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pellakin

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Well, I've been playing with this mod on otherwise Vanilla HOI2:DD for the last week or so.

There are some issues that are already noted above in the thread that I've had to work around, but otherwise, it's worked pretty well up until earlier today.

I achieved all the victory conditions playing as SCA in the Winter War after allying myself with the Finns and ran into some problems.

I set up a "test bed" by saving right after achieving all the trigger conditions of getting the Soviets out of FIN/SCA lands and then taking Murmansk, Segezha, and Petrozavodsk.

I can load/reload and just fire the speed up waiting for the random trigger.

Anyway - the problem:

Upon triggering the peace event (999951), I get the message box with the proper information up top ("Negotiated Peace" - "should we demand peace?" etc.).

The problem is there are only 2 choices below to click - Action A (demand Korelian) and Action B (demand Korelian and Leningrad). There is no Action C to reject peace with Bolsheviks.

In addition, hovering over the selection buttons to "see the effects of my decision" doesn't work - they just show an odd character that looks like an upside down "j" without the dot.

Finally, actually CLICKING on either choice has no effect. The subsequent events (999952 and 999953) are NOT triggered and war between the allied SCA/FIN continues with SOV.

I seem to have tracked down a small issue that's causing at least part of the problem, I think. In the mass of code that makes up the area after "Winter War Ends - Scandinavian Victory" and before "GOI's Removed" I found two possible errors in Events 999951 and 999954.

The line, from the original text I downloaded this week, reads, for both:

action_c = {ai_chance = 0 name - "No Peace With Bolshevik Scum!"

Those are the only two instances of "name - [whatever name]" that I could find...all the others were correctly input as "name = [whatever name]".

Upon changing both - to =, I now have a new problem:

When trying to load the saved game (or even load a new one as Sweden - just tested it), I get the following Critical Error popup trying to load after country selection:

-- Error: (unknown lhs command) 'action_c = {' Line = 2011 fill = db\events\denmark.txt ---

Do you still want to continue?

Hitting Enter or "I" to ignore leads to CTD either way.

So, it seems there's an issue in that bit of the code.

As a side note, in trying to find the problems, I was struggling with the format of that section in the original document, and so I spent a few hours "prettying it up" to make it easier to find possible issues.

I can send my modified TXT file, if you want it...the changes I made in one version are only to the layout...it's left justified and looks good, etc.

Another version also includes the removal of all instances of the misspelled "scedeprovince" lines - and were changed to the correct "secedeprovince" (as well as the two "name =" changes mentioned above).

Let me know if you want it (or both) sent to you in some way - or that section posted here, etc.

Thanks for all your work on this - I'll keep plucking away at this to see if I can isolate problem causing the above critical error.
 

pellakin

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Wow - work is going to hurt in the morning. :)

I did some testing and found I had made one small error in reformatting (deleted the closing "}" for action_b in event 999954.

THAT turned out to change a bit of the debugging (and completely got rid of the Critical Error above), but helped lead my problem into some other areas that I'll relay:

Going back to the original 0.3b download I got this week, I "debugged" the following to get things to work (mostly - peace is an issue I'll note below) and this is the order I found problems and the order that I was able to solve them, in turn:

1) Mentioned above - replace all instances of "scedeprovince" with "secedeprovince" - (after I figured all the other issues out, I didn't go back in and intentionally set that back to misspelled "scede" just to test if it would still work but I'll assume the correct spelling is the best way to go.

2) Problem: 999951 (Negotiate Peace) triggers fine, but choice buttons don't display information and no further chain events trigger on clicking button. Seems - is used in place of = in two instances.

Fix: Replace name - "No Peace With Bolshevik Scum!" with name = "No Peace With Bolshevik Scum!" in both event 999951 and event 999954.

Result: Game begins to load, but results in a Critical Error - Mismatch.

3) Problem: Upon choosing country and loading, Critical Error message states that there is an ERROR MISMATCH - says event 999952 is already used. Event 999952 is used both for the SOV reply to request for Korelian Peninsula and for the GOI removal event.

