[HoI 2] Modding-Fragen

Modvorstellungen und weiteres

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Der Terminator
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Re: [HoI II] Modding-Fragen

Beitragvon Der Terminator » 13. Januar 2014 16:14

Wie erstelle ich ein Event, mit welchem ich die Staatsformsowie das Kabinett eines Landes ändern kann?
Ich habe ursprünglich versucht (Explizit am Beispiel Deutschlands), das Ganze bereits vorab in der germany-Datei im 1936er Szenario Ordner zu ändern, jedoch ohne Erfolg. Allerdings wurden andere Änderungen kurioser Weise übernommen. Daher habe ich mich nun dazu entschieden das ganze auf einem anderen Weg zu gehen.
Meine konkreten Vorstellungen zu diesem Thema sind, dass Deutschland durch dieses Event zum Kaiserreich wird (um mal weg vom Mainstream zu kommen).

Wenn mich meine mittelmäßige Erfahrung im Bereich Modding nicht täuscht, würde doch das Hitler has been assasinated - Event dafür als Basis genügen, oder?
Spoiler (Öffnen)
}

#########################################################################
# Hiller has been assasinated!
#########################################################################
event = {
id = 2025
random = no
country = GER

trigger = {
government = fascist
headofstate = 1
war = { country = GER country = SOV }
war = { country = GER country = ENG } #Two front war a must
NOT = {
OR = {
event = 2625 #Bitter Peace (w/o Japan)
event = 2646 #Bitter Peace (w/ Japan)
event = 66 #UK surrendering
event = 67 #US surrendering
event = 2026 #Failed Hiller Assassination
}
}
control = { province = 175 data = SOV } #Moscow
control = { province = 187 data = SOV } #Leningrad
control = { province = 212 data = SOV } #Minsk
control = { province = 238 data = SOV } #Kiev
control = { province = 253 data = SOV } #Sevastopol
control = { province = 233 data = SOV } #Odessa
NOT = {
OR = {
AND = {
control = { province = 515 data = ITA } #Rome
control = { province = 521 data = ITA } #Naples
control = { province = 523 data = ITA } #Taranto
alliance = { country = GER country = ITA }
}
AND = {
control = { province = 515 data = RSI } #Rome
control = { province = 521 data = RSI } #Naples
control = { province = 523 data = RSI } #Taranto
alliance = { country = GER country = RSI }
}
AND = {
control = { province = 515 data = GER } #Rome
control = { province = 521 data = GER } #Naples
control = { province = 523 data = GER } #Taranto
}
AND = {
control = { province = 56 data = VIC } #Paris
control = { province = 38 data = VIC } #Cherbourg
control = { province = 43 data = VIC } #Dunkerque
alliance = { country = GER country = VIC }
}
AND = {
control = { province = 56 data = GER } #Paris
control = { province = 38 data = GER } #Cherbourg
control = { province = 43 data = GER } #Dunkerque
}
}
}
}


Welche Änderungen müsste ich hier nun konkret vornehmen, damit das Event an einem bestimmten Tag triggert ( logischerweise recht zeitnah nach Spielbeginn).
Ich wäre euch für Tipps und Ratschläge hierbei sehr dankbar...
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Re: [HoI II] Modding-Fragen

Beitragvon Ardrianer » 13. Januar 2014 16:18

es reicht, wenn du im Trigger alles löscht
aber hier steht nichts vom command, der ist ja erst interessant. poste also mal das gesamte Event und nicht nur den 1. Teil davon, sprich die Bedingungen, wann das Event feuert ;)
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Re: [HoI II] Modding-Fragen

Beitragvon flogi » 13. Januar 2014 16:22

Wenn du den Trigger löschst und dann die folgenden Zeilen so änderst:

date = { day = 7 month = january year = 1936 }
offset = 1
deathdate = { day = 8 month = september year = 1940 } # <--- diese Zeile ist mehr oder weniger egal


Dann wird das Event nach dem zweiten Tag nach Spielstart kommen.

