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idont said:
I think the problem is that EU2 decides which of the commands of an event to apply before the event is fired, so any diplomatic commands that target a non-existent country are ignored. In our case that means the relations, CB and war commands are all ignored.

Good to know. Thanks.

To fix this, I am now chaining three events:
  • The first one releases the country and triggers:
  • The second one which decreases relations, gives a CB and triggers:
  • The final one which has the DoW

I am not sure how you are going to acheive this. Events have to be for either a country or a province. We don't know which country is receiving the initial event, and it won't own the province anymore by the third event.


EDIT: Also, what should the new offset be?

5000, which is roughly 15 years.
 
MattyG said:
Good to know. Thanks.
That's just my guess at why the events don't work, I don't actually know if it is true.
I am not sure how you are going to acheive this. Events have to be for either a country or a province. We don't know which country is receiving the initial event, and it won't own the province anymore by the third event.
The initial event immediately triggers the extra events, which have don't have country or province tags, so they happen to the original country.

Also, do you have some that you want to appear in the extra events?
 
idont said:
The initial event immediately triggers the extra events, which have don't have country or province tags, so they happen to the original country.

This is news to me.

If its true that this changes a lot of things for me, coding-wise.

I'm going to try it myself. :eek:
 
But doesn't an event have to have a country or province tag? Either that or be random?
As I understand it, no. If the events have no country or province tag, but a date they will happen to everybody (see vanilla reformation). If they don't have a date either, they will never happen, unless explicitly triggered by a normal event.
MattyG said:
This is news to me.

If its true that this changes a lot of things for me, coding-wise.

I'm going to try it myself. :eek:
I already sent you the new version of these events, which seem to work. Didn't you get them?
 
Got them now.

I'll test them too!


EDIT: It works, AND I learned something new. Double good delicious. :D
 
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All idont's work.

I learnt that an event that is triggered which has no country or province definition occurs for the country that triggered it. :)
 
That's pretty amazing actually... I wonder if it has other uses, oh yeah, Haven't had a chance to look at the events but does the new country response event have a trigger changing it's ai, due to the fact that it won't survive very long we could put in an ai that would play more fast and loose
 
Don_Quigleone said:
That's pretty amazing actually... I wonder if it has other uses, oh yeah, Haven't had a chance to look at the events but does the new country response event have a trigger changing it's ai, due to the fact that it won't survive very long we could put in an ai that would play more fast and loose


I'd have thought that fast and loose would hasyen its demise. The biggest thorn in the player's side will be a country that sits tight and defends. As soon as an ai sends its armies out, it's done for, because with all the home provinces empty, the player goes straight for them, assaults, wins, annexes. game over.

At least with armies in the provinces they put up a little resistence.
 
What I meant was it should disregard it's economy in favour of building armies, having it sit back is also a good idea, but basically it should be unafraid to take out loans (though the ai probably cheat anyway), And shouldn't devote money to foolish things like colonisation