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Age of History 3

11:59 Development Team

Advanced Event Modding Documentation

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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.

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On 4/30/2019 at 9:16 PM, 11:59 Development Team said:

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.

What I would like to do (in my costom ww2 scenario) is make it possible to make it to where when a civil war is triggered in some country,  both sides have the ability (depending on which side wins the civil war) to annex all of the land that the county had originally. 

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On 5/1/2019 at 7:46 AM, 11:59 Development Team said:

The recipient can also be set to Random Civilisation,

Sir, How to do exactly this👆👆

I've been trying to get anything like this?

Please help me. 🥺🥺

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