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Re: [HoI II] Modding-Fragen

Beitragvon Der Terminator » 13. Januar 2014 16:33

Stimmt, mein Fehler. Hier ist der 2. Teil:
Spoiler (Öffnen)
name = "EVT_2025_NAME"
desc = "EVT_2025_DESC"
style = 0

date = { day = 2 month = june year = 1941 }
offset = 5 # Check for trigger conditions every three days
deathdate = { day = 29 month = december year = 1999 }

action_a = {
name = "OK" #
command = { type = sleepminister which = 1 } #
command = { type = sleepminister which = 2 } #
command = { type = sleepminister which = 10 } #
command = { type = sleepminister which = 32 } #
command = { type = sleepminister which = 213 } #
command = { type = sleepminister which = 41 } #
command = { type = sleepminister which = 42 } #
command = { type = sleepminister which = 56 } #
command = { type = sleepminister which = 57 } #
command = { type = sleepminister which = 58 } #
command = { type = sleepminister which = 59 } #
command = { type = sleepminister which = 76 } #
command = { type = sleepminister which = 77 } #
command = { type = sleepminister which = 5 } #
command = { type = sleepminister which = 78 } #
command = { type = sleepminister which = 79 } #
command = { type = sleepminister which = 80 } #
command = { type = sleepminister which = 81 } #
command = { type = sleepminister which = 82 } #
command = { type = sleepminister which = 83 } #
command = { type = sleepminister which = 84 } #
command = { type = sleepminister which = 85 } #
command = { type = sleepminister which = 108 } #
command = { type = sleepminister which = 109 } #
command = { type = sleepminister which = 110 } #
command = { type = sleepminister which = 111 } #
command = { type = sleepminister which = 112 } #
command = { type = sleepminister which = 113 } #
command = { type = sleepminister which = 136 } #
command = { type = sleepminister which = 137 } #
command = { type = sleepminister which = 138 } #
command = { type = sleepminister which = 139 } #
command = { type = sleepminister which = 156 } #
command = { type = sleepminister which = 159 } #
command = { type = sleepminister which = 163 } #
command = { type = sleepminister which = 175 } #
command = { type = sleepminister which = 176 } #
command = { type = sleepminister which = 177 } #
command = { type = sleepminister which = 178 } #
command = { type = sleepminister which = 192 } #
command = { type = sleepminister which = 193 } #
command = { type = sleepminister which = 203 } #
command = { type = sleepminister which = 204 } #
command = { type = sleepminister which = 207 } #

