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I disagree that "offset"+"random" is a crappy workaround. In fact, it allows a decent amount of flexibility. This combination works well for alt-history surrender events precisely because the firing date is not fixed.

I disagree with your disagreement. I've seen times where the Pearl Harbor "end surprise attack" for Japan event fires WITHIN A WEEK of the Japanese attack on the US. Conversely, I've seen it take FOREVER... that type of inconsistency is bad for gameplay. Now that there is a delay-event trigger, that can be solved, but it still doesn't do what I'd hoped it would do. Which is why I would like a fire-on-delay condition :) (and I've listed potential ways I would use it in my previous posts).

CORE uses this extensively, are you calling CORE "crappy"?

Never played it.

P.S. : That "ANOTHER" simply cannot be done in this context (an entry in the command section) due to engine limitations. And by "cannot be done" I mean "disproportionate amount of effort required".

It most certainly can be done. Instead of "random = X" where X represents a percentage, have "delay = X" where X represent how many days must pass where all conditions are met.
 
SETTING_WINDOWED;Windowed Mode;Mode

changed to what?

Or how do I start 'arsenal.exe' for these 'easy changes'?

Thanks

Open the AoD folder.
Look for the file "settings.cfg".
Open the file with WordPad or something similar.
Change the line "1 # windowed mode..." to "0 # windowed mode...".
Save the changes.
 
Also, could we get a "control = { province = 19 data = AXIS } #London" type event?

Example: Yes, I could say that London is NOT controlled by the UK and that could cause the British to surrender to Germany... but what if the USSR took London? What if neutral Ireland took London in an unrelated war? Okay, so make it so Germany must control London... well, what if Axis Italy took London, somehow? What if a player as Axis Romania took London!? Just being able to trigger if ANYONE from the Axis controlled a city would be great! SMEP currently uses a work-around that is very cumbersome for the Middle East events...
For control = { province = 19 data = AXIS }, control = { province = 19 data = -2 } would work, as -2 is any enemy of the country that has the event. If the event is done by a country in the Axis, then it would be control = { province = 19 data = -3 } as -3 is any ally of the country, or the country itself (so Germany or any of it's allies).

As for your other complaints, just use the timer thing you mentioned, type = trigger which = [event id] value = [days] # Trigger an event, with delay if number of days specified. e.g. for the end of surprise attacks, type = trigger which = 19 value = 180 # End of Surprise Attacks in 180 days. But you'd have to edit the actual events too, so they have a 100% chance of going off.
 
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For control = { province = 19 data = AXIS }, control = { province = 19 data = -2 } would work, as -2 is any enemy of the country that has the event. If the event is done by a country in the Axis, then it would be control = { province = 19 data = -3 } as -3 is any ally of the country, or the country itself (so Germany or any of it's allies).

data = -3 sounds promising... I will have to experiment with this. Can anyone else confirm this?

As for your other complaints, just use the timer thing you mentioned, type = trigger which = [event id] value = [days] # Trigger an event, with delay if number of days specified. e.g. for the end of surprise attacks, type = trigger which = 19 value = 180 # End of Surprise Attacks in 180 days. But you'd have to edit the actual events too, so they have a 100% chance of going off.

I'm not exactly sure what you mean here... how would this help, exactly, with the Soviet surrender to Germany described in my previous post? It wouldn't make it context-sensitive. That's my complaint. I don't want to half-ass it.
 
next test results GC36 (Germany):

SCW after 3 month of fighting, there is a complete standstill for about 1 year, then the war continues. WAD?

When you convert DD to escortsyou get now 10 escorts whatever model you convert. earlier the amount of escorts was depending on DD-model. I hope, this is a bug now and not WAD.

Japan-AI is still too stupid (or helpless) to trade in enough rares and oil. In Juli 1937 they have rares & oil = 0 --> complete standstill in china.
 
Is there any chance of making it moddable the levels at which you get increases in the allowed number of research teams? At present it is every 20 IC. But it seems to me that a logarithmic system would be more realistic and also more fair to the smaller nations, who get shafted by the increase to 10 tech teams.
perhaps
IC = 10 --> 2 tech teams
IC = 20 --> 3 tech teams
IC = 35 --> 4 teams
IC = 50 --> 5 teams
IC = 70 --> 6 teams
IC = 95 --> 7 teams
IC =120 --> 8 teams
IC =150 --> 9 teams
IC =180 -->10 teams
etc would be more fair, while preserving some advantage for superpowers

Rather than setting a fixed value I suggest making it moddable.

I have another small request and that is to update the documentation on all commands, including not only new ones like trigger after delay, but ones that have actually been in for some time but not documented, for example the giveleader command.

Would also like to know if the trigger after delay works if the game is saved after event A causing the trigger but before the set number of days passes. Does the savegame correctly remember when the event is supposed to happen?
 
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Is there any chance of making it moddable the levels at which you get increases in the allowed number of research teams? At present it is every 20 IC. But it seems to me that a logarithmic system would be more realistic and also more fair to the smaller nations, who get shafted by the increase to 10 tech teams.
perhaps
IC = 10 --> 2 tech teams
IC = 20 --> 3 tech teams
IC = 35 --> 4 teams
IC = 50 --> 5 teams
IC = 70 --> 6 teams
IC = 95 --> 7 teams
IC =120 --> 8 teams
IC =150 --> 9 teams
IC =180 -->10 teams
etc would be more fair, while preserving some advantage for superpowers

Rather than setting a fixed value I suggest making it moddable.

I have another small request and that is to update the documentation on all commands, including not only new ones like trigger after delay, but ones that have actually been in for some time but not documented, for example the giveleader command.

