Code: Select all
SelectFaction = $CMN
SelectRegion = $Constantinople
StartEvent = Graduates of the Istanbul School of Diplomacy July 1886|1|1|NULL|NULL|$Constantinople|NULL
Actions
SelectFaction = TUR
ChangeResStock = $merDiplomat;4
EndEvent
Code: Select all
SelectFaction = $CMN
SelectRegion = $Antalya
StartEvent = Portuguese ships for the Ottoman Empire (2nd run)|1|1|NULL|NULL|$Antalya|NULL
Actions
SelectFaction = $POR
ChangeResStock = $merMoney;15
SelectSubUnits = Region $Antalya;FactionTags POR;Domains $Naval
AlterCuSubUnit = ApplytoList;Kill
SelectFaction = $TUR
ChangeResStock = $merMoney;-15
SelectRegion = $Antalya
CreateGroup
Posture = $Defensive
SetKind = $Nav
Entranch = 0
FixType = 1
SetName = Transports2
Apply
CreateUnit
SetType = $uni_TUR_Tra2
SUFlavorName = T09|T010|T011|T012|T013|T014|T015|T016
SetLevel = 3
Apply
SelectSubUnits = Region $Antalya;OnlyFixed
AlterCuSubUnit = ApplyToList;probability 100;Attempts 4;Convert $mdl_TUR_TR01
EndEvent
Code: Select all
SelectFaction = $CMN
SelectRegion = $Kars
StartEvent = Ottomans cede Kars to Russia|1|1|NULL|NULL|$Kars|NULL
Actions
SelectFaction = $RUS
SettleWhitePeace = $TUR
SelectRegion = $Kars
ChangeRgnOwner = $TUR
SelectFaction = $RUS
SelectRegion = $Batumi
SetColonialPen = 0
SelectFaction = $RUS
SelectRegion = $Ankara
SetColonialPen = 0
SelectFaction = $RUS
SelectRegion = $Trabzon
SetColonialPen = 0
SelectFaction = $RUS
SelectRegion = $Malatya
SetColonialPen = 0
SelectFaction = $RUS
SelectRegion = $Erzurum
SetColonialPen = 0
SelectFaction = $RUS
SelectRegion = $Bitlis
SetColonialPen = 0
SelectFaction = $RUS
SelectRegion = $Diyarbakir
SetColonialPen = 0
SelectFaction = $RUS
SelectRegion = $Hakkari
SetColonialPen = 0
EndEvent
SelectFaction = $CMN
StartEvent = Resolution of China-Japan conflict|1|1|Null|Null|Null|Null //Single execution
Actions
//Transfer of the rice paddies in Bangkok to Brazil
SelectFaction = $JAP
SelectRegion = $Bangkok
RemoveStructure = ByDefUID $Rice5;RANDOM;SINGLEFAC
SelectFaction = $BRZ
SelectRegion = $Bangkok
CreateStruc
SetType = $Rice5
SetName = Japan-Brazil Cooperation
Apply
SelectFaction = $JAP
SelectRegion = $Bangkok
RemoveStructure = ByDefUID $Rice6;RANDOM;SINGLEFAC
SelectFaction = $BRZ
SelectRegion = $Bangkok
CreateStruc
SetType = $Rice6
SetName = Japanese-brazilian friendship
Apply
//Transfer of the coal mine in Hokaido to the USA
SelectFaction = $JAP
SelectRegion = $Hokaido
RemoveStructure = ByDefUID $Coal1;RANDOM;SINGLEFAC
SelectFaction = $USA
SelectRegion = $Hokaido
CreateStruc
SetType = $Coal1
SetName = USA's coal mine of Hokaido
Apply
//Transfer of 300 coal to Japan
SelectFaction = $USA
ChangeResStock = $merCoal;-300
SelectFaction = $JAP
ChangeResStock = $merCoal;300
//Establish peace between Japan and the rest of powers
SelectFaction = $JAP
SettleWhitePeace = ALL
EndEvent
SelectFaction = $CMN
StartEvent = Transfer of 8 units of Japan's Silk to Brazil|20|1|Null|Null|Null|Null //20 executions to achieve
Actions
SelectFaction = $JAP
ChangeResStock = $merSilk;-8
SelectFaction = $BRZ
ChangeResStock = $merSilk;8
EndEvent
Yes in theory, but not in practice.Crixdaz wrote:Those are the schemes for the 2 scripts for resolve the actual China-Japan conflict:
1-Exists some option to transfer an structure instead of removing it before and to create later again?
I assume it is possible but I don't have a certain answer as to how. Maybe prepare the script and run it when the structures complete?Crixdaz wrote:2-The rice paddies to transfer are in construction actually, this represent some trouble? can we set the time to finish the construcion of an structure when we create it? This last it's to avoid cheating, as we are skipping the construction time and it's not fair to the rest of players.
No, That is the level of the structure, of which there are up to 3 in many cases, but in the case of Rice only Level 1. For agriculture, Level 2 is often called Plantation and 3 is Exploitation.Crixdaz wrote:3-I've supposed that in the removal/creation of an structure the number after the name of the resource (for example: $Coal1) it's the position of the structure. As there exists various structures to exploit one resource. It's right or not?
Not sure. There may need to be an evaluation test to see if there is enough Silk that turn, unless adequate stockpile is always manintained.Crixdaz wrote:4-I've divided the treaty into two scripts, as the first will be executed one time and the other 20 times. I've supposed that the second will execute 20 turns consecutive and then will finish. I'm right?
[The extension doc has been deactivated and can no longer be displayed.]
Crixdaz wrote:Those are the schemes for the 2 scripts for resolve the actual China-Japan conflict:
Script to transfer structures, some materials and settle peace:
Script to transfer silk to Brazil during 20 turns:
I defined this scripts as schemes as I have no experience in scripting for this game. I've taken the general ideas in this thread by loki100. And the transfer of structure of this post by Sir Garnet. I've got some questions about this, as I don't know even how to execute them:
I've defined this scripts as schemes as I have no experience in scripting for this game. I've taken the general ideas in this thread by loki100. And the transfer of structure of this post by Sir Garnet. I've got some questions about this, as I don't know even how to execute them:
1-Exists some option to transfer an structure instead of removing it before and to create later again?
2-The rice paddies to transfer are in construction actually, this represent some trouble? can we set the time to finish the construcion of an structure when we create it? This last it's to avoid cheating, as we are skipping the construction time and it's not fair to the rest of players.
3-I've supposed that in the removal/creation of an structure the number after the name of the resource (for example: $Coal1) it's the position of the structure. As there exists various structures to exploit one resource. It's right or not?
4-I've divided the treaty into two scripts, as the first will be executed one time and the other 20 times. I've supposed that the second will execute 20 turns consecutive and then will finish. I'm right?
I'll be glad to read your suggestions to learn to fix those possible problems and learn also to execute it for testing it before the application to the game.
Thanks in advance.
Code: Select all
SelectFaction = $CMN
SelectRegion = $Tripolitania
StartEvent = Drawing the borders in Lybia|1|1|NULL|NULL|$Tripolitania|NULL
Actions
SelectFaction = $ITA
ChangeResStock = $merDiplomat;-2
ChangeResStock = $merMoney;-6000
SelectRegion = $Tripolitania
ChangeRgnOwner = $TUR
SelectRegion = $Tripolitania
ChangeRgnOwner = $TUR
SelectRegion = $Misurata
ChangeRgnOwner = $TUR
SelectRegion = $Sirt
ChangeRgnOwner = $TUR
SelectRegion = $Amal
ChangeRgnOwner = $TUR
SetColStatus = $Tripolitania;2
SelectFaction = $TUR
SelectRegion = $Benghazi
ChangeRgnOwner = $ITA
SelectRegion = $Cyrenaica
ChangeRgnOwner = $ITA
SelectRegion = $Salloum
ChangeRgnOwner = $ITA
SetColStatus = $Benghazi;2
SetColStatus = $Salloum;2
SetColStatus = $Cyrenaica;2
SelectRegion = $Benghazi
SetColonialPen = 101
SelectRegion = $Cyrenaica
SetColonialPen = 101
SelectRegion = $Salloum
SetColonialPen = 101
ChangeResStock = $merMoney;6000
EndEvent
Code: Select all
Thanks, so for manual purposes this is my summary:
(Under PBEM SETTINGS)
In multiplayer games or as an option in singleplayer the game can create TRN files for all playable countries, allowing players to give orders to those countries. Two items that can be put in a Z.opt file in Settings are the following, which control whether the TRN files are created and, if created, what happens if no orders are given - whether the AI gives orders for that turn or no orders are given for that turn. The // precedes comments to each line.
rulNoTurnFileForAI = 0 // 1 suppresses trn files for AI (faster but player can't take over), 0 creates turn files
aiDoTakeOver = 0 // 1 for the AI to take over the turn for nations without orders, 0 processes the turn without orders
The settings above create TRN files and do not have the AI issue orders when no orders have been submitted.
Code: Select all
SelectFaction = $CMN
SelectRegion = $Sarajevo
StartEvent = The Sarajevo Conference|1|1|NULL|NULL|$Sarajevo|NULL
Actions
SelectFaction = $GRE
ChangeResStock = $merDiplomat;-1
SelectFaction = $RUS
ChangeResStock = $merDiplomat;-1
SelectFaction = $AUS
ChangeResStock = $merDiplomat;-3
ChangeResStock = $merGoods;-170
ChangeResStock = $merSteel;-120
ChangeResStock = $merCapital;-2870
SelectFaction = $TUR
ChangeResStock = $merGoods;170
ChangeResStock = $merSteel;120
ChangeResStock = $merCapital;2870
SelectFaction = $RUS
SelectRegion = $Boehmen
CreateStruc
SetType = $Gems2
SetName = Bohemian Finest
Apply
SelectRegion = $Przemyzl
ChangeRgnOwner = $AUS
RemoveStructure = ByDefUID $Oil2;RANDOM;SINGLEFAC
SelectFaction = $AUS
AddDiploItem = $TUR; 1
AddDiploItem = $RUS; 1
SelectRegion = $Przemyzl
CreateStruc
SetType = $Oil2
SetName = Galizien Erdöl
Apply
SelectRegion = $Boehmen
RemoveStructure = ByDefUID $Gems2;RANDOM;SINGLEFAC
SelectRegion = $Herzegovina
ChangeRgnOwner = $TUR
SelectRegion = $Bosna
ChangeRgnOwner = $TUR
SelectRegion = $Sava
ChangeRgnOwner = $TUR
SelectFaction = $TUR
SelectRegion = $Riyadh
ChangeRgnOwner = $RUS
SelectRegion = $Qatif
ChangeRgnOwner = $RUS
SelectRegion = $Huluf
ChangeRgnOwner = $RUS
SelectRegion = $Halaban
ChangeRgnOwner = $RUS
SelectRegion = $Rub
ChangeRgnOwner = $RUS
SelectRegion = $Sharawrah
ChangeRgnOwner = $RUS
SetColStatus = $Riyadh;1
SettleWhitePeace = $RUM
SettleWhitePeace = $GRE
SelectRegion = $Krita
ChangeRgnOwner = $GRE
SelectRegion = $Dodecanese
ChangeRgnOwner = $GRE
EndEvent
Citizen X wrote:This script is for the results of the Sarajevo conference. It exchanges the respective regions, as well as some buildings between Russia and Austria and executes the cashflow. Also I added peace with Greece and a white peace with Rumania, both for wich I have the warscore needed.
I never wrote a script of that length. I think that all workes out appropriately but please check the results, Austria and Russia.Code: Select all
SelectFaction = $CMN
SelectRegion = $Sarajevo
StartEvent = The Sarajevo Conference|1|1|NULL|NULL|$Sarajevo|NULL
Actions
SelectFaction = $GRE
ChangeResStock = $merDiplomat;-1
SelectFaction = $RUS
ChangeResStock = $merDiplomat;-1
SelectFaction = $AUS
ChangeResStock = $merDiplomat;-3
ChangeResStock = $merGoods;-170
ChangeResStock = $merSteel;-120
ChangeResStock = $merCapital;-2870
SelectFaction = $TUR
ChangeResStock = $merGoods;170
ChangeResStock = $merSteel;120
ChangeResStock = $merCapital;2870
SelectFaction = $RUS
SelectRegion = $Boehmen
CreateStruc
SetType = $Gems2
SetName = Bohemian Finest
Apply
SelectRegion = $Przemyzl
ChangeRgnOwner = $AUS
RemoveStructure = ByDefUID $Oil2;RANDOM;SINGLEFAC
SelectFaction = $AUS
AddDiploItem = $TUR; 1
AddDiploItem = $RUS; 1
SelectRegion = $Przemyzl
CreateStruc
SetType = $Oil2
SetName = Galizien Erdöl
Apply
SelectRegion = $Boehmen
RemoveStructure = ByDefUID $Gems2;RANDOM;SINGLEFAC
SelectRegion = $Herzegovina
ChangeRgnOwner = $TUR
SelectRegion = $Bosna
ChangeRgnOwner = $TUR
SelectRegion = $Sava
ChangeRgnOwner = $TUR
SelectFaction = $TUR
SelectRegion = $Riyadh
ChangeRgnOwner = $RUS
SelectRegion = $Qatif
ChangeRgnOwner = $RUS
SelectRegion = $Huluf
ChangeRgnOwner = $RUS
SelectRegion = $Halaban
ChangeRgnOwner = $RUS
SelectRegion = $Rub
ChangeRgnOwner = $RUS
SelectRegion = $Sharawrah
ChangeRgnOwner = $RUS
SetColStatus = $Riyadh;1
SettleWhitePeace = $RUM
SettleWhitePeace = $GRE
SelectRegion = $Krita
ChangeRgnOwner = $GRE
SelectRegion = $Dodecanese
ChangeRgnOwner = $GRE
EndEvent
Code: Select all
SelectFaction = $CMN
SelectRegion = $Samoa
StartEvent = Angry Samoans|1|1|NULL|NULL|$Samoa|NULL
Actions
SelectFaction = $USA
ChangeResStock = $merDiplomat;-1
SelectFaction = $GER
ChangeResStock = $merDiplomat;-1
SelectRegion = $Samoa
ChangeRgnOwner = $USA
SetColStatus = $Samoa;2
EndEvent
Code: Select all
SelectFaction = $CMN
SelectRegion = $Shanghai
StartEvent = Shanghai Transfer to the USA|1|1|NULL|NULL|$Shanghai|NULL
Actions
SelectFaction = $USA
SelectRegion = $Shanghai
ChangeRgnOwner = $CHI
EndEvent
Jonathan Pollard wrote:I tested the script of transfer of Shanghai to the USA, it worked but it also transferred the Chinese rice paddies to the USA. I did not intend to include my economic structures with the lease.
Jonathan Pollard wrote:I tested the script of transfer of Shanghai to the USA, it worked but it also transferred the Chinese rice paddies to the USA. I did not intend to include my economic structures with the lease.
Code: Select all
SelectFaction = $CMN
SelectRegion = $Shanghai
StartEvent = Shanghai Transfer to the USA|1|1|NULL|NULL|$Shanghai|NULL
Actions
SelectFaction = $USA
SelectRegion = $Shanghai
ChangeRgnOwner = $CHI
Apply
SelectFaction = $USA
SelectRegion = $Shanghai
RemoveStructure = ByDefUID $Rice1;RANDOM;SINGLEFAC
SelectFaction = $CHI
SelectRegion = $Shanghai
CreateStruc
SetType = $Rice1
SetName = Chinese Rice
Apply
EndEvent
Jonathan Pollard wrote:I tested the following script for the transfer of Shanghai while keeping Chinese rice paddies, and it worked. So it should be safe to include for the next turn. Good luck on your exams coolbean.Code: Select all
SelectFaction = $CMN
SelectRegion = $Shanghai
StartEvent = Shanghai Transfer to the USA|1|1|NULL|NULL|$Shanghai|NULL
Actions
SelectFaction = $USA
SelectRegion = $Shanghai
ChangeRgnOwner = $CHI
Apply
SelectFaction = $USA
SelectRegion = $Shanghai
RemoveStructure = ByDefUID $Rice1;RANDOM;SINGLEFAC
SelectFaction = $CHI
SelectRegion = $Shanghai
CreateStruc
SetType = $Rice1
SetName = Chinese Rice
Apply
EndEvent
bjfagan wrote:Why can't the cost be part of this script? Also, don't forget the diplomat cost.
Jim-NC wrote:If you offer them peace, can you currently claim it? If not does it simply require a certain war score, or does it not show up at all?
Code: Select all
SelectFaction = $CMN
SelectRegion = $Bulgaria
StartEvent = Bulgaria inhereted back into Ottoman Empire|1|1|NULL|NULL|$Bulgaria|NULL
Actions
SelectFaction = $TUR
ChangeResStock = $merDiplomat;-1
SelectFaction = $BUL
ChangeResStock = $merDiplomat;-1
SettleWhitePeace = $TUR
SelectFaction = $TUR
SelectRegion = $Bulgaria
ChangeRgnOwner = $BUL
EndEvent
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