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henkalv

victim of bad ideas
118 Badges
Aug 24, 2008
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i was trying out how modding works in this game (havent done it before)
and i tought i would have some fun putting in a decsision that would make a country mobilise (if it lost all its troops in a war and took more men out of the farming life). Every time i hover my mouse over the desicion my screen goes black and the game ends. could somebody please tell me what i am doing wrong

rally_the_pepole = {
allow = {
war = yes
}
effect = {
add_country_modifier = {
name = "rally_the_pepole"
stability = -1
}
}

ai_will_do = {
factor = 1

}

revoke_allowed = {
war = no
}
manpower = 100000
national_tax_modifier = -20
}
}
 
i have wrapped it in, but i dont know what a bracket is ( see my signature)

EDIT: found out what a bracket is, but i dont see how that a problem

EDIT2: i found out why this would be a problem, the last bracket is there to wrap it in with the rest of the generic folder
 
Last edited:
My great grandfather was called Olav but I can only speak english.:D

Try this:

1)
Code:
country_decisions = {

	rally_the_pepole = {

		potential = {
					
		}

		allow = { 
			war = yes
		}

		effect = {
			add_country_modifier = {
				name = "rally_the_pepole"
				stability = -1 
			}
		}

		revoke_allowed = {
			war = no
		}

		ai_will_do = {
			factor = 1 
		} 

#		manpower = 100000 
#		national_tax_modifier = -20 
	}
}

2) Create the country_modifier and put it in common/event_modifiers.txt like this:

Code:
rally_the_pepole = {
	manpower = 100000 
	national_tax_modifier = -20 
	icon = 3
}

3) Put both into the localisation
 
the screen no longers goes black upon using the decsicion, but when i use it no manpower gets handed out and there is no tax hit

btw thanks for the help
 
A couple of big syntax errors there.

"national_manpower_modifier" should be global_manpower_modifier instead. It's not really global; it still only applies to your country. The game also reads the numbers afterwards differently - it reads the decimals instead. So, if you type global_manpower_modifier = -20, it translates this as -2000%, which is definitely not what you wanted. I assume you want it to mean 20%, so make the number 0.2 instead.

"manpower" is not a valid modifier. global_manpower_modifier is the one, but I don't think that's what you want.

So, what exactly are you trying to do? Are you trying to make it so the country gains +10k manpower immediately but suffers a 20% tax income modifier? I'd code it like this:

Code:
country_decisions = {

	rally_the_pepole = {

		potential = {
					
		}

		allow = { 
			war = yes
		}

		effect = {
			add_country_modifier = {
				name = "rally_the_pepole"
				duration = 20	#Country modifiers are defined elsewhere; duration = 20 makes it last for 20 years or until canceled by event
			}
			manpower = 10	#This gives you 10k manpower immediately
		}

		revoke_allowed = {
#			war = no	#Decisions can't be revoked, so just remove this line
		}

		ai_will_do = {
			factor = 1 
		} 
	}
}

And then for the modifier, make it like this:

Code:
rally_the_pepole = {
	global_tax_modifier = -0.2 
	icon = 3
}

Then, just create a simple event that fires once the war is over to cancel out the tax modifier. Or change it into a Law as you suggested, and make the revoke_effect cancel the modifier.

Hope that all makes sense.