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unmerged(51521)

Captain
Dec 9, 2005
356
0
Doomtrader said:
I've been talking with one guy from HSR team and he has got some problems with making ghost province coastal. So be carefull with it.

The size of province doesn't matter because it's unseen. The coordinates could only affect travel time.

Ah, so that could answer the question I was just about to ask. I've made a ghost province using Dover which is in game as a seperate country, it has an army in it, but I cannot get a route between it and Dover or London (I tried them both). Can anyone possibly help me make this?
 

Passivocalia

Major
Nov 24, 2005
537
0
Steff991 said:
Ah, so that could answer the question I was just about to ask. I've made a ghost province using Dover which is in game as a seperate country, it has an army in it, but I cannot get a route between it and Dover or London (I tried them both). Can anyone possibly help me make this?

I made a standard land connection for Vatican City, which is completely surrounded by Rome. It won't help you with the coastal aspect, but it works otherwise.

In ADJ-DEFS file, in the Map folder, add this:

2602;19;Land;0;Ghost Dover
2602;20;Land;0;Ghost Dover


Change 2602 to whichever ID you've assigned the province. The title "Ghost Dover" doesn't really matter; it is a comment for your own benefit and won't appear in the game. Provinces 19 and 20 are London and Dover.

In the province file, in the db folder, add this:

20;PROV20;East England;England;Europe;Temperate;Clear;;; 100;;0;0;0;0;0;0;0;0;0;15747;3587;15747;3587;0;0;0; 0;0;0;0;0;0;;;;;;;;;;;;; 14620;2256;-1;-1

Okay, before you add that part, there are some qualifications.

1. The underlined portion is where the province and the soldiers inside the province are going to be, even though neither will appear on the map (right now the coordinates are set for the Roman dot; probably not where you want your Dover). Start up the game beforehand, type in the "showxy" cheat, and find out where exactly you want these soldiers to march to when they go to your new province. Make sure you use the wx and wy coordinates, not the scrx and scry coordinates.

2. I have no idea what those four numbers at the end mean. No idea. For my Vatican City, I copied whatever it said at the end of the information for Rome's province, and it worked fine. For here, I copied what it said at the end of Dover's. If anyone cares to be more enlightening...

3. Right now this makes a province at 100% infrastructure with absolutely no resources, manpower, industry, or anything. It shouldn't be too hard to change this to the way you like it.
 

unmerged(51521)

Captain
Dec 9, 2005
356
0
Passivocalia said:
I made a standard land connection for Vatican City, which is completely surrounded by Rome. It won't help you with the coastal aspect, but it works otherwise.
First of all, thank you for the information.
I did try what you wrote in the first part to make connections but it would not show the connections in game. Also, several times when doing this the scenario would not load (it would freeze about 10% into the load) when i tried to copy the information from the Dover province.

Edit:- You appear to have put in the Dover province line? was this intentional?
 

Passivocalia

Major
Nov 24, 2005
537
0
Steff991 said:
First of all, thank you for the information.
I did try what you wrote in the first part to make connections but it would not show the connections in game. Also, several times when doing this the scenario would not load (it would freeze about 10% into the load) when i tried to copy the information from the Dover province.

Okay, mine had problems too, and it threw me for a loop at first, but now I know what's wrong.

The province is currently a no-man's-land, which is not allowed. You need to edit the 1936 (or whatever year you're playing) scenario information so that some country controls and owns the province. You can give it to United Kingdom at first, to see if it works, and then mod your own country there instead.

Edit:- You appear to have put in the Dover province line? was this intentional?

Change "20" to whatever number your province is going to be. Sorry about that.

Also remember to change the coordinates that are underlined to whatever coordinates you want (the "showxy" cheat helps a lot here).

Then, of course, you'll be changing a lot of the "0"s to the proper amount of resources and such you want in the province.
 

unmerged(51521)

Captain
Dec 9, 2005
356
0
I've got it working now thank you. Though I still don't know what caused the crash because I gave it to the UK at the start. But when I copied the province line you put in it worked. I'm guessing I missed out an ; somewhere in the line.
Many thanks for your help
 

unmerged(53407)

First Lieutenant
Jan 29, 2006
245
0
Steff991 said:
Does this mean you can make a province anywhere? for example, could you create a province like Polish London that uses the eastern half of the Dover province? or would it have to use the whole provinces coordinates? Just asking because I want to add the Isle of Thanet province

Yes this does work. The hidden province in my scenario is also an island. However, I am not using any land connections. Just events to create a one time action that deploys militia to a particular province.

The island acts as a secret operations base for a new country I've made called the S.L.F. (Siamese Liberation Front). An event triggers which results in the ownership of a certain province and the change of capital to that province.

After this event, an 'independence' act occurs using the "country = [TAG]" command. The S.L.F. is changed to the "Royal Siamese Empire". Changing ministers, leaders, tech teams, national provinces etc.

This all works beautifully, apart from some event problems which have recently appeared.

:(

The first being; after the tag has been changed from the S.L.F. to the R.S.E. No effects seem to work for the new tag. None. The country does not seem controllable by any events. I have saved & reloaded, thinking that maybe all the data is not loaded for the county from the "country = [TAG]" event. The only data that seems to be loaded are whatever provinces are in the revolt.txt file, and the relevant info in the db. (Ministers, leaders & tech teams)

Has anybody any experience using this command? In fact any ideas would be appreciated.