Fix: Change "GOIs Removed" event at bottom of denmark.txt to another event number. I used 999975 without conflict. Could this duplicate event ID be causing some of the problems with the GOI event not firing? I don't remember if firing for me when I first started. I'm sure it's involved in some way.

Result: Either by Ignoring above problem or reloading (I assume) you have a second critical error upon trying to load and you CTD - "type=type" error.

4) Problem: Upon choosing country and loading, Critical Error message states that there is a "type=type" error. Original denmark.txt has an extra "type=" in the "GOIs Removed" section relating to the end-guarantees lines.

Fix: Change all instances of command = { type = type = end_guarantee which = to the updated and correct command = { type = end_guarantee which =

Result: Game loads without critical error. Negotiate Peace event triggers. Upon SOV choosing Peace, the appropriate provinces are seceded to FIN and game continues.

5) Problem: Even though the triggers and following events refer to negotiating peace, none of the options involve actually signing a peace treaty. War between SCA/FIN and SOV continues, and though the following events like "Victory" and "Annexation of Finland" etc. trigger fine, no peace with SOV is ever part of the events.

Fix: Since I assume it was intended that peace actually be signed, along with the secession of the provinces to Finland (assuming SOV makes that choice), it would involve figuring out which events need to have the command = { type = peace which = SOV } line added.

It's late and I have to work tomorrow, so I may dig into them a bit tomorrow night to figure out what to put where to ensure that SOV choosing a PEACE option actually leads to peace between them and SCA/FIN.

On an interesting note: since I actually got to the Winter War before I found the above bugs/issues, my save file is fairly well progressed. I had worked around the Fall Weserubung (mentioned earlier they shouldn't attack a NS/FA/PA Scandinavia?) and had gotten on Germany's good side, managing to keep from them attacking me.

Now, one of the first messages I see when I load, usually shortly before the Negotiate Peace triggers is, "United Kingdom had 'We must appease the Scandinavians' ".

It may be unrelated, but about half the test runs, the "late" Appeasment event is followed by Germany declaring war on me (sometimes before peace with SOV, sometimes after).

*shrug*

Time to sleep! Hope this information helps polish this great mod up a bit!

Again, I've got the txt saved if you want a copy with some editing changes and the above changes I mentioned. Just let me know how to get it to you if you want to save a few minutes to make the code changes (and a lot of minutes on the formatting changes).
 

BritNavFan

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^^^ Nice work! :cool:

Going through the file, I noticed that event 999939 has two action_a's and an action_c, event 999944 has three action_a's, and there's a "command = command=" in event 999947.

Edit:
Here's an event I wrote up to make playing a democratic Sweden a bit more different from the regular game:

Replace action_c of event 999990 with:
Code:
	action_c = { # Here's your democratic activist Scandinavia
		name = "No to extremism! We will support democracy worldwide!"
		command = { type = set_domestic which = interventionism value = 7 }
		command = { type = trigger which = 999927 }
		command = { type = setflag which = activist_sweden }
	}
	action_d = {	# Historically accurate Sweden
		name = "Do Not Step Down"
		command = { }
	}

and add a new event:
Code:
event = {
	id = 999927
	random = no
	country = SWE

	# triggered by 999990C

	name = "Swedish history"
	desc = "The 19th Century saw both nationalist and pan-Scandinavian sympathies in Scandinavia. Historically, the nationalist position dominated, and Norway seceded from Sweden. But what if pan-Scandinavian sentiment had proven more popular?"
	
