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tyrel68

V.I.P. Graphics Guru
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Feb 15, 2004
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  • Europa Universalis III: Chronicles
  • Hearts of Iron III
  • Victoria 2
  • 500k Club
Broken commands verified not to do some of the things they should
type = relation which = [country tag] value = X #-2 does nothing and -3 gives a random country? neither the right effect
type = revolt which = culture value = division_type where = [prov/-1] [when = state (if -1 to limit inside)] #which = -2 is bugged and does not work
type = may_inc_capacity #doesn't actually do anything
type = may_dec_capacity #doesn't actually do anything
type = account_eff which = [main/education/police/social] value = X #which = main is broken
type = event_chance which = [event id] value = X #proved to actually do nothing
type = allow_party which = party id #which = -1 doesn't do anything
type = inherit which = country (-1 for random) #which = -1 does nothing
type = leader which = leader id #Not yet implmented
type = addcore which = provnum #which = -2 is bugged
type = delete_unit which = [unit id/-1/-2/-3] # -2 and -3 bugged
type = add_division which = [div type] value = [brigade type] when = province #Doesn't work with the When = XXX
type = construct which = [coaling_station/fort/mission/trade_post/railroad] where = [prov id/-1/-2] # where = -1 doesn't do anything
type = controlstate which = country value = prov #Doesn't seemt to do anything
type = gain_building which = prov/-1 value = [type] #Which = -1 is bugged

Check these since the fire and I can't prove they do anything but they do fire and have a description.
type = national_trauma value = [yes/no]
type = separatism value = [yes/no]
type = revanchism value = [yes/no]
type = social_anthropology value = [yes/no]
type = make_colony which = [country tag]
type = minority_emigration value = X
type = colonial_migration value = X
 
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national_trauma (and probably separatism, revanchism, social_anthropology, emigration, and migration) sets a value of the same name in the savegame file. What the effect of that value is I don't know though. make_colony is only used in USA event 14123 with TEX as the target. It doesn't seem to work when fired from the console.
 
jdrou said:
national_trauma (and probably separatism, revanchism, social_anthropology, emigration, and migration) sets a value of the same name in the savegame file. What the effect of that value is I don't know though. make_colony is only used in USA event 14123 with TEX as the target. It doesn't seem to work when fired from the console.
Exactly, They seem to at least trigger but I cannot prove they do anything.
 
tyrel68 said:
Exactly, They seem to at least trigger but I cannot prove they do anything.
Well, what they do is set those variables so the commands themselves work (except make_colony). What the game does with those variables is another issue. Presumably it's in the .exe since there are no event engine triggers for them. Some of them are used by vanilla events so I would hope those were tested; try editing and testing event 36906 in flavor_eng.txt.
 
I decided to try and test the following commands to the best of my ability and here is the results.

type = national_trauma value = [yes/no] # Increases MIL when you lose a war....no increase noticed after clearly losing a war or "national trauma" effect on MIL mouse over
type = separatism value = [yes/no] # Increased MIL of minorities...there is a separtism listed in MIL mouse over but it is +0.00 so no effect
type = revanchism value = [yes/no] #This one works AFAIK, it seemed to reduce the prestige loss by 50%
 
Checked the last few commands

type = social_anthropology value = [yes/no] #Does nothing AFAIK, no listing in the MIL mouse over either. Did check colonies
type = make_colony which = [country tag] #Does nothing AFAIK, testing proved no change
type = minority_emigration value = X #Cannot see it do anything even with 100% migration
type = colonial_migration value = X #This also does not seem to help
 
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press controls doesn't work correctly.

I only get the "Newspaper runs an attack on the government" when I have state run as press rights, and the trigger for the event is "free press".
 
I think it works, but you may need to note that it won't increase you manpower above the maximum
 
rafiki said:
I think it works, but you may need to note that it won't increase you manpower above the maximum

thanks for your comment, instead it's a late late 'thank you.'

it may sound so dumb, but until very recent i didn't notice that an event fires only once in a game. (i wasn't sure but seemingly so.)

now, if we want to make exactly the same event in the same condition, what can we do?
long time ago, i had a look in china file, found a word 'persistent' in script. i checked in vicky wiki but couldn't find how it works.
i could only guess that 'persistent' may help the event happen over and over. :confused:
 
bassadoram said:
long time ago, i had a look in china file, found a word 'persistent' in script. i checked in vicky wiki but couldn't find how it works.
i could only guess that 'persistent' may help the event happen over and over. :confused:
A persistent event will fire only once per game session I believe (that's how it works in HoI). i.e. once it fires, it won't fire again until you save and reload. Hopefully in EU3 and future games there will be the possibility to make events repeat without reloading or making them random. (It is possible to do this with a framework of "timing" events firing for some out-of-the-way country; Mithel did it in his HoI Starfire mod. Victoria doesn't really have any countries that are completely out of the game like HoI does though.)
 
jdrou said:
A persistent event will fire only once per game session I believe (that's how it works in HoI). i.e. once it fires, it won't fire again until you save and reload. Hopefully in EU3 and future games there will be the possibility to make events repeat without reloading or making them random. (It is possible to do this with a framework of "timing" events firing for some out-of-the-way country; Mithel did it in his HoI Starfire mod. Victoria doesn't really have any countries that are completely out of the game like HoI does though.)

for me, it's good news that persisitent event will be reloaded once a game session is over. it's not perfect but that sounds better to me.

the reason for asking 'persistent' is i was working up with a peace event for colonial war with USA. i'm not that genius for it though.

thanks
 
tyrel68 said:
Broken commands verified not to do some of the things they should
Code:
type = add_division which = [div type] value = [brigade type] when = province #Doesn't work with the When = XXX
event_commands.txt is wrong; the correct syntax is where =. This means some vanilla events are broken (The Bismarck's CR and AI helper event for S-P correctly use where; most others use when).
 
jdrou said:
event_commands.txt is wrong; the correct syntax is where =. This means some vanilla events are broken (The Bismarck's CR and AI helper event for S-P correctly use where; most others use when).


Will run through the events to fix those.
 
command for building factory by event?

i've been through the list of commands,
and wondered if i could add a factory by event.

there's an event in "private initiative" goes;
"command = { type = gain_building which = -1 value = -2 }"

does it mean; i could establish a building if i would put a location and the type of building?

my apology if i posted in wrong thread.
 
bassadoram said:
i've been through the list of commands,
and wondered if i could add a factory by event.

there's an event in "private initiative" goes;
"command = { type = gain_building which = -1 value = -2 }"

does it mean; i could establish a building if i would put a location and the type of building?

my apology if i posted in wrong thread.
That should work; if you aren't sure then test it. And this is actually a modding question so you should have started a new thread in the "Scenarios and Modifications" forum.
 
jdrou said:
That should work; if you aren't sure then test it. And this is actually a modding question so you should have started a new thread in the "Scenarios and Modifications" forum.

true, and i wasn't aware of another forum.

the last question; i've been browsing the list of triggers/commands in Vicky, but doesn't seem as whole list.
does it mean, the list is the only resource available for us, or is just imcomplete?

anyway, thanks jdrou for the reply.
 
bassadoram said:
the last question; i've been browsing the list of triggers/commands in Vicky, but doesn't seem as whole list.
does it mean, the list is the only resource available for us, or is just imcomplete?
I believe the best event modding reference right now is on the "VickyWiki": http://victoria.nsen.ch/wiki/index.php/Modding_events . Note that page hasn't been updated for the latest patch (new unit type names for cruisers) or for the info in this thread. Other than that, just browse the mod forum and ask questions as needed.