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unmerged(7398)

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Jan 21, 2002
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mozart.atpnet.com
Here's a convenient event to test with:
Code:
event = {
	id = 424242
	trigger = {
		NOT = { leader = 09250 } # Henry V
	}
	random = no
	country = ENG
	style = 1
	name = "The king is dead!"
	desc = "The king is dead!"

	date = { day = 1 month = january year = 1419 }
	offset = 0
	deathdate = { day = 1 month = january year = 1820 }
	
	action_a = {
		name = "Long live the king!"
		command = { type = treasury value = 1 }
	}
}[/color]
Put this in an event file, start up a new game as France or England, and kill off Henry V. The event will fire only if a save game is subsequently loaded.
 

AVN

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Originally posted by Korath
I haven't gotten provinceculture to work either.

And!

The leader trigger only seems to be checked the first time triggers are checked, whether it's at the start of the event's date range, or immediately after loading a saved game. I suspect the game's outwitting itself by caching triggers, but the leader trigger isn't updated if a leader dies.

Reporting this in the bug forum is probably futile, since only two standard events use the trigger at all. KOR3891 never fires anyway, since it has no dates and no other event triggers it; in ALD3651, the logic's such that if it doesn't fire the first time it's checked, it wouldn't even if leader worked.

This one frustrates me to no end; I didn't make the correlation with loading the game when I was testing the event in question. :(

I can understand your frustation.

After reading this I wonder if this is the only trigger which is only checked at the moment the event fires and after a reload.
I'm thinking for example of the war trigger, but there are others. Did someone check such situations.

Furthermore IMO a bug report makes sense. Even if Paradox doesn't take responsibility for problems related with modding, I hope that they take responsbility for the correct working of the event commands and that they will do their (reasonable) best to correct them if they are bugged.

So at the moment it can be proven that an event command doesn't function as described (I'm not talking about documentation errors here) I hope Paradox will do their best to correct it.

One of my big worries at the moment is, that it isn't possible to correct this command, because of the way the program is designed, but the only way to find that out is by reporting your discoveries in the bug forum. :)

Anyway if you need some assistance for additional testing/research you can PM me.
 
Last edited:

unmerged(7398)

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Are you certain that was in reference to manpower, and not provincemanpower? Provincemanpower alters the base value of provinces, which a lot of the time won't result in a change of the number actually gained; I find no mention of a country-wide base value in the Manpower FAQ, which seems pretty exhaustively researched.
 

Havard

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Originally posted by AVN

Furthermore IMO a bug report makes sense. Even if Paradox doesn't take responsibility for problems related with modding, I hope that they take responsbility for the correct working of the event commands and that they will do their (reasonable) best to correct them if they are bugged.

So at the moment it can be proven that an event command doesn't function as described (I'm not talking about documentation errors here) I hope Paradox will do their best to correct it.
This is reported :)
 

Lambert Simnel

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I was testing an event that made France declare war on Burgundy using:

command = { type = war which = BUR }

but it didn't start a war. I looked in the save game file and saw France had the following in its diplomatic relations bit:

relation = {
tag = BUR
value = -200.000
trade = yes
access = yes
guaranteed = { year = 1442 month = january day = 1 }
}

When I trimmed it down to:

relation = {tag = BUR value = -200.000 }

and removed the corresponding trade = yes from Burgundy the event worked perfectly. Does anyone know the Truth about this problem?
 

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Originally posted by Lambert Simnel
Does anyone know the Truth about this problem?
It appears the war command doesn't work on a country you have military <ccess through and guarantee the independence of... sounds kinda logical.
 

unmerged(6159)

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Except that you can't break MA or a Guarantee by event. Oh well.
 

Aetius

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Originally posted by AVN
SNIP
Furthermore IMO a bug report makes sense. Even if Paradox doesn't take responsibility for problems related with modding, I hope that they take responsbility for the correct working of the event commands and that they will do their (reasonable) best to correct them if they are bugged.

So at the moment it can be proven that an event command doesn't function as described (I'm not talking about documentation errors here) I hope Paradox will do their best to correct it.
SNIP

If Paradox wishes to reuse the code base for new games, it will want to eliminate these kinds of errors, so all should be reported. If it will then fix them is another question, but it will at least know that the problem exists.