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Showing results for tags 'event modding'.
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Hey guys, as the title says, I need some help with scenarios - specifically the events. So, I made my own custom WWII scenario and I'm making events to have real life events play out historically in the game. When I'm finished, I hope it'll be like watching World War II unfold before my eyes in video game form. A perfect display of history. However, I've just run into my first problem: ending the Spanish Civil War. I built the scenario so that the game starts out with both sides at war. It's actually surprisingly random with whoever wins, but I've easily rigged it in favor of the Nationalists by manually giving them extra troops at the start. The problem instead lies with ending the war and having the Nationalists fully annex the Communist Republicans. They never have enough war score points. They usually end up taking just a few provinces and peacing out. To fix this, I've tried making an event: "End of the Spanish Civil War!" which will result in an immediate white peace between both sides and a capital move to Madrid. The white peace should allow the Nationalists full annexation of all conquered territory, which will be perfect because the event is triggered by Spain having 62 provinces or more, which is the amount of provinces they would have once they've occupied all Communist Republican territory. Only problem is, it doesn't fucking work. I've tried making other triggers/conditions for the event, such as "controlled provinces" and "occupied provinces" and brush-selecting the provinces of Spain. The "Number of provinces >=" which was what I tried using first, didn't work either. I've run out of triggers that would make sense. If anyone out there understands the events in this game, please help me. 😕
In the 1444 scenario, I'm trying to add an event that allows East Frisia gains its independence. The event works fine, but they don't seem to join the Holy Roman Empire. Does anyone know how to get new nations to join the HRE?
How do you make a scripted peace deal always fire? How do you annex provinces regardless of the province's owner? How do you make generic events for countries that continue to add flavour long after the event chains end? How do you script dynamic alternate history paths for an AI to take? Well, here's how. The order that the effects should go in will be listed top to bottom. How to make an event annex a province regardless of the owner: - Update the provinces that you wish to be annexed to Country A to wasteland. (Update Wasteland command) - Update the provinces that you just turned into wasteland into normal provinces. (Update Wasteland command) - Annex the provinces from their new neutral owners to Country A. (Annexation command, Old Controller: Neutral, New Controller: Country A). How to make a scripted peace deal always fire correctly: - Create a new isolated province at the bottom of the map, and set it to be a land province. Make sure that it has no adjacencies. - Put the 'Age of Civilizations' civilisation there. - Use this AI civilisation to process your events for you, for instance population initialisation would be an example. In this case, we want a scripted peace deal. - Put your scripted peace deal on repeatable and assign the recipient to be this new AI civilisation (Age of Civilizations). Make sure that the event uses Provinces >= and Provinces <, instead of Controls Provinces or Owns Provinces. How to add generic events that add flavour: - Put said event on repeatable and add an event chance. The recipient can also be set to Random Civilisation, but in doing so, event chance must be dropped. How to script dynamic AI paths: - Plan ahead. Grab out Notepad++ and make sure all the events add up to 100%. List the paths you want the country to be able to take, and make sure that they aren't too drastic. - Add multiple events in game, all interconnected with each other. Make sure all the end dates and start dates line up exactly. Make sure that each event has at least a trigger, especially later on. The way these events can be linked is that if you wish for a delay, set the trigger to 'Decision Taken:'. If you do not wish for a delay, set the preceding event's command to be 'Trigger Another Event:'. This causes the events to be processed in a single turn. Each event should end up with a 100% total for each AI chance. Make sure that they are all set, and that there aren't any 'holes' in the chain.