The second little issue relates to the hidden province. After the tag change event, the player’s country has some actual provinces and no longer needs the hidden one.

I want to remove this now unneeded hidden province in case of future stability issues. I have already had it revolt once (which is untreatable as there is no access!)

What event command can I use to remove this province? I cannot use the 'Secede province' command as that means I have to give it to another country. I have used the 'remove core' but that only affects the national provinces. I am at a bit of a loss, short from removing the province by editing the save game file. I cannot think of a resolution.

Any thoughts would be greatly appreciated.


:)



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Last edited:

Passivocalia

Major
Nov 24, 2005
537
0
S.I.Directorate said:
The first being; after the tag has been changed from the S.L.F. to the R.S.E. No effects seem to work for the new tag. None. The country does not seem controllable by any events. I have saved & reloaded, thinking that maybe all the data is not loaded for the county from the "country = [TAG]" event. The only data that seems to be loaded are whatever provinces are in the revolt.txt file, and the relevant info in the db. (Ministers, leaders & tech teams)

Has anybody any experience using this command? In fact any ideas would be appreciated.

Yes; I've had the exact same problem when making an event to change Republican Spain into Nationalist Spain. It doesn't look like any events seem to work.

Though, strangely, when I made an event to change the USA into some other tag, at least one of the "One of our ministers has died" events still fired. I have no idea why this would be the case.

The second little issue relates to the hidden province. After the tag change event, the player’s country has some actual provinces and no longer needs the hidden one.

Make up a new hidden country, and have the event cede the province to this ghost nation.
 

unmerged(38177)

Colonel
Jan 18, 2005
1.104
0
Returning to the title of the post . . .

What are the "Hidden Features and commands" that have been found.

one would be the hidden provences, that can be used for new countries. Another would be the "Songs = " command (it WAS a hidden feature in 1.0+, and was revealed by me here initially - made a BIG hit. Known command in the1.3 "Event Commands" list)

as these would be considered "Unsupported - Subject to Change/Removal", some documentation for us "Programmer/Modders" would be nice.
 

unmerged(53407)

First Lieutenant
Jan 29, 2006
245
0
Passivocalia said:
Yes; I've had the exact same problem when making an event to change Republican Spain into Nationalist Spain. It doesn't look like any events seem to work.
That's bad news. :( There must be a way round this otherwise the command would be useless. I have to find a way. :wacko:

Passivocalia said:
Make up a new hidden country, and have the event cede the province to this ghost nation.
Thanks. :) Not a bad idea at all. I could also remove this new country from the game afterwards via the "regimefall" :confused: command.

fabmp said:
About the tag problem, I had trouble with this command too. Are you using moddir ?
No, unfortunately I'm not using moddir. :( I'm just editing the CSV files directly.


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:confused: Is there an example of this "country = [TAG]" command already used successfully in the game? Or in any other mods?

Thanks for all your replies....



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Last edited:

Hayden

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Doomtrader said:
Moddir is a very big problem.
Lot of data has to be in vanilla folders.
Also "command = { type = country" makes some problems too.

http://forum.paradoxplaza.com/forum/showthread.php?t=221150

Scroll down to "Useful Mod Swapping Utility" (3rd from top).

This may be a solution to your Moddir problems. I've found it to be incredibly useful in my modding endeavors, and it works, dare I say, perfectly.
 

Passivocalia

Major
Nov 24, 2005
537
0
S.I.Directorate said:
Thanks. Not a bad idea at all. I could also remove this new country from the game afterwards via the "regimefall" command.

Well, funny you mention that, especially considering what we're talking about. Playing as the USA, I forced-fired the "regime falls" event to see what would happen.

And nothing happens. No government change; no anything. Try it yourself.
 

unmerged(53407)

First Lieutenant
Jan 29, 2006
245
0
Passivocalia said:
Well, funny you mention that, especially considering what we're talking about. Playing as the USA, I forced-fired the "regime falls" event to see what would happen.

And nothing happens. No government change; no anything. Try it yourself.

Well all this sucks... :mad:

What the point of having the 'country =' tag if it dosent work.

What a waste of time, spent about 3 weeks working on this. Shit.

:confused:


There must be an example somewhere in the game no?



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Feb 10, 2005
857
0
www.bitterglory.com
S.I.Directorate said:
Well all this sucks... :mad:

What the point of having the 'country =' tag if it dosent work.

What a waste of time, spent about 3 weeks working on this. Shit.

:confused:


There must be an example somewhere in the game no?



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There is a little light in the far end of tunell. The same as I do with PAAGIE.
Create a revolter, release it, save game, load as a revolter, make an event where all proovinces will be seceded to your new country.
 

unmerged(53407)

First Lieutenant
Jan 29, 2006
245
0
Doomtrader said:
Create a revolter, release it, save game, load as a revolter, make an event where all proovinces will be seceded to your new country.

Yes I may try that, thx. However it will kind of ruin the scenario if the user has to save & reload. :(

To be honest, I would not have come up with idea of a tag change unless I had seen the 'country =' in the event command file.

I am not at all happy...



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