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unmerged(84033)

First Lieutenant
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Sep 15, 2007
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Hi all

I'm playing EU:R again after a break from the forums. What's more, I'm taking my first steps into modding and so far I'm loving it.

My goal is to flesh out the Rome-Carthage conflict in the main campaign a bit, with some events and a few specific missions.

I started by coding an event in Sicily, fired it from the console, and it worked like a charm.

I then tried to break down the old mission for Rome ("Break the Carthaginians") into smaller parts. However, I can't for the life of me figure out the command to fire my mission from the console, to see if it works.

Can any of you modding experts help me out? Maybe I should copy my new mission right here...

Code:
drive_the_carthaginians_from_corsica_and_sardinia = {

	type = country 
	
	duration = 20 # Player has 20 years to complete this mission  

	allow = {
		tag = ROM
		exists = CAR
		not = { war_with = CAR }
		not = { alliance_with = CAR }
		owns = 90	# Etruria
		owns = 91	# Umbria
		owns = 92	# Picenum
		owns = 93	# Roma
		owns = 94	# Samnium
		owns = 95	# Campania
		owns = 96	# Lucania
		owns = 97	# Apulia
		owns = 98	# Tarentum
		owns = 99	# Ager Bruttius
		CAR = { owns = 247 }	# Carthage
		CAR = { owns = 102 }	# Sardinia
		CAR = { owns = 104 }	# Corsica

	title = "Drive the Carthaginians from Corsica and Sardinia"
	desc = "The islands of Corsica and Sardinia lie within our sphere of influence, but our rival rules them. Time to stop this. Seize control of Corsica and Sardinia." 

	}
	abort = {
		not = { exists = CAR }
	}
	success = {
		controls = 102
		controls = 104
	}
	
	chance = {
		factor = 1000
		modifier = {
			factor = 1.5
			not = { relation = { who = CAR value = 0 } }
		}
		modifier = {
			factor = 1.5
			not = { relation = { who = CAR value = -100 } }
		}
		modifier = {
			factor = 1.5
			controls = 100			# Already controls Syracusae
		}
		modifier = {
			factor = 1.5
			controls = 101			# Already controls Panormus
		}
	}

	# The effect always has country scope (for the country that gets the mission)
	effect = {
		ruler = {
			change_martial = 1
			popularity = 10
		}
		treasury = 80
		war_exhaustion = -3
	}
	
	fail_effect = {
		ruler = {
			prominence = -5
			popularity = -10
		}
		treasury = -40
	}	
}

As you can see, I included a title and description.

Can I leave it there, or should I move it over to the localisation folder (and what does this folder do, exactly?)

Any help kindly appreciated!
 
I did some further testing myself.

Played a bit and came to a point where I conquered Magna Grecia, thus fulfilling the current mission requirements. My newly modded mission fired next, hurray! I quit and reloaded: it fired 4 times out of 5... maybe that's a bit over the top.

Thus, my first question: Can someone explain the chance and modifier numbers in some greater detail?

The mission worked, but as I expected, the title and description stuff was all messed up. I moved it to the localisation folder, but there was no specific file for "missions". I placed it at the bottom of the Vae Victis file.

Thus, my second question: Will this cause any conflicts/problems? I'm assuming the game really doesn't to care where the descriptions are, as long as it can find them?

Thanks in advance!
 
Factor = 1000 refers to some kind of percentage, can't remeber how much right now. The modifying factors, 1.5 in all cases here, mean that if the requirement, for instance "not = { relation = { who = CAR value = 0 } }" is fullfilled, the factor = 1000 is multiplied by 1.5. For every one of these requirements that are fullfilled, the chance of this event firing increases by 1.5, 50%.

As far as I know you can put whatever localisation data you want wherever you want, as long as the file is in .csv format and is located in the localisation cache. For convenience I usually create my own .csv-file instead of adding to an existing one so that I can fin it easier if I have done something wrong or want to change something.
 
Never edit the .csv files with excel, stick to notepad, as far as I know excel screws up the localisation files pretty badly. In short, notepad is fine.
 
Regarding the chance stuff, from what I can tell it's done as a fraction of the total. So, if you have six possible missions each at factor=1000, then the odds would be 1000/6000 or 16.6% of getting that mission.

I think.

I don't think there's any way to trigger a mission from the console, and I've had a quick look through the .exe and can't find anything that would point to being able to trigger it through an event. Just set a factor = 1000 modifier with the always = yes trigger so you can test it.