	action_a = {	# Historic outcome
		name = "Follow history"
		command = { }
	}
	action_b = {
		name = "Scandinavianism won!"
		command = { type = addcore which = 107 }
		command = { type = addcore which = 108 }
		command = { type = addcore which = 109 }
		command = { type = addcore which = 110 }
		command = { type = addcore which = 111 }
		command = { type = addcore which = 116 }
		command = { type = addcore which = 117 }
		command = { type = addcore which = 118 }
		command = { type = addcore which = 124 }
		command = { type = addcore which = 125 }
		command = { type = addcore which = 128 }
		command = { type = addcore which = 129 }
		command = { type = inherit which = NOR }
		command = { type = add_corps which = "Den Norske Hær" value = land where = 107 }
		command = { type = add_division which = "2. Infanteridivisjon" value = infantry }
		command = { type = add_corps which = "6. Hærkorps" value = land where = 125 }
		command = { type = add_division which = "6. Infanteridivisjon" value = infantry }
		command = { type = add_corps which = "1. Kystvaktdistrikt" value = naval where = 107 }
		command = { type = add_division which = "3. Undervannsbåteskadre" value = submarine when = 0 }
		command = { type = add_division which = "4. Undervannsbåteskadre" value = submarine when = 0 }
		command = { type = add_corps which = "3. Kystvaktdistrikt" value = naval where = 125 }
		command = { type = add_division which = "HMS Norge" value = heavy_cruiser when = 0 }
		command = { type = add_division which = "HMS Eidsvold" value = heavy_cruiser when = 0 }
		command = { type = sleepevent which = 999998 }	# Dissent for Norway becoming part of Scandinavia
	}
}
 
Last edited:

pellakin

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BritNavFan said:
^^^ Nice work! :cool:

Going through the file, I noticed that event 999939 has two action_a's and an action_c, event 999944 has three action_a's, and there's a "command = command=" in event 999947.

Ahh! There's the cause of one of the problems I remembered having as FA Scandinavia, but couldn't remember the details of.

When the Winter War fired on me as SCA, I'm pretty sure I only had one button option showing - "Stay Out" and hovering the cursor showed ALL the effects/commands as results. Now it makes sense.

I think I remember it happening earlier in the process, too - possibly in the initial event firing off...but my memory's kind of hazy. I'll dig into it and see if I can see some other issues.

Nice catches, and nice events. I might get inspired to drum up some additions of my own.
 

pellakin

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Event 999949 has action_a and action_d...no B or C. Not sure it matters (it still displays properly?), and may be due to two actions being removed at some point in the past (or just a fat-fingering), but changing D to B just tidies things up a bit.
 

pellakin

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BritNavFan said:
I may have an obsolete version of the mod. But the version I have just has one event removing GoI's, for ENG. Of course, that's not going to remove German GoI's.

Rodrico Stak said:
No, you have the most recent one. I have to rework those events this weekend when I hope to release the next version.
And it looks like solving the duplicate Event ID issue (re-numbering the "GOI Removal" event from 999952 to an open number) and probably the repeated "type=type" lines fixes the non-firing GOI Removal event entirely.

Being mostly unfamiliar with some of the syntaxes, I wasn't sure that event firing specifically for ENG would remove the GOI's for FRA and GER too, but it did.

Just tested on a fresh restart, and on January 3, you see the "Appease the Scandinavians" event fire off for the UK, and it accurately removes the GOI's for them AND FRA/GER in their diplomacy summaries.

So those two small changes "rework" the event and hopefully frees up some of your weekend. :)
 

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Poking around the initial event, it looks like the chains for SWE/NOR/DEN are all exactly the same (aside from names) except for two details:

1) DEN doesn't fire until January 4th, whereas NOR and SWE fire right away on Jan 2nd.

The events reflect this (DEN trigger day = 3, NOR/SWE = 1).

I wasn't sure if this was intentional to avoid a conflict with another event for DEN or what.

2) Norway's "Revolutionary Guard" event (999922) is the only one of the three to include an action_a ("Excellent" - adds 3 militia) AND an action_b ("Crap" supplies value = -10).

I don't remember seeing information earlier in the thread explaining a reason for the difference. I was trying to think of a storyline reason for it, but the end diplomacy sliders are just the same as if NOR chooses to take the militia then chooses Marx/Lenin...they just don't get the three militia and lose supplies.

Just curious about that part.
 

pellakin

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The "More Decisions on Government" events for SWE/DEN/NOR are a little interesting, too.

