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LiamRiordan

The Rambling KR Player
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Aug 4, 2008
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So I am attempting to create an event that I can fire in the console in the following fashion

"event 80131 GER" Germany should then receive an event where it has no choice but to take a belligerence hit.

Why? Because it'll make things a tad easier to declare war without having to do "freedom" or bugger up your sliders.

Problem is, I can only see events where a specific nation can only have it raised. e.g.:
command = { type = belligerence which = CAN value = 1 }

Is it possible to force belligerence up in random events?
 
Use a belligerence command with no "which" defined. If the event triggers for GER, then GER should get the dissent.

Code:
command = {type = belligerence value = 1}

That's how I understand eventcommands.txt.
 
Hmm, the event I've made half works, here it is:

Code:
event = {
    id = 80131
    random = yes
    
    name = "Belligerence raised!!"
    desc = "Some pokey jounalist has gone on the radio to spread malicious lies about our nation!!  The world thinks we're that much more awful now!!"
    style = 0
    
    action_a = {
            name = "Belligerance Raised"
            ai_chance = 100
                command = {type = belligerence value = 10}
            }
    action_b = {
            name = "Murde... brib... send the bugger away!!"
            ai_chance = 0
                command = { }
        }
}
Do I need to make it one command only instead of multiple choice?

EDIT: Hmm, even making it a single choice doesn't make it work for other nations...
 
Last edited:
Have a look at the 'Guy spilt his tea and discovered the blueprint for agriculture (gee thanks)' events for pointers.
Ahhh! I see now, so the ACTIONNAME(event#) forces the AI to fire it if its a command right?

If I assume right, with multiple choice commands, it would be like this for example?

Code:
event = {
    id = 80131
    random = yes
    
    name = "Belligerence raised!!"
    desc = "Some pokey jounalist has gone on the radio to spread malicious lies 

about our nation!!  The world thinks we're that much more awful now!!"
    style = 0
    
    action_a = {
            name = "ACTIONNAME80131A"
            ai_chance = 50
                command = {type = belligerence value = 10}
  action_b = {
           name = "ACTIONNAME80131B"
           ai_chance = 50
           command = { }
            }
}
This would lead the AI to choose one or the other at a 50% chance correct?
 
Ahhh! I see now, so the ACTIONNAME(event#) forces the AI to fire it if its a command right?

If I assume right, with multiple choice commands, it would be like this for example?

Code:
event = {
    id = 80131
    random = yes
    
    name = "Belligerence raised!!"
    desc = "Some pokey jounalist has gone on the radio to spread malicious lies 

about our nation!!  The world thinks we're that much more awful now!!"
    style = 0
    
    action_a = {
            name = "ACTIONNAME80131A"
            ai_chance = 50
                command = {type = belligerence value = 10}
  action_b = {
           name = "ACTIONNAME80131B"
           ai_chance = 50
           command = { }
            }
}
This would lead the AI to choose one or the other at a 50% chance correct?

Nope, I think ACTIONNAME is just a call to a text file with all the event descs in :| If the code doesn't have anything beyond superficial difficulties and you want to just belligerence bump AI countries then consider making it ai=yes ?

Also make it persistent...
and give it a date and death-date, or I don't think it would fire except manually (don't quote me on that.)
 
Hmm, you're right, turning the name back to normal also makes it fire, with a single choice. I'm going to try again with multiple...

Hmm, seems to be working as intended now.

So for persistent I just do
Code:
persistent = no

And for date:
Code:
date = { day = 1 month = january year = 1936 }

So would this updated version be correct?

Code:
event = {
    id = 80131
    random = yes
    persistent = no
    date = { day = 1 month = january year = 1936 }
    
    name = "Belligerence raised!!"
    desc = "Some pokey jounalist has gone on the radio to spread malicious lies about our nation!!  The world thinks we're that much more awful now!!"
    style = 0
    
    action_a = {
            name = "DAMN!"
            ai_chance = 100
                command = {type = belligerence value = 10}
            }
    action_b = {
            name = "Sod off!!"
            ai_chance = 0
                command = { }
            }
}

Right?

For date in event triggers is confusing, am I able to set it before 1936 or is that a guide?
 
Bah how did I make a simple mistake like that? I blame sleepiness.

Is this event right? Seems to work in-game.

Code:
event = {
    id = 80131
    random = yes
    persistent = yes
    date = { day = 27 month = june year = 1914 }
    offset = 300
    deathdate = { day = 30 month = december year = 1963 }
    
    name = "Belligerence raised!!"
    desc = "Some pokey jounalist has gone on the radio to spread malicious lies about our nation!!  The world thinks we're that much more awful now!!"
    style = 0
    
    action_a = {
            name = "DAMN!"
            ai_chance = 100
                command = {type = belligerence value = 10}
            }
    action_b = {
            name = "Sod off!!"
            ai_chance = 0
                command = { }
            }
}
 
The higher it is, the less often it checks the triggers. Minimum is 1.
With an offset of 300 will it always trigger once for every nation every 300 days? Or just the human player?

If I set it to 30,000 lets say, should it only ever fire maybe once a game?
 
Once a decade or so
That's good enough, so does it make the game function more efficiently if I add those conditions? Because I heard somewhere that some triggers or conditions or something makes the game more efficient if its either simple as possible or set up correctly to no cause the engine to randomly select events or something.