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    Real Strategy Requires Cunning

guyata

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Anybody having trouble loading 1914 scenario? My comouter freezes every time. Fresh download.
Don't bother, the 1914 scenario is half baked, I played as the ottomans and absolutely smashed the russians, I even got to saint petersburg and took over finland but no i still had to go all the way to Vladivostock so that i can actually win against russia, looked at the events file and guess what russia can't fall to the ottomans and ontop of that the ottomans only have a surrender event for the fall of constantinople, the other events for the great powers at least there is a win and lose event but the ottomans get neither, so take it from me the scenario isn't worth it even if it does sound cool
 

Pasha

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Don't bother, the 1914 scenario is half baked, I played as the ottomans and absolutely smashed the russians, I even got to saint petersburg and took over finland but no i still had to go all the way to Vladivostock so that i can actually win against russia, looked at the events file and guess what russia can't fall to the ottomans and ontop of that the ottomans only have a surrender event for the fall of constantinople, the other events for the great powers at least there is a win and lose event but the ottomans get neither, so take it from me the scenario isn't worth it even if it does sound cool
I think he commented awhile back that the 1914 scenario is just a place holder and not meant to be played just yet.
 

guyata

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I think he commented awhile back that the 1914 scenario is just a place holder and not meant to be played just yet.

it was a couple months back that I played that scenario just telling my experience, I actually didn't know that it wasn't finished, my bad
 
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Pasha

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it was a couple months back that I played that scenario just telling my experience, I actually didn't know that it wasn't finished, my bad
No worries. He should probably post a warning/disclaimer on the first post.
 

AndrisN

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About problematic mobilization events which we talked recently. Here is the old problematic file. I ask someone to help me fix it.
Problem is that "enact moblisation" and "demobilize" events fire to often for AI, sometimes it happens couple of times in same month. Also event for setting a terms of conscription fire in the same manner.
I have only done scripting in HOI1 and not in DH, so this may be totally wrong. However, a lot of DH scripting code grows out of legacy HOI1, so I will take a shot.

I think the repeated cycle of mobilization/demobilization is because of the way the "persistent" trigger is handled by the Europa Engine, and the way it interacts with TAG = { AFG ALB... }. TAG trigger is new for me, but I will assume that means the event can trigger for any of the country tags in the brackets. I can see a couple of reasons for the cycling:

1. If you put a date/deathdate in a persistent event, it will only re-fire each time the game is reloaded (provided the other triggers are met). To have good control over persistent events, you want to have an external event which has a date/deathdate -> triggering a persistent event, with its own internal trigger but no dates. The persistent event will fire multiple times from the external trigger, provided the persistent event's own internal trigger is met.

If you are seeing a country mobilize each time (or alternatively, demobilize each time) right after reloading, this may be the reason.

2. I would set another local flag in the event 8300107, which sets Partial Mobilization to complete. Something like command = { type = local_setflag which = PartialMOB_Complete }. Then include NOT = { local_flag = PartialMOB_Complete } in the trigger section for 8300062, so that 8300062 can't trigger multiple times in succession for the same country.

You can clear PartialMOB_Complete in the demob event (1350005) or some other event, to allow Partial Mobilization at later date for that same country.

Repeat process for General Mob, Total Mob, etc.

3. If that still doesn't work, you may have to create separate Partial Mobilization events for each country, sharing the persistent event 8300107. But from a debugging standpoint, I would run the event chain 8300062 and 8300107 on a single country tag, get the correct results, and then try expanding to multiple country tags, before I bite the bullet and bulk script 100s of separate events for each country
 
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VTs

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I have only done scripting in HOI1 and not in DH, so this may be totally wrong. However, a lot of DH scripting code grows out of legacy HOI1, so I will take a shot.

I think the repeated cycle of mobilization/demobilization is because of the way the "persistent" trigger is handled by the Europa Engine, and the way it interacts with TAG = { AFG ALB... }. TAG trigger is new for me, but I will assume that means the event can trigger for any of the country tags in the brackets. I can see a couple of reasons for the cycling:

1. If you put a date/deathdate in a persistent event, it will only re-fire each time the game is reloaded (provided the other triggers are met). To have good control over persistent events, you want to have an external event which has a date/deathdate -> triggering a persistent event, with its own internal trigger but no dates. The persistent event will fire multiple times from the external trigger, provided the persistent event's own internal trigger is met.

If you are seeing a country mobilize each time (or alternatively, demobilize each time) right after reloading, this may be the reason.

2. I would set another local flag in the event 8300107, which sets Partial Mobilization to complete. Something like command = { type = local_setflag which = PartialMOB_Complete }. Then include NOT = { local_flag = PartialMOB_Complete } in the trigger section for 8300062, so that 8300062 can't trigger multiple times in succession for the same country.

You can clear PartialMOB_Complete in the demob event (1350005) or some other event, to allow Partial Mobilization at later date for that same country.

Repeat process for General Mob, Total Mob, etc.

3. If that still doesn't work, you may have to create separate Partial Mobilization events for each country, sharing the persistent event 8300107. But from a debugging standpoint, I would run the event chain 8300062 and 8300107 on a single country tag, get the correct results, and then try expanding to multiple country tags, before I bite the bullet and bulk script 100s of separate events for each country

you can check the .......\Darkest Hour A HOI Game\Modding documentation\event commands.txt for information on how DH events work
 
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Nesic8693

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There is been some time since my last post.
Just to inform the community that in last few weeks a lot of new stuff have been done [mostly considering total rework of British surrender events].
At this pace of work, new version [v0.6.2] could arrive in November.
 
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Tommy Vercetti

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There is been some time since my last post.
Just to inform the community that in last few weeks a lot of new stuff have been done [mostly considering total rework of British surrender events].
At this pace of work, new version [v0.6.2] could arrive in November.
Awesome news dude
 

erica

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There is been some time since my last post.
Just to inform the community that in last few weeks a lot of new stuff have been done [mostly considering total rework of British surrender events].
At this pace of work, new version [v0.6.2] could arrive in November.
I'm now improving the db (leaders, tech teams, unitnames), should I send them to you after finished?
 

Nesic8693

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I'm now improving the db (leaders, tech teams, unitnames), should I send them to you after finished?
Offcourse, why not...
Please make syre that the US divisioin names in the DB are the same as in the OOB. Almost all mods get them wrong.
I chech, thanks for the tip.