The three events deciding the branch of Fascism (DEN/999994, SWE/999923, NOR/999925) all include the same line (type = sleepevent which = 999917) whether the GER or ITA choice is made.

The effect is specifically putting to sleep DENMARK'S "Fascist Guard" event that adds an Infantry Corps/Division, which is triggered by DEN choosing Fascism in the initial "Government Dilemma" event - SWE and NOR Fascist Guard events are unaffected and are not put to sleep.

Are these events ALSO triggered by just having an ideology of fascist? The "trigger = {ideology = fascist}" line in each of the 3 events seems to indicate that any time ideology becomes "fascist" that event will trigger in addition to the specific trigger from the initial event?

So is the sleepevent put in to allow that event to happen only one time (resulting from choosing Fascism in initial event) and not later down the road due to the "trigger = {ideology = fascist}" line?

If so, is it intentional that this limit/sleepevent isn't ALSO included in the "Revolutionary Guard" events on the Communist side? If I'm reading the trigger lines right for those 3 Revolutionary Guard events, wouldn't those potentially trigger in the future any time the government became leninist for whatever reason?

Regardless, the sleepevent ID's and triggers for all the Guard events intended to be put to sleep need to be sync'd up for the 3 countries, as they all sleep only DEN's Fascist Guard right now.

If the intention is to sleep just the Fascist Guard events, I believe the lines needing to be updated would be:

Code:
SWE/999923 - 
action_a = {
ai_chance = 50
name = "Follow the Example of the Germans!"
command = { type = set_domestic which = political_left value = 1 }
command = { type = relation which = GER value = 50 } # we like you too...
command = { type = sleepevent which = 999919 } #Sweden's Fascist Guard Event
}
action_b = {
ai_chance = 50
name = "Follow the Example of the Italians!"
command = { type = relation which = ITA value = 50 } # we like you too...
command = { type = sleepevent which = 999919 } #Sweden's Fascist Guard Event
}
and

Code:
NOR/999925
action_a = {
ai_chance = 50
name = "Follow the Example of the Germans!"
command = { type = relation which = GER value = 50 } # we like you too...
command = { type = set_domestic which = political_left value = 1 }
command = { type = sleepevent which = 999921 } #Norway's Fascist Guard Event
}
action_b = {
ai_chance = 50
name = "Follow the Example of the Italians!"
command = { type = relation which = ITA value = 50 } # we like you too...
command = { type = sleepevent which = 999921 } #Norway's Fascist Guard Event
}

Obviously, there'd be other lines to add/modify if the Revolutionary Guard events also need to be put to sleep.
 
Last edited:

Rodrico Stak

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Wow pellakin, that's some great debugging work you've done! :cool:

Can you send me your modified file? I've PMed you my e-mail address so that you can send it to me.

pellakin said:
1) DEN doesn't fire until January 4th, whereas NOR and SWE fire right away on Jan 2nd.
I can't believe I didn't notice that. No, it isn't intentional.

The reason that Denmarks's Revolutionary Guard events are slept is because early on we had problems with it firing no matter what - and for whichever country was played by a human (even Communist China :eek: )

BritNavFan: Good work with the democratic Scandinavia events! I'll be sure to include them in the next release (after pellakin sends me his changes).

After thinking about it for a while, I figured out how we can make the militaries of the Scandinavian countries be inherited when they are annexed by the player. I realized that regular_id affects both countries - and they don't have to both have the same regular_id. So, I propose we do the following:

Sweden: Regular_id = NOR
Norway: Regular_id = DEN
Denmark: Regular_id = SWE
Finland: Regular_id = SCA #(SCA grabs Finland after SCA is created)

This way they all have regular_ids on every other one. Unfortunately, this would require editing revolt.txt, so I think that while I will provide a revolt.txt for download, it won't be a required part of the install, and I will also provide instructions on how to edit in the regular_ids for those who have edited their revolt.txt file.
 

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OK - I sent the file with my changes.

