've set their government policies, techs etc (ill mess around with an ahistorical cabinet later). But what i want to do before moving along much further is give them a bunch of militia units.

I can't figure out how to do it - the editor way gives them great war tanks with seemingly no way for me to alter the type. The cut/paste from brazil (even with new ID) crashs my game or spams me errors.

Whats the manual way for me to give Indonesia a militia unit in Batavia (whos province ID is 1628 btw)?

Once i have a working template im sure i could figure out the rest.

BTW what i'm actually trying to do here i make an ahistorical setting geared toward more balanced and more dymanic multiplayer - much like ARMA's Abyss though with far more countries and far less IC (around 120 for the majors, 70 for the mids and probably around default for the minors but with standing local alliances for those regionally close and pettier minors).

But for me, ARMA is broken (convoys are hammered). . . so instead of modding that i'm sticking with DD. I can live without broken ship brigades, game breaking full IC from conquest and tech team takeover (though that is cool).

Sorry for pushing this off topic here with this default unit request, but im new to this and highly inspired - i figure it's better here then you guys seeing 50 new threads on the front page from Fr3Nzy. .

{{{Edit - ah, it's working now}}}

Ignore me. . :rolleyes:
 
Last edited:
Oct 30, 2006
71
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Back on topic,

Ive just spent the whole night not touching the editor but looking through all the internal files individually.

I'm starting to get an idea of how shit works though i'm also becoming a little daunted by the whole thing. .

Anyway, in events.txt, if i simply want to remove the nation specific events and leave in all the random events could i delete the following from events.txt?

# The nation specific historical events

event = "db\events\albania.txt"
event = "db\events\austria.txt"
event = "db\events\croatia.txt"
event = "db\events\czechoslovakia.txt"
event = "db\events\nationalist_china.txt"
event = "db\events\denmark.txt"
event = "db\events\finland.txt"
event = "db\events\france.txt"
event = "db\events\vichy_france.txt"
event = "db\events\germany.txt"
event = "db\events\hungary.txt"
event = "db\events\italy.txt"
event = "db\events\japan.txt"
event = "db\events\japanese_fascism.txt"
event = "db\events\lithuania.txt"
event = "db\events\poland.txt"
event = "db\events\romania.txt"
event = "db\events\slovakia.txt"
event = "db\events\nationalist_spain.txt"
event = "db\events\republican_spain.txt"
event = "db\events\Siam.txt"
event = "db\events\sweden.txt"
event = "db\events\UK.txt"
event = "db\events\USA.txt"
event = "db\events\USSR.txt"

And these too becuase i'm going to alter the political landscape of nations radically (tho as i get more schooled at this i'll use the original file as reference for my own events):

# Political Events

event = "db\events\election_events.txt

# AI Events
event = "db\events\AI_capital_move.txt"
event = "db\events\AI_ministers.txt"
event = "db\events\AI_sliders.txt"
event = "db\events\AI_Inherit_Chi.txt"
event = "db\events\AI_minorshutinvasion.txt"
event = "db\events\AI_reactive.txt"
event = "db\events\AI_CHI_spheres.txt"
event = "db\events\AI_revolters.txt"

# New 1.3 Events
event = "db\events\vichy_new.txt"
event = "db\events\colonial_release.txt"
event = "db\events\japanmanpower.txt"
event = "db\events\bulgaria.txt"

# Doomsday Events
event = "db\events\doomsday_election_events.txt"
event = "db\events\doomsday_death_events.txt"
event = "db\events\doomsday_coup_events.txt"

This should leave me with just the stock randoms and tech events, yea?

That be ok and wholly 'bug' free?
 
Last edited:

Tegetthoff

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Hi,

I would recommend to leave the AI events in, since they load new AI files depending on the game situation so the game might be quite boring without them.

Regards

T.
 

Hagar

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