command = { type = sleepleader which = 154 } #
command = { type = sleepleader which = 369 } #
command = { type = sleepleader which = 249 } #
command = { type = sleepleader which = 21 } #
command = { type = sleepleader which = 27 } #
command = { type = sleepleader which = 29 } #
command = { type = sleepleader which = 44 } #
command = { type = sleepleader which = 85 } #
command = { type = sleepleader which = 116 } #
command = { type = sleepleader which = 157 } #
command = { type = sleepleader which = 225 } #
command = { type = sleepleader which = 251 } #
command = { type = sleepleader which = 260 } #
command = { type = sleepleader which = 284 } #
command = { type = sleepleader which = 286 } #
command = { type = sleepleader which = 315 } #
command = { type = sleepleader which = 317 } #
command = { type = sleepleader which = 322 } #
command = { type = sleepleader which = 334 } #
command = { type = sleepleader which = 351 } #
command = { type = sleepleader which = 49 } #
command = { type = sleepleader which = 389 } #
command = { type = sleepleader which = 421 } #
command = { type = sleepleader which = 397 } #
command = { type = sleepleader which = 398 } #
command = { type = sleepleader which = 420 } #
command = { type = sleepleader which = 451 } #
command = { type = sleepleader which = 470 } #
command = { type = sleepleader which = 475 } #
command = { type = sleepleader which = 440 } #
command = { type = sleepleader which = 428 } #
command = { type = sleepleader which = 434 } #
command = { type = sleepleader which = 436 } #
command = { type = sleepleader which = 437 } #
command = { type = sleepleader which = 447 } #
command = { type = sleepleader which = 452 } #
command = { type = sleepleader which = 463 } #
command = { type = sleepleader which = 464 } #
command = { type = sleepleader which = 473 } #
command = { type = sleepleader which = 479 } #
command = { type = sleepleader which = 483 } #
command = { type = sleepleader which = 484 } #
command = { type = sleepleader which = 505 } #
command = { type = sleepleader which = 487 } #
command = { type = sleepleader which = 495 } #
command = { type = sleepleader which = 496 } #
command = { type = sleepleader which = 497 } #
command = { type = sleepleader which = 498 } #
command = { type = sleepleader which = 500 } #
command = { type = sleepleader which = 511 } #
command = { type = sleepleader which = 515 } #
command = { type = sleepleader which = 523 } #
command = { type = sleepleader which = 530 } #
command = { type = sleepleader which = 488 } #
command = { type = sleepleader which = 489 } #
command = { type = sleepleader which = 493 } #
command = { type = sleepleader which = 494 } #
command = { type = sleepleader which = 499 } #
command = { type = sleepleader which = 507 } #
command = { type = sleepleader which = 509 } #
command = { type = sleepleader which = 514 } #
command = { type = sleepleader which = 516 } #
command = { type = sleepleader which = 518 } #
command = { type = sleepleader which = 520 } #
command = { type = sleepleader which = 521 } #
command = { type = sleepleader which = 525 } #
command = { type = sleepleader which = 527 } #
command = { type = sleepleader which = 528 } #
command = { type = sleepleader which = 532 } #
command = { type = sleepleader which = 533 } #
command = { type = sleepleader which = 535 } #
command = { type = sleepleader which = 538 } #
command = { type = sleepleader which = 540 } #
command = { type = sleepleader which = 541 } #
command = { type = sleepleader which = 547 } #
command = { type = sleepleader which = 551 } #
command = { type = sleepleader which = 552 } #
command = { type = sleepleader which = 553 } #
command = { type = sleepleader which = 554 } #
command = { type = sleepleader which = 559 } #
command = { type = sleepleader which = 561 } #
command = { type = sleepleader which = 563 } #
command = { type = sleepleader which = 564 } #
command = { type = sleepleader which = 568 } #
command = { type = sleepleader which = 576 } #

command = { type = set_domestic which = democratic value = 6 }
command = { type = set_domestic which = political_left value = 2 }

command = { type = headofstate which = 34 }
command = { type = headofgovernment which = 48 }
command = { type = foreignminister which = 69 }
command = { type = armamentminister which = 101 }
command = { type = ministerofsecurity which = 125 }
command = { type = ministerofintelligence which = 147 }
command = { type = chiefofstaff which = 162 }
command = { type = chiefofarmy which = 184 }
command = { type = chiefofnavy which = 199 }
command = { type = chiefofair which = 206 }
command = { type = dissent value = 15 }
command = { type = sleepevent which = 2026 }

}

Aber danke schon mal für die rasche Hilfe ;)
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Bild sagt Danke zu allen Wählern bei der ersten Wahl zum "Vox Populi" -Forenparlament! :strategie_zone_4:

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Re: [HoI II] Modding-Fragen

Beitragvon Khagan » 13. Januar 2014 16:35

Kann mir bitte jemand helfen. ich kann Orient und Okzident nicht runterladen, der Download wird immer abgebrochen kann mir bitte jemand helfen

Gruß

Khagan

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Ardrianer
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Re: [HoI II] Modding-Fragen

Beitragvon Ardrianer » 13. Januar 2014 16:46

Spoiler (Öffnen)
event = {
id = 20255202
random = no
country = GER

name = "EVT_2025_NAME"
desc = "EVT_2025_DESC"
style = 0

date = { day = 1 month = january year = 1936 }
offset = 1 # Check for trigger conditions every three days
deathdate = { day = 29 month = december year = 1999 }