Just so you're clear on what I modified/didn't modify, here's a little log:

CHANGED

1) Reformatted - added ##### dividers between all events to ease debugging

2) Reformatted - completely reformatted the entire "Winter War Ends - Scandinavian Victory" subsection.

Previously, the code lines were in a mass of text. That might be a conversion issue between text/word/etc. formats.

3) Changed all "scedeprovince" instances to "secedeprovince"

4) "GoIs Removed" subsection - changed "We Must Appease the Scandinavians" event ID from 999952 (duplicate

of another event ID) to 999975

5) "GoIs Removed" subsection - removed all duplicated "type=" statements in "end_guarantee" command lines

6) Changed event 999939 from 2 action A's to Action A and B (BritNavFan found)

7) Changed event 999944 from 2 action A's to actions A, B, and C (BritNavFan found)

8) Changed event 999947 to remove duplicate "command=command" lines (BritNavFan found)

9) Changed event 999949 from actions A and D to actions A and B

10) Changed DEN "Government Dilemma" event trigger from 3 Jan to 1 Jan (like SWE/NOR events)


DID NOT CHANGE

1) No command added for peace in "WINTER WAR ENDS - SCANDINAVIAN EVENTS" subsection. It's needed, but I didn't get to it/find the right events where it needs to go yet.

2) Didn't remove "Crap" option for Communist NOR "The Revolutionary Guard" event 999922 - is this necessary to avoid the problem with DEN mentioned above?

3) Didn't change events 999923/925 to sleep SWE/NOR "The Fascist Guard" events - you're saying the Fascist version of "The Government Decides What Path to Take" for all three countries must sleep DENMARK's specifically, to avoid 999917 always triggering, regardless of country played?

4) Didn't remove sleep commands for the "Fascist Guard" events noted above due Rodrico mentioning this is a workaround for it firing all the time, regardless of country played.

5) Didn't ADD corresponding sleep commands for the Communist versions of adding troops/"The Revolutionary Guard" events - it confuses me why this part isn't also put to sleep after it's been triggered once, but I haven't been following this mod from the beginning, so I'm sure it makes sense. :)

6) Didn't change original or modified Fall Weserubung - GER still triggered it when I was PA as Scandinavia - it's unclear from an earlier post if this was supposed to be put to sleep for NS/FA/PA or just highly unlikely. Either way, those sections weren't modified at this point.

Great work on this everyone. Looks like we're polishing this into a lean, mean, Scandinavian killing machine!

- Pellakin
 

pellakin

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I think I found out something that MIGHT somehow be contributing to DEN cores (91, 295, 1, 2, 800) not being added correctly:

Looking at the trigger chain, each country annexing the others is followed by a unique event ID.

(condensing ID's to 3-digit ID's - assume the 999XXX):
SWE annex DEN = 996 (DEN brought into SCA - SWE adds DEN cores)
SWE annex NOR = 998 (NOR brought into SCA - SWE adds NOR cores)

NOR annex SWE = 911 (SWE brought into SCA - NOR adds SWE cores)
NOR annex DEN = 997 (DEN brought into SCA - NOR adds DEN cores)

DEN annex NOR = 999 (NOR brought into SCA - DEN adds NOR cores)
DEN annex SWE = 910 (SWE brought into SCA - DEN adds SWE cores)

Now, for each country, the final trigger for "United Scandinavia Declared" to fire is BOTH of the conditions above for each country.

Basically, SWE needs 996 and 998 to BOTH happen before "United Scandinavia" pops - which is event 913 for SWE.

That's all pretty self explanatory and logical.

The code has a bit of a twist in it, though.

Essentially, both DEN and SWE's events for "United Scandinavia Declared" have the same trigger conditions - both 996 and 998 happening.

