Hello everyone. I used to make mods for Victoria 2, particularly events. Now I just started to make a mod for V3, but was confused by some mechanics, which differs from Victoria 2 scripting.
In V2 almost each random event has a "mean time to happen" in the event code itself. In V3 we have some code in common/on_actions instead, and I wonder how exactly it works.
For example, we have the following code:
on_montly_pulse_country = {
random_events = {
10 = 0
5 = event.1
5 = event.2
}
}
Does it mean. that any given month any existing country will have a 10/(10+5+5) = 50% chance of no event, and 5/(10+5+5) = 25% chance of event.1 and of event.2 respectively? And the second questions, derived from the first one, is: what happens if event.1 doesn't meet its trigger when the event.2 does? As far as I understand, in this case the event.1 probability should be added to the probability of no event. and the event.2 probability should remain 25%.
Please let me know if I get this mechanic wrong. Modding Victoria games makes a solid part of fun when playing it.
In V2 almost each random event has a "mean time to happen" in the event code itself. In V3 we have some code in common/on_actions instead, and I wonder how exactly it works.
For example, we have the following code:
on_montly_pulse_country = {
random_events = {
10 = 0
5 = event.1
5 = event.2
}
}
Does it mean. that any given month any existing country will have a 10/(10+5+5) = 50% chance of no event, and 5/(10+5+5) = 25% chance of event.1 and of event.2 respectively? And the second questions, derived from the first one, is: what happens if event.1 doesn't meet its trigger when the event.2 does? As far as I understand, in this case the event.1 probability should be added to the probability of no event. and the event.2 probability should remain 25%.
Please let me know if I get this mechanic wrong. Modding Victoria games makes a solid part of fun when playing it.