Been hacking away at a pet project and needed some advice from any veteran modders who are still around. Any help would be very much appreciated.
My goal is to break the game down into its EU roots and make it as open-ended as possible, with no fixed timeline events whatsoever. I don't care how much border gore this makes, or how ludicrous the end result. Just want to have fun.
That said, I'm noticing that the AI seems to have a couple of hangups, specifically with war =, neutrality =, combat = and befriend =.
War and neutrality are clearly modified by in-game conditions such as guarantees, relations and so on, but is there any clear rhyme or reason to why everything is stagnant up to war = 100 (without designated targets) and suddenly goes to hell at = 150? Or why neutrality = 150 is supposed to making everything impossible to ally? Does anyone know these formulas?
As for combat and befriend, in trying to get all great powers to simultaneously like and hate each other and create some dynamism, I've found that not only is the list prioritized by order even when all numbers assigned are the same, but also that as soon as a combat entry exists, they refuse to ally, even though they can still influence and the chance can be as high as 100% with 0 neutrality.
Sadly I never played EU2, just extrapolated based on HoI2's innards. Perhaps I'm wrong in assuming that EU2 was as open-ended as EU3 and that it was just as limited by scripts as HoI2 was. Do I have no choice but to use AI switch files to dynamically adjust these values? Is it inconceivable that the whole diplomatic side of the game can run on a single .ai script?
My goal is to break the game down into its EU roots and make it as open-ended as possible, with no fixed timeline events whatsoever. I don't care how much border gore this makes, or how ludicrous the end result. Just want to have fun.
That said, I'm noticing that the AI seems to have a couple of hangups, specifically with war =, neutrality =, combat = and befriend =.
War and neutrality are clearly modified by in-game conditions such as guarantees, relations and so on, but is there any clear rhyme or reason to why everything is stagnant up to war = 100 (without designated targets) and suddenly goes to hell at = 150? Or why neutrality = 150 is supposed to making everything impossible to ally? Does anyone know these formulas?
As for combat and befriend, in trying to get all great powers to simultaneously like and hate each other and create some dynamism, I've found that not only is the list prioritized by order even when all numbers assigned are the same, but also that as soon as a combat entry exists, they refuse to ally, even though they can still influence and the chance can be as high as 100% with 0 neutrality.
Sadly I never played EU2, just extrapolated based on HoI2's innards. Perhaps I'm wrong in assuming that EU2 was as open-ended as EU3 and that it was just as limited by scripts as HoI2 was. Do I have no choice but to use AI switch files to dynamically adjust these values? Is it inconceivable that the whole diplomatic side of the game can run on a single .ai script?