You can see that here (condensed):
Code:
event = {
id = 999912
random = no
country = DEN

name = "United Scandinavia Declared!"
desc = "With the three nations of Denmark, Sweden, and Norway brought under one rule, a united Scandinavia is 

declared."
style = 0
picture = "anchsluss"

trigger = {
ai = no
AND = {
[B]event = 999998
event = 999996[/B]
}
}

XXXXXXXXXX

event = {
id = 999913
random = no
country = SWE

name = "United Scandinavia Declared!"
desc = "With the three nations of Denmark, Sweden, and Norway brought under one rule, a united Scandinavia is 

declared."
style = 0
picture = "anchsluss"

trigger = {
ai = no
AND = {
[B]event = 999996
event = 999998[/B]
}
}

Those 2 events are BOTH supposed to be triggered by SWEDEN annexing DEN and NOR - so the code may be confusing the issue somehow since once SWE annexes DEN+NOR, the "United Scandinavia Declared" may be trying to fire on behalf of both DEN and SWE.

I believe the DEN unification event (912) should reference back to it annexing SWE/NOR and the events that follow (910/999).

That would change the lines in 999912 to:

Code:
trigger = {
ai = no
AND = {
event = 999910
event = 999999
}
}
from that listed above.

I don't have an easy save point for this, so it'll take some work to test whether changing that has an effect of actually giving the cores DEN doesn't seem to give up now, but I'll work on it. I wanted to post my theory before I get too tired and fall asleep at the keyboard testing. :)
 

pellakin

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Hmm - I did have a file saved (as SWE) right before annexing DEN - will analyze several save files and see if some changes make a difference, but I'm confident something here is amiss...

I knew there was an error I'd forgotten from earlier...and I ran into it again while going through this series of events.

As SWE, I annex DEN one day.

Next day Denmark is Brought Into Scandinavia under "One Step Closer to Unification!" happens - button choice is to add the cores, etc.

Next day "United Scandinavia Declared" pops.

Next day Capitol event pops, followed immediately by "Give me back those cores!", and the part I completely forgot - a dialogue box titled "AI_Event" with one button to choose with the title "unknown string wanted" - the effect of clicking is "National Dissent 10".

It seems likely to me this error box/string problem is somehow related to DEN and SWE both trying to create Scandinavia after their shared trigger events pop.

If this is the case, this error should only pop up for someone playing SWE, since NOR's events are properly linked. Has anyone had the cores from DEN not properly allocate while playing NOR?

Also, someone playing DEN would seemingly get stuck at this point, or at least never have "United Scandinavia Declared" pop, since the conditions for DEN's Unified SCA can never happen while actually playing DEN (since it's tied to SWE annexing NOR/DEN, as it stands).
 
Last edited:

pellakin

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Changing DEN event 999912 to be triggered by 910/999 instead of duplicating SWE's 996/998 had no effect.

Cores still poof as soon as SWE event 913 triggers "United Scandinavia Declared" and SCA is created.

It had no effect on the AI_event error either - it still appears whether those lines are changed, the "fix cores" event is there/removed, or in any combination.

It happens specifically following the Capital Location event - but I can't find anything in that section, or anywhere else, that involves disssent increasing by 10, so I can't figure out what's going on with it. This one has me stumped completely.

Maybe the workaround you mention above regarding the regular_id changes will make the cores not poof, too.
 

pellakin

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OK - I used some file manipulation to control/own all provinces but the capitals of NOR/SWE (and kill all their armies) and attacked/annexed to simulate playing through as DEN. As I suspected, with the file the way it is, playing as DEN never triggers the "United Scandinavia Declared" event and the follow-along events.

Changing the 999912's triggers from the current 999998/96 TO the appropriate 999910/99 allows this to trigger.

With these changed, Scandinavia is created, the capital event fires, and...just like with SWE, the AI_event error dialogue box pops.

Will try with NOR to see if that error is consistent across all 3 countries.

I've chosen Copenhagen in all cases, by the way - in case that matters - I'll vary that part in a future set of tests to see if that's what's causing the ai_event error somehow.
 

pellakin

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Going through with NOR also results in the AI_event error, and the capital/cores/AI_string dialogue boxes all pop up at same time, so choices the first two aren't causing/contributing to the error.

Settings in denmark.txt for event 999912 has no effect, just like with SWE.

That error doesn't seem to do anything but keep DEN from every getting Unified SCA.

