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Seems like I should know this but: like with shields, is it possible to put in tags for SKIF models that makes them change based on political decisions?
 
And the name and flag of a country, while keeping everything else the same?
That can be done via the commands "type = name" and "type = flag_ext", such as
Code:
command = { type = name where = CAN which = "Ontario" }
command = { type = flag_ext where = CAN which = "_ONT" }
"type = name" simply changes the country's name without changing the tag, and the flag_ext command sets the country's flag to [TAG][flag_ext] in the gfx folder.
 
What does "type" and "id" mean in the scenario files for army groups? And how to determine what model number is responsible for what model type?

landunit =
{ id = { type = 18000 id = 1 }
name = "1o Exército do Brasil"
location = 2059
Division =
{ id = { type = 18000 id = 2 }
name = "I Divisão de Infantaria"
strength = 100
type = infantry
model = 7
extra = artillery
brigade_model = 5
 
"Type" and "id" don't mean much aside from being a way to assign a unique identification for each unit in a scenario. They can be any value (or any value less than 50000, I think) as long as they aren't repeating a value that's already being entered in so far. I ususually add in new things starting with type =12345 id = 1, and going on to id = 2, id = 3, etc. and so forth from there; that sequence isn't in vanilla DH, as far as I'm aware.

As for determining what model number is responsible for what model type? I go into the unit files (db/units) and look up each unittype as I need it, but I'm sure there's a more efficient way out there.
 
What do you mean by land-sea?
I'm assuming it's stuff like the Istanbul-Izmit connection across the Bosphorus? There's a file in the map folder named "adj-defs.csv". It has entries like
Code:
From;To;Type;Through;Comment
409;439;Sea;397;# Istanbul-Izmit

Seems straightforward enough to edit and add to.
 
No, it's not really a cross-strait connection between two land provinces. What I mean is that some provinces (like Recife, #2071), despite being located on the coast, don't have a port or access to a sea province. Anyway, I figured out how to add that. Just have to open province.csv and mess with the fields for "Port Allowed" (either 0 or 1), "Port Seazone" (the connected sea province) and "Port YPos" and "PortXPos" (icon coordinates).
 
I'm having a graphics issue with adapting my mod to the latest patch so I hope someone can help:

Clipboard01.png

Does anyone know where are these icons located in the game directory, so I can replace them?
 
Yo guys. This event doesn't seem to fire, and it gives a "event maybe lost !" error in savedebug. I'm guessing I need some triggers?

Please bear with me, I'm an absolute noob. Thanks.

Code:
event = {
	id = 9006001
	random = no
	country = RUS
	
		name = "EVT_9006001_NAME"
		desc = "EVT_9006001_DESC"
		style = 2
		picture = "ural_defensive_line"
		date = { day = 5 month = january year = 1964 }
 
		action_a = {
				name = "We will garrison the eastern frontier"
				command = { type = activate_division which = 9 value = 25 where = 1113 when = 1 }
				command = { type = activate_division which = 9 value = 25 where = 1134 when = 1 }
				command = { type = activate_division which = 9 value = 25 where = 690 when = 1 }
				command = { type = activate_division which = 9 value = 25 where = 664 when = 1 }
				command = { type = activate_division which = 9 value = 25 where = 672 when = 1 }
				command = { type = activate_division which = 9 value = 25 where = 671 when = 1 }
				command = { type = activate_division which = 9 value = 25 where = 686 when = 1 }
				command = { type = activate_division which = 9 value = 25 where = 689 when = 1 }
				command = { type = activate_division which = 9 value = 25 where = 688 when = 1 }
				command = { type = activate_division which = 8 value = 15 where = 553 when = 1 }
				command = { type = activate_division which = 8 value = 15 where = 553 when = 1 }
				command = { type = activate_division which = 8 value = 15 where = 553 when = 1 }
				command = { type = activate_division which = 8 value = 15 where = 553 when = 1 }
				 }
}
 
Yo guys. This event doesn't seem to fire, and it gives a "event maybe lost !" error in savedebug. I'm guessing I need some triggers?
Please bear with me, I'm an absolute noob. Thanks.

OK, first you are using the wrong command for what you want.
activate_division is used to allow the production of a type of unit, which is already in the tech area....

You should use this:
command = { type = add_corps which = "Guard Egypt 1" value = land when = -1 where = 802 }
command = { type = add_division value = d_17 when = 0 }

To put divisions directly into a province, you need to put them into a corps first... add_corps... land... when = -1 (use any officer) else you need the ID number of the officer... and 802, the province where you want to put the unit.

add_division... value will equal "infantry" or whatever (no quotes) and when = the model of the unit.
.. ensure you have a current model, or an old model, but definitely not some value which doesn't make sense.

that should do it?
 
Sorry to keep bugging people...

I wanted to make U20 (Finnish Democratic Republic) playable in a scenario, made the .inc file, etc., but the game gives: "ERROR : (Missing = in statement.) ' = 1' Line = 2 file = Mods\Nineteen Sixty-Four\scenarios\1964\u20.inc"

This is the line:
Code:
 country = 
{ tag                    = U20

Now, I have no idea what it's referring to. The "=" in there seems fine.

Thanks.
 
UNSC Trooper, are you sure that the file is written as ASCII type (or ANSI, ANSI ASCII, or similar)? I used to get such errors when writing files in Unicode by mistake.