action_a = {
name = "OK" #
command = { type = sleepminister which = 1 } #
command = { type = sleepminister which = 2 } #
command = { type = sleepminister which = 10 } #
command = { type = sleepminister which = 32 } #
command = { type = sleepminister which = 213 } #
command = { type = sleepminister which = 41 } #
command = { type = sleepminister which = 42 } #
command = { type = sleepminister which = 56 } #
command = { type = sleepminister which = 57 } #
command = { type = sleepminister which = 58 } #
command = { type = sleepminister which = 59 } #
command = { type = sleepminister which = 76 } #
command = { type = sleepminister which = 77 } #
command = { type = sleepminister which = 5 } #
command = { type = sleepminister which = 78 } #
command = { type = sleepminister which = 79 } #
command = { type = sleepminister which = 80 } #
command = { type = sleepminister which = 81 } #
command = { type = sleepminister which = 82 } #
command = { type = sleepminister which = 83 } #
command = { type = sleepminister which = 84 } #
command = { type = sleepminister which = 85 } #
command = { type = sleepminister which = 108 } #
command = { type = sleepminister which = 109 } #
command = { type = sleepminister which = 110 } #
command = { type = sleepminister which = 111 } #
command = { type = sleepminister which = 112 } #
command = { type = sleepminister which = 113 } #
command = { type = sleepminister which = 136 } #
command = { type = sleepminister which = 137 } #
command = { type = sleepminister which = 138 } #
command = { type = sleepminister which = 139 } #
command = { type = sleepminister which = 156 } #
command = { type = sleepminister which = 159 } #
command = { type = sleepminister which = 163 } #
command = { type = sleepminister which = 175 } #
command = { type = sleepminister which = 176 } #
command = { type = sleepminister which = 177 } #
command = { type = sleepminister which = 178 } #
command = { type = sleepminister which = 192 } #
command = { type = sleepminister which = 193 } #
command = { type = sleepminister which = 203 } #
command = { type = sleepminister which = 204 } #
command = { type = sleepminister which = 207 } #

command = { type = sleepleader which = 154 } #
command = { type = sleepleader which = 369 } #
command = { type = sleepleader which = 249 } #
command = { type = sleepleader which = 21 } #
command = { type = sleepleader which = 27 } #
command = { type = sleepleader which = 29 } #
command = { type = sleepleader which = 44 } #
command = { type = sleepleader which = 85 } #
command = { type = sleepleader which = 116 } #
command = { type = sleepleader which = 157 } #
command = { type = sleepleader which = 225 } #
command = { type = sleepleader which = 251 } #
command = { type = sleepleader which = 260 } #
command = { type = sleepleader which = 284 } #
command = { type = sleepleader which = 286 } #
command = { type = sleepleader which = 315 } #
command = { type = sleepleader which = 317 } #
command = { type = sleepleader which = 322 } #
command = { type = sleepleader which = 334 } #
command = { type = sleepleader which = 351 } #
command = { type = sleepleader which = 49 } #
command = { type = sleepleader which = 389 } #
command = { type = sleepleader which = 421 } #
command = { type = sleepleader which = 397 } #
command = { type = sleepleader which = 398 } #
command = { type = sleepleader which = 420 } #
command = { type = sleepleader which = 451 } #
command = { type = sleepleader which = 470 } #
command = { type = sleepleader which = 475 } #
command = { type = sleepleader which = 440 } #
command = { type = sleepleader which = 428 } #
command = { type = sleepleader which = 434 } #
command = { type = sleepleader which = 436 } #
command = { type = sleepleader which = 437 } #
command = { type = sleepleader which = 447 } #
command = { type = sleepleader which = 452 } #
command = { type = sleepleader which = 463 } #
command = { type = sleepleader which = 464 } #
command = { type = sleepleader which = 473 } #
command = { type = sleepleader which = 479 } #
command = { type = sleepleader which = 483 } #
command = { type = sleepleader which = 484 } #
command = { type = sleepleader which = 505 } #
command = { type = sleepleader which = 487 } #
command = { type = sleepleader which = 495 } #
command = { type = sleepleader which = 496 } #
command = { type = sleepleader which = 497 } #
command = { type = sleepleader which = 498 } #
command = { type = sleepleader which = 500 } #
command = { type = sleepleader which = 511 } #
command = { type = sleepleader which = 515 } #
command = { type = sleepleader which = 523 } #
command = { type = sleepleader which = 530 } #
command = { type = sleepleader which = 488 } #
command = { type = sleepleader which = 489 } #
command = { type = sleepleader which = 493 } #
command = { type = sleepleader which = 494 } #
command = { type = sleepleader which = 499 } #
command = { type = sleepleader which = 507 } #
command = { type = sleepleader which = 509 } #
command = { type = sleepleader which = 514 } #
command = { type = sleepleader which = 516 } #
command = { type = sleepleader which = 518 } #
command = { type = sleepleader which = 520 } #
command = { type = sleepleader which = 521 } #
command = { type = sleepleader which = 525 } #
command = { type = sleepleader which = 527 } #
command = { type = sleepleader which = 528 } #
command = { type = sleepleader which = 532 } #
command = { type = sleepleader which = 533 } #
command = { type = sleepleader which = 535 } #
command = { type = sleepleader which = 538 } #
command = { type = sleepleader which = 540 } #
command = { type = sleepleader which = 541 } #
command = { type = sleepleader which = 547 } #
command = { type = sleepleader which = 551 } #
command = { type = sleepleader which = 552 } #
command = { type = sleepleader which = 553 } #
command = { type = sleepleader which = 554 } #
command = { type = sleepleader which = 559 } #
command = { type = sleepleader which = 561 } #
command = { type = sleepleader which = 563 } #
command = { type = sleepleader which = 564 } #
command = { type = sleepleader which = 568 } #
command = { type = sleepleader which = 576 } #