So, those lines should be updated, as noted above, so that DEN will be able to have the SCA unification events fire.

Obviously, there's something very special about SCA being created that strips those 5 provinces as cores. It even strips them from DEN, when DEN is set to fire properly.

One SMALL other thing before I crash - with the update to DEN's date from triggering Jan 3 to 1 the narrative above it also needs to change to be consistent with the other 2 countries (states "On January 2, 1936, two groups...).
 

pellakin

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Found the possible problem with the "AI_event".

In the db\events\ai_revolters file I found the following event while searching different files for the string "dissent value = 10":

Code:
event = {
	id = 15082
	trigger = {  }
	random = no

	country = SCA

	name = "AI_EVENT"
	desc = "AI_EVENT"
	style = 0

	date = { day = 0 month = january year = 1936 }
	offset = 1
	deathdate = { day = 29 month = december year = 1947 }

	action_a = {
		name = ""
		command = { type = dissent value = 10 } #  "Hypothetical" nation
		}
	}

So it looks like they coded in an automatic dissent increase of 10 when SCA is created (usually by conquering then releasing, which would make it an ai-run nation).

I assume we would want to kill that extra dissent, since we've already built in dissent hits throughout the chain when absorbing each nation and it seems we have the people behind us from the beginning in creating SCA?

I'm going to toss in a line in the chain to sleep the above event to see if it keeps the AI_event from triggering at all (maybe in the HAITI - Kill event?). Even if it doesn't fire, it would be worth finding out why it's returning "unknown string wanted" when it fires, even though it accurately gives the 10 dissent that's coded in the event.
 

pellakin

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God I love it when a good plan comes together!

I added:

Code:
command = { type = sleepevent which = 15082 } # AI_event with 10 dissent when SCA created

specifically to event 999996 ("Denmark Brought Into Scandinavia") because my test file is saved right before annexing DEN as SWE - and it works!

The AI trigger box never pops, the dissent hit never happens. The event is successfully put to sleep and obviously, the 'unknown string wanted' doesn't happen.

It probably would work by putting it into the HAITI sleep event, too, but since that already fired in my save test file, I had to put it where I did. HAI event would be cleaner and affect all of the countries.

I looked at the code again, though, and figured out the double " in

Code:
action_a = {
		name = ""
probably causes the "unknown string wanted" problem.

No biggie - all the AI_Events have that as the name of the event. It doesn't cause any real damage, as the dissent hit still happens (if one still wanted that to happen), and if it's put to sleep, it's not an issue.
 

pellakin

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Updated "change log" to reflect changes since I emailed Rodrico my updated file:

CHANGED

11) Changed event 999912 (DEN's "United Scandinavia Declared!") to have the following trigger for it's own events (instead of for SWE's events 999998/996), so a human player will be able to trigger SCA Unification as DEN:

Code:
trigger = {
ai = no
AND = {
event = 999910
event = 999999
}
}
12) Changed event 999993 (DEN initial coup) to read "On January 2, 1936, two groups..." instead of January 3, that WAS tied to the different trigger date, to make consistent w/ SWE/NOR events.

13) UNTESTED FROM FRESH RESTART (It DID work mid-game from a save file when inserted into "One Step Closer" event): Changed event 999942 (HAITI kill event) to add the following sleep line to action_a to fix "AI_EVENT" dialogue box popping and dissent hit of 10 any time SCA created:

Code:
command = { type = sleepevent which = 15082 } # AI_event with 10 dissent when SCA created
DID NOT CHANGE

7) No luck getting the cores to remain with SCA upon creation. The AI_event firing (or being put to sleep) has no effect on it. It's not huge, since the "Give me back my cores" event works well enough, even if you have to deal with a day or 2 of non-core status in 5 provinces. Just curious why that happens, is all.
 

Rodrico Stak

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The cores problem happens because (I think), those cores are not included in revolt.txt for Scandinavia. I can't imagine why though.

Thanks for pointing out these other problems, I'm going to put your fixes into the upcoming release of the next version.