Would also like to know if the trigger after delay works if the game is saved after event A causing the trigger but before the set number of days passes. Does the savegame correctly remember when the event is supposed to happen?

I heartily endorse this. I'd been unhappy with how small nations get squat to help them out in game balance. Fantastic idea.
 
In my mod I have a workaround to that, handing out research speed increases galore to smaller nations based on a lot of different rationales, but this would obviate the need.
 
Is there any chance of making it moddable the levels at which you get increases in the allowed number of research teams? At present it is every 20 IC. But it seems to me that a logarithmic system would be more realistic and also more fair to the smaller nations, who get shafted by the increase to 10 tech teams.
perhaps
IC = 10 --> 2 tech teams
IC = 20 --> 3 tech teams
IC = 35 --> 4 teams
IC = 50 --> 5 teams
IC = 70 --> 6 teams
IC = 95 --> 7 teams
IC =120 --> 8 teams
IC =150 --> 9 teams
IC =180 -->10 teams
etc would be more fair, while preserving some advantage for superpowers

+ 1

Whow!

Thats a GREAT Idea! I like it :D
 
Is there any chance of making it moddable the levels at which you get increases in the allowed number of research teams? At present it is every 20 IC. But it seems to me that a logarithmic system would be more realistic and also more fair to the smaller nations, who get shafted by the increase to 10 tech teams.
perhaps
IC = 10 --> 2 tech teams
IC = 20 --> 3 tech teams
IC = 35 --> 4 teams
IC = 50 --> 5 teams
IC = 70 --> 6 teams
IC = 95 --> 7 teams
IC =120 --> 8 teams
IC =150 --> 9 teams
IC =180 -->10 teams
etc would be more fair, while preserving some advantage for superpowers

Rather than setting a fixed value I suggest making it moddable.

Like the idea, too. That way CAN has some chance to keep up at least in research with the help of its allies. Don´t know how this would affect game balance however, esp. regarding AI nations.
 
I have another small request and that is to update the documentation on all commands, including not only new ones like trigger after delay, but ones that have actually been in for some time but not documented, for example the giveleader command.

Yes please. Please!

Would also like to know if the trigger after delay works if the game is saved after event A causing the trigger but before the set number of days passes. Does the savegame correctly remember when the event is supposed to happen?

I'm also worried about this... considering every reload of a savegame makes events instantly check to see if they should fire after one day goes by... :wacko:
 
found a naval-brigade picture mixup.
e.g. DD with anti-sub shows picture of spotterplane??
:eek:

P.S. i play without any modification - just AoD 1.04 + 105B4
 

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data = -3 sounds promising... I will have to experiment with this. Can anyone else confirm this?
Go in db -> events -> event_commands, it shows you all you need to know about event making.

I'm not exactly sure what you mean here... how would this help, exactly, with the Soviet surrender to Germany described in my previous post? It wouldn't make it context-sensitive. That's my complaint. I don't want to half-ass it.

If you want to delay an event for a certain period of time, what you mentioned is perfect, I don't see the problem. :confused:
 
Random CTDs?

After 3 to 6 ingame months the game collapses for no apparent reason. I don´t get any information about lines or something like that.
Playing GC 36 US. No mods (other than replacing "control"(l)). It´s a little hard to continue playing when you have to save every 2 or 3 months.
 
Go in db -> events -> event_commands, it shows you all you need to know about event making.

Since HOI2 came out this file has been notoriously inaccurate. That's why I asked for independent confirmation.

If you want to delay an event for a certain period of time, what you mentioned is perfect, I don't see the problem. :confused:

If you don't understand by now, I'm incapable of explaining it to you :)
 
If you don't understand by now, I'm incapable of explaining it to you :)
Oh I see, let's say Vichy France does join the Allies in the 30 day period, then you edit the Mers el Kebir event so that if Vichy is in the Allies, it won't trigger, so it shouldn't go off.

Same for the Soviet Union thing, once Germany has captured all the important provinces (Moscow, Leningrad, Baku etc) and an event is triggered for the delay, giving it 30 days to hold onto the cities. And if Germany doesn't control all the cities by the end of the 30 days, the event won't trigger.
 
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Oh I see, let's say Vichy France does join the Allies in the 30 day period, then you edit the Mers el Kebir event so that if Vichy is in the Allies, it won't trigger, so it shouldn't go off.

Same for the Soviet Union thing, once Germany has captured all the important provinces (Moscow, Leningrad, Baku etc) and an event is triggered for the delay, giving it 30 days to hold onto the cities. And if Germany doesn't control all the cities by the end of the 30 days, the event won't trigger.

I'll give this a try, but I don't think it works like that, unfortunately :( I'll edit this post accordingly later.
 
Is there any chance of making it moddable the levels at which you get increases in the allowed number of research teams? At present it is every 20 IC. But it seems to me that a logarithmic system would be more realistic and also more fair to the smaller nations, who get shafted by the increase to 10 tech teams.
perhaps
IC = 10 --> 2 tech teams
IC = 20 --> 3 tech teams
IC = 35 --> 4 teams
IC = 50 --> 5 teams
IC = 70 --> 6 teams
IC = 95 --> 7 teams
IC =120 --> 8 teams
IC =150 --> 9 teams
IC =180 -->10 teams
etc would be more fair, while preserving some advantage for superpowers

Rather than setting a fixed value I suggest making it moddable.

IMO giving all nations 10 slots would be a better option. Number of tech teams, their quality and money should limit the technological development of a country. Not this weird abstract tech team slot thing.
 
IMO giving all nations 10 slots would be a better option. Number of tech teams, their quality and money should limit the technological development of a country. Not this weird abstract tech team slot thing.

Good point... This doesn't necessarily prevent AI minors from overinvesting in research though.
 
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