command = { type = set_domestic which = democratic value = 6 }
command = { type = set_domestic which = political_left value = 2 }

command = { type = headofstate which = 34 }
command = { type = headofgovernment which = 48 }
command = { type = foreignminister which = 69 }
command = { type = armamentminister which = 101 }
command = { type = ministerofsecurity which = 125 }
command = { type = ministerofintelligence which = 147 }
command = { type = chiefofstaff which = 162 }
command = { type = chiefofarmy which = 184 }
command = { type = chiefofnavy which = 199 }
command = { type = chiefofair which = 206 }
command = { type = dissent value = 15 }
}
}


@Khagan: was ist Orient und Okzident? ein Mod für HoI 2?
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Der Terminator
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Re: [HoI II] Modding-Fragen

Beitragvon Der Terminator » 13. Januar 2014 16:59

Danke schön Ardrianer. Funktioniert auf anhieb :strategie_zone_22:
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Re: [HoI 2] Modding-Fragen

Beitragvon Hannibal86 » 14. Oktober 2015 17:47

Moin,

ich bin dabei mit nen FJ Event zu basteln. Und zwar möchte ich gern das dass Event auslöst wenn GD sein 2. FJ aufgestellt hat.
Ist als Triggerbedienung das richtig:

division_exists = { type = [id type] id = [id id] } ?

Und falls ja wie muss ich das richtig ausfüllen?
Hab ich aus den event commands, ist dort bei den Triggerbedinungen geführt.
Jemand, der es darauf anlegt, in allen Dingen moralisch gut zu handeln, muß unter einem Haufen, der sich daran nicht kehrt, zu Grunde gehen.

Niccoló Machiavelli
(1469 - 1527), italienischer Staatsmann und Schriftsteller

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DerStudti
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Re: [HoI 2] Modding-Fragen

Beitragvon DerStudti » 14. Oktober 2015 18:32

Mit dem genannten Trigger würde man die Existenz einer ganz bestimmten Einheit abfragen, deren ID zu Szenariobeginn bekannt ist.

Für deinen Zweck wäre eher dieser hier dienlich:

Code: Alles auswählen

[div type] = { [country = TAG] value = X [when = now] }   # check if TAG (or country in question if not specified) has X or more of that type of division. when = now counts only already built divisions.


Wenn Du also abfragen willst, ob GER mindestens zwei FJ-Divisionen hat, würde der Trigger heißen:

Code: Alles auswählen

paratrooper = { country = GER value = 2 when = now }


Allerdings stammt dieses Kommando aus Darkest Hour. Es kann sein, dass bei anderen Versionen nur die abgekürzte Variante ohne "when = now" funktioniert.

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Hannibal86
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Re: [HoI 2] Modding-Fragen

Beitragvon Hannibal86 » 14. Oktober 2015 19:53

hmm hat leider nicht funktioniert. Das Event triggert