Łukasz Jakowski 13,390 Posted October 16, 2024 game/_FAQ/MissionTree_DisablePath.txt If you would like to create two different mission paths and exclude one of them if the other is chosen, then: Example: ############################## First Mission Tree Path: In this path, Germany declares war on Poland, followed by additional missions specified for that decision. The ID of the event in this mission will be: id=GerDeclaresWarOnPol Second Mission Tree Path: In this path, Germany forms an alliance with Poland, followed by additional missions specified for that decision. The ID of the event in this mission will be: id=GerMakesAllianceWithPol ############################## In the event's trigger, you should use: has_variable_not=some_variable ############################## For the first mission event: has_variable_not=GerMakesAllianceWithPol ## Adding this will disable the possibility of taking this path if the player has chosen the second path. (Germany forms an alliance with Poland) For the second mission event: has_variable_not=GerDeclaresWarOnPol ## Adding this will disable the possibility of taking this path if the player has chosen the second path. (Germany declares war on Poland) #### ## This way, the event(Mission) won't run if the player has already completed a different event(Mission). ############################## Every time a civilization runs an event and makes a decision, the ID of the event is added to the list of all variables for that civilization. IKayzerI, Outlawexperience, PeteFromPat and 12 others 14 1 Quote Share this post Link to post Share on other sites More sharing options...
Wayne23lololh 1,645 Posted October 16, 2024 That's great, it's like we should make decisions, but face the consequences ! PeteFromPat 1 Quote Share this post Link to post Share on other sites More sharing options...
PeteFromPat 422 Posted October 16, 2024 this is amazing 😀 Wayne23lololh 1 Quote Share this post Link to post Share on other sites More sharing options...
IKayzerI 158 Posted October 16, 2024 So, if we mod the game and it can be very historical, right? And i wanna ask a question, you said "each txt of the game can be modded" so can we change declaring war conditions like one more condition than "-20 dislike"? Quote Share this post Link to post Share on other sites More sharing options...
Łukasz Jakowski 13,390 Posted October 16, 2024 2 hours ago, IKayzerI said: So, if we mod the game and it can be very historical, right? And i wanna ask a question, you said "each txt of the game can be modded" so can we change declaring war conditions like one more condition than "-20 dislike"? You can change existing values, but cannot add new ones that didn't exist before. You can change: RELATIONS_TO_DECLARE_WAR: -30, To any number, for example -10: RELATIONS_TO_DECLARE_WAR: -10, game/gameValues/GV_War.json { WAR_NAMES: [ "WarOfExpansion", "ConflictOfInterests", "TerritorialDisputeWar", "WarOfOpportunity", "RegionalConflict", "PowerStruggleWar", "BorderDisputeWar", "ConquestWar", "SupremacyWar", "WarOfAmbition", "CampaignOfConquest", "WarOfAggression", "WarForDominance", "SovereigntyDispute", "StruggleForSupremacy", "TerritorialAmbitionWar", "WarOfInfluence", "ConflictForResources", "WarOfRivalries", "CivilizationWar" ], RELATIONS_TO_DECLARE_WAR: -30, WAR_SCORE_ALLIES: 0.1, TICKING_WAR_SCORE_EACH_MONTH: 0.01, TICKING_WAR_SCORE_LIMIT: 100, GAME_UPDATE_WAR_AUTO_WHITE_PEACE: 268, GAME_UPDATE_WAR_AI_PEACE: 21, WAR_AUTO_WHITE_PEACE_IF_NOTHING_HAPPENS_IN_WAR_DAYS: 2190, WAR_AUTO_WHITE_PEACE_IF_WARSCORE_BELOW: 28.0, WAR_AUTO_WHITE_PEACE_AFTER_X_DAYS_OF_WAR: 9125, WAR_AUTO_WHITE_PEACE_AFTER_X_DAYS_OF_WAR_IF_WARSCORE_BELOW: 60.0, WAR_WAR_WEARINESS_OCCUPIED_PROVINCE: 0.125, WAR_WAR_WEARINESS_BATTLE: 0.15, AI_AT_WAR_MIN_MILITARY_LEVEL: 1, AI_AT_WAR_MAX_MILITARY_LEVEL: 2, AI_MAX_MILITARY_LEVEL_IF_REGIMENTS_RATIO_OVER: 0.67, } Wayne23lololh, Outlawexperience, Evis7 and 6 others 9 Quote Share this post Link to post Share on other sites More sharing options...
IKayzerI 158 Posted October 16, 2024 38 minutes ago, Łukasz Jakowski said: You can change existing values, but cannot add new ones that didn't exist before. You can change: RELATIONS_TO_DECLARE_WAR: -30, To any number, for example -10: RELATIONS_TO_DECLARE_WAR: -10, game/gameValues/GV_War.json { WAR_NAMES: [ "WarOfExpansion", "ConflictOfInterests", "TerritorialDisputeWar", "WarOfOpportunity", "RegionalConflict", "PowerStruggleWar", "BorderDisputeWar", "ConquestWar", "SupremacyWar", "WarOfAmbition", "CampaignOfConquest", "WarOfAggression", "WarForDominance", "SovereigntyDispute", "StruggleForSupremacy", "TerritorialAmbitionWar", "WarOfInfluence", "ConflictForResources", "WarOfRivalries", "CivilizationWar" ], RELATIONS_TO_DECLARE_WAR: -30, WAR_SCORE_ALLIES: 0.1, TICKING_WAR_SCORE_EACH_MONTH: 0.01, TICKING_WAR_SCORE_LIMIT: 100, GAME_UPDATE_WAR_AUTO_WHITE_PEACE: 268, GAME_UPDATE_WAR_AI_PEACE: 21, WAR_AUTO_WHITE_PEACE_IF_NOTHING_HAPPENS_IN_WAR_DAYS: 2190, WAR_AUTO_WHITE_PEACE_IF_WARSCORE_BELOW: 28.0, WAR_AUTO_WHITE_PEACE_AFTER_X_DAYS_OF_WAR: 9125, WAR_AUTO_WHITE_PEACE_AFTER_X_DAYS_OF_WAR_IF_WARSCORE_BELOW: 60.0, WAR_WAR_WEARINESS_OCCUPIED_PROVINCE: 0.125, WAR_WAR_WEARINESS_BATTLE: 0.15, AI_AT_WAR_MIN_MILITARY_LEVEL: 1, AI_AT_WAR_MAX_MILITARY_LEVEL: 2, AI_MAX_MILITARY_LEVEL_IF_REGIMENTS_RATIO_OVER: 0.67, } Oh Okay thank you Quote Share this post Link to post Share on other sites More sharing options...