SelectFaction = $FRA
StartEvent = Nigel Farrage Nightmare|1|1|NULL|NULL|NULL|NULL
Actions
SelectFaction = $FRA
AddDiploItem = GBR;$diWar;CURRENT
EndEvent
SelectFaction = $FRA
StartEvent = Nigel's worst nightmare|1|1|NULL|NULL|NULL|NULL
Actions
SelectFaction = $FRA
SelectRegion = $Anglia
SelectRegion = $Anglia
ChangeRgnOwner = GBR
ChangeLoyaltyFac = 100
SetControl = 100
SelectFaction = $GBR
SettleWhitePeace = ALL
EndEvent
SelectFaction = $GBR
SettleWhitePeace = FRA
SelectFaction = $CMN
StartEvent = brits out|1|1|Null|Null|Null|NULL
Actions
SelectFaction = $GBR
SelectSubUnits = Region $Dioulasso;FactionTags GBR
AlterCuSubUnit = ApplyToList;Move $Sussex
EndEvent
SelectFaction = $CMN
StartEvent = build a Russian navy|1|1|Null|Null|Null|NULL
Actions
SelectFaction = $RUS
SelectRegion = $Petersburg
SelectFaction = $RUS
SelectRegion = $Petersburg
CreateGroup
Posture = $Defensive
SetKind = $Nav
FixType = 3
SetName = Baltic Fleet
Apply
CreateUnit
SetType = $uni_RUS_BA05
SUFlavorName = Imperator Pavel|Slava|Cesarevich|Andrei Pervosvanny
SetLevel = 3
SetName = Battle Div.
Apply
CreateUnit
SetType = $Uni_RUS_DD01
SUFlavorName = Askold|Bezposhtchadni|Bezshumni|Burni|Boiki
SetLevel = 3
SetName = 1st Destroyer Flot.
Apply
CreateUnit
SetType = $Uni_RUS_DD01
SUFlavorName = Boevoi|Bezstrashni|Grosovoi|Rastoropni|Razyashchi
SetLevel = 3
SetName = 2nd Destroyer Flot.
Apply
CreateUnit
SetType = $uni_RUS_Tra3
NumCreate = 6
SUFlavorName = Kherones|Bessarabia|Kyrm|Odessa|Gromonostes|Vladimir
SetLevel = 3
SetName = Transport Sqd
Apply
Null = Null
EndEvent
SelectFaction = $RUS
SelectRegion = $Petersburg
SelectFaction = $RUS
SelectRegion = $Petersburg
SelectRegion = $Sebastopol
SelectFaction = $RUS
SelectRegion = $Sebastopol
CreateGroup
Posture = $Defensive
SetKind = $Nav
FixType = 3
SetName = Baltic Fleet
Apply
NumCreate = 6
Null = Null
loki100 wrote:So this one will look at how to add units to the map. In my AAR, I've found the AI hasn't built any ships so I am creating a reduced form of the various real life 1914 fleets for the major powers. They are getting around 25% of what they had.[color="#40E0D0"] I've found the detailed part of the codes in the 1914 scenario file[/color].
Kensai wrote:It was reported by Boernes that had reached 1900 a long of time ago (perhaps a year or more), that the Great War events were unfortunately simple empty placeholders. As if they were expecting a 1914 DLC to be filled.
Christophe.Barot wrote:Thanks A LOT Loki, that sort of things is extremely useful
Yikes, there is a full 1914 OOB ? did notice we had some skeleton of 1914 events, but you say we have a 1914 scenario, didn't notice it was a full one, guess it is not, you have OOB at start , where ?
could someone now explain to me very exhaustively, simply and clearly (occurences explained to village idiots and mentally disabled, thanks) the place and effect of maximum and current occurences
I try to tinker with it, but it remains unclear, is the first the maximum, the second the current, or the reverse, is there a difference between a 1|2 and a 0|1 , if I set a 1|1 will it fire once or not at all (maximum occurences = current)? I'd like something more step to step, exhaustive and systematic than the "try and see what happens, then try somethin g else and draw lessons..)
something like that
StartEvent = sugar for Glasgow[color="#FF0000"]|1|1|[/color]Null|Null|$Glasgow|NULL
btw I know irn bru (rather an aftertaste of chewing gum for me, sorry, but my kids adored it in our Scottish Holidays, you're scottish, Loki ?)
also can I set conditions to year (the turnindex is now clear for me)
that is may I set a condition Year = 1875;1880;1890;1914 with turnindex =4 where an event will be tested every 1-15 march of those 4 years (will spare lots of repetitive tests for diplomacy shifts where we need to evaluate things)
loki100 wrote:I think the in-war events don't work but the pre-war chain can be made to. Just use Christophe's new events to end the first and second Balkan wars - that was the problem, the first Balkan War started by script and never ended as the AI couldn't. So the second didn't happen and the rest of the chain fell apart. There are some war related events in the national event files such as a Russian Revolution which should work (all it needs is Russia to be in war in 1917). However, you are right, there are a set of empty shells for events for 1915 etc and nothing there.
In a full campaign, I think its fine that a climatic end war is likely but there is no reason why it should be too constrained. Even playing a relatively minor country, I've made a very different Europe to the real one of 1914, I'd imagine the divergence is even more if you took one of the early game powerful countries.
I too would be interested to see a 1914 DLC but I wonder how well it would sell. Its like the 1862 dlc compared to ACW2, I know which I prefer as it is the subtle details of a specialised treatment that I find more interesting than the broad brush of using the PoN engine. I'm slowly getting into WW1 Gold and I can see how that captures the dynamics of the real WW1 compared to the slightly abstract PoN model.
loki100 wrote:I think the in-war events don't work but the pre-war chain can be made to. Just use Christophe's new events to end the first and second Balkan wars - that was the problem, the first Balkan War started by script and never ended as the AI couldn't. So the second didn't happen and the rest of the chain fell apart. There are some war related events in the national event files such as a Russian Revolution which should work (all it needs is Russia to be in war in 1917). However, you are right, there are a set of empty shells for events for 1915 etc and nothing there.
In a full campaign, I think its fine that a climatic end war is likely but there is no reason why it should be too constrained. Even playing a relatively minor country, I've made a very different Europe to the real one of 1914, I'd imagine the divergence is even more if you took one of the early game powerful countries.
I too would be interested to see a 1914 DLC but I wonder how well it would sell. Its like the 1862 dlc compared to ACW2, I know which I prefer as it is the subtle details of a specialised treatment that I find more interesting than the broad brush of using the PoN engine. I'm slowly getting into WW1 Gold and I can see how that captures the dynamics of the real WW1 compared to the slightly abstract PoN model.
Christophe.Barot wrote:Kensai, what is the process to have events homologated and incorporated to game ?
Kensai wrote:It's unofficial. Essentially if you find an issue (a broken event chain, a non firing event, an event with bizarre consequences for the alternate reality as it has morphed in your game) you report it here in a new thread together, ideally with the save game the turn just before it happens. If we can reproduce it, chances are that we can fix it.
However, not all stuff can be fixed. For example, in our PBEM the Garibaldi chain was unfixable because whatever the "regional interest" I was infusing in the AI through scripts, Garibaldi was not interested to march against Rome.
Kensai wrote:However, not all stuff can be fixed. For example, in our PBEM the Garibaldi chain was unfixable because whatever the "regional interest" I was infusing in the AI through scripts, Garibaldi was not interested to march against Rome.
SelectFaction = $CMN
SelectRegion = $Kroatia
StartEvent = evt_nam_sort out Czechs|1|2|Null|Null|Null|NULL
Actions
SelectFaction = $CZS
ChgFacRelationships = ITA;80
ChgFacRelationships = FRA;50
ChgFacRelationships = GER;0
ChgFacRelationships = AUS;0
SelectFaction = $CZS
SelectRegion = $Erzgebirge
ChangeRgnOwner = AUS
SelectFaction = $CZS
SelectRegion = $Koeniggraetz
ChangeRgnOwner = AUS
SelectFaction = $CZS
SelectRegion = $Pilsen
ChangeRgnOwner = AUS
SelectFaction = $CZS
SelectRegion = $Maehren
ChangeRgnOwner = AUS
Replacement = ACZ;$famLine;52
Replacement = ACZ;$famCavalry;4
Replacement = ACZ;$famMilitia;40
Replacement = ACZ;$famLightArty;2
NULL = NULL
ChangeResStock = $merMoney;5000
ChangeResStock = $merCapital;3000
ChangeResStock = $merInflation;0
ChangeResStock = $merDiplomat;10
ChangeResStock = $merConscript;1000
ChangeResStock = $merOfficer;150
ChangeResStock = $merSupply;200
ChangeResStock = $merAmmo;1500
ChangeResStock = $merCereals;500
ChangeResStock = $merTea;10
ChangeResStock = $merCoffee;100
ChangeResStock = $merFruits;50
ChangeResStock = $merCattle;800
ChangeResStock = $merSugar;100
ChangeResStock = $merFish;300
ChangeResStock = $merGoods;1500
ChangeResStock = $merTobacco;50
ChangeResStock = $merCottonWool;1000
ChangeResStock = $merWood;1000
ChangeResStock = $merDyes;100
ChangeResStock = $merTextile;100
ChangeResStock = $merCoal;500
ChangeResStock = $merSteel;500
NULL = NULL
SelectFaction = $CZS
AddDiploItem = ITA;$diComAgree;CURRENT
AddDiploItem = ITA;$diDefensiveTreaty;CURRENT
AddDiploItem = FRA;$diComAgree;CURRENT
AddDiploItem = FRA;$diDefensiveTreaty;CURRENT
SelectFaction = $CZS
SelectRegion = $Boehmen
CreateGroup
Posture = $Defensive
SetKind = $Land
FixType = 3
SetName = Armeegruppe Kusmanek
Apply
CreateUnit
SetType = $uni_ACZ_Inf_1910_Div
SUFlavorName = Hv.IR. 2 'Gyulaer'|Hv.IR. 7 'Veršeczer'|Hv.IR. 5 'Szegeder'|Hv.IR. 8 'Lugoser'|FKR. 23|
SetLevel = 3
SetName = 23. Honvéd-Inf.-Div.
Apply
CreateUnit
SetType = $uni_ACZ_Inf_1910M_Div
SUFlavorName = Lst.IR. 19 'Lemberg'|Lst.IR. 20 'Stanislau'|Lst.IR. 34 'Jaroslau'|Lst.IR. 35 'Zloczów'|FKR. 93|
SetLevel = 2
SetName = 93. Landsturm-Inf.-Brig.
Apply
CreateUnit
SetType = $uni_ACZ_Inf_1910M_Div
SUFlavorName = Lst.IR. 9 'Kassaer'|Lst.IR. 11 'Munkácser'|Lst.IR. 10 'Miscolczer'|Lst.IR. 16 'Beszterczebányaer'|FKR. 97|
SetLevel = 2
SetName = 97. Landsturm-Inf.-Brig.
Apply
CreateUnit
SetType = $uni_ACZ_Inf_1910M_Div
SUFlavorName = Lst.IR. 21 'St. Pölten'|Lst.IR. 23 'Zara'|Lst.R.I 'Tirol'|Lst.R.II 'Tirol'|FKR. 108|
SetLevel = 2
SetName = 108. Landsturm-Inf.-Brig.
Apply
CreateUnit
SetType = $uni_ACZ_Inf_1910M_Div
SUFlavorName = Lst.IR. 6 'Eger'|Lst.IR. 17 'Rzeszów'|Lst.IR. 18 'Przemy?l'|Lst.IR. 33 'Stryj'|FKR. 111|
SetLevel = 2
SetName = 111. Landsturm-Inf.-Brig.
Apply
CreateUnit
SetType = $uni_AUS_Air_Bas1
SUFlavorName = 2. Flug. Sta.
SetLevel = 4
SetName = Erl.Staffel II
Apply
EndEvent
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