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KaRei

Lt. General
14 Badges
Dec 27, 2005
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Hello,
I have some troubles with
command = { type = INF which = x value = y }

What are the conditions for the province where this command works?

I need create an army in a province I don't own. Till now I only knew that the command for getting an army in a certain province works only when the province is owned by the receiver. So I did it by "inherit" command on the country that owns that province, but the command for units still doesn't work. I tried it on other provinces I own and it's okay. Why I can't create unit in the newly acquired province by event when I own it already?

Thanks
 
For the command to work, province must be owned before the event fires. Only solution is inheriting the country in an action that triggers another event where INF command is used.
 
YodaMaster said:
For the command to work, province must be owned before the event fires.
That I was exactly trying. But the second event doesn't take an effect. :(
I tried it also separately by calling it by "event" cheat. Although I own the province already, option for placing units there doesn't appear in the event. :wacko:

Is it possible that the target province must not have nationalism?
(So can't work for annexed provinces?)

EDIT:
Huh. Now it works. :wacko:
Dunno why it didn't before. Maybe the PC was already overheated. :p
So this is solved. Thanks :cool:
 
Last edited:
Sorry for taking this up after such time, but this information may be interesting for some mod-makers.
The trouble I had with the malfunctioning command "type = INF" was finally identified.
Testing confirmed it, so here are the results.

1) You must own the province to place army inside
2) You can't inherit a country and place army in newly acquired province in the same event
3) You can't place army in a province, if the event was triggered from event inheriting a country where you're trying to place the army

The last point was the case why the event wasn't working to me.
Here is a simple model what works and what doesn't:
Code:
[COLOR=Red][B]WRONG[/B][/COLOR]
event = {
          id = 1
          action_a = {
                    command = { type = inherit  which = XXX }
                    command = { type = INF      which = xxx   value = 10000 }
                    }
          }
Code:
[COLOR=Red][B]WRONG[/B][/COLOR]
event = {
          id = 1
          action_a = {
                    command = { type = inherit  which = XXX }
                    command = { type = trigger  which = 2 }
                    }
          }


event = {
          id = 2
          action_a = {
                    command = { type = INF      which = xxx   value = 10000 }
                    }
          }
Code:
[COLOR=Lime][B]CORRECT[/B][/COLOR]
event = {
          id = 1
          action_a = {
                    command = { type = inherit  which = XXX }
                    command = { type = trigger  which = 2 }
                    }
          }


event = {
          id = 2
          action_a = {
                    command = { type = trigger  which = 3 }
                    }
          }


event = {
          id = 3
          action_a = {
                    command = { type = INF      which = xxx   value = 10000 }
                    }
          }
 
cool-toxic said:
what about event 2 has in the trigger event = 1 ? Would that work maybe then that takes away an event. :)
Yes, it is sufficient. There is no need of event 2 in correct version.

I wasn't aware of point 3...

Point 1 and 2 were obvious, at least to me. ;)

EDIT: this is worst than I first thought...

Provinces owned by a country that is inherited are not already owned by the country that inherits in a triggered event of the event that includes the inherit command. Conditions of ownership or control in the triggered event will be false and related commands will be ignored.
 
Last edited:
cool-toxic said:
what about event 2 has in the trigger event = 1 ? Would that work maybe then that takes away an event. :)
Yes yes, that works and I used it. That's why it suddenly was working to me without knowing why. But I was .... curious why it was doing the troubles and wanted to find the reason out. :D

Point 1 and 2 were obvious, at least to me.
They were mentioned just for a fullness. :p

Provinces owned by a country that is inherited are not already owned by the country that inherits in a triggered event of the event that includes the inherit command. Conditions of ownership or control in the triggered event will be false and related commands will be ignored.
Oui :wacko:
It's an adventure to write events for Eu2 :rofl:

Btw. it's a bit of the topic, but I don't want open new thread for that as it is for the same event.
- event 1 fires on a random day on November 1536
- event 2 fires the day after event 1 fired
By the theory (and Havard's bible), this construction on the side of event 2 should make it fire the day after event 1
Code:
trigger = { event = 1 }
date = { day = 0   month = november   year = 1536 }
offset = 1
deathdate = { day = 0   month = december   year = 1536 }
Although I have this in the event, it fires with a large delay (10-20 days) after event 1. What confused me the most is that the event is able to fire even on 27th December !!!! That's almost a month after the deathdate !
Have somebody some experiences with DATE - OFFSET - DEATHDATE constructions?
 
KaRei said:
Have somebody some experiences with DATE - OFFSET - DEATHDATE constructions?
Yes :)

Your observation is right. Deathdate doesn't mean the end of the possibility for the event to fire, unless the game is saved and reloaded after the deathdate. Offset 1 doesn't really mean event is checked each day.

I'm not sure but some say "problems" are related to the speed used for the game (Extremely fast for example...).

Try offset = 0. Maybe event 2 will fire the same day as event 1 then... :D
 
Last edited:
YodaMaster said:
Yes :)

Your observation is right. Deathdate doesn't mean the end of the possibility for the event to fire, unless the game is saved and reloaded after the deathdate. Offset 1 doesn't really mean event is checked each day.

I'm not sure but some say "problems" are related to the speed used for the game (Extremely fast for example...).

Try offset = 0. Maybe event 2 will fire the same day as event 1 then... :D
Thanks, finally I'm understanding the "date" thigs more :D

So how I understand the DATE combinations:
DATE - Event will fire only on the specified date
DATE + OFFSET - Event will fire on a random day within the range specified by OFFSET after the DATE.
DATE + OFFSET + DEATHDATE - Event will fire on a random day within the range specified by OFFSET after the DATE. Triggers are checked repeatedly in some "uncertain" period specified by the OFFSET until the event fires or until the game is reloaded after the DEATHDATE.
DATE + DEATHDATE - Emm, how this one would work? :p
 
KaRei said:
DATE + DEATHDATE - Emm, how this one would work? :p

The event will occur on the first day in which its triggers are satisfied at anytime between the period from date to deathdate. If no triggers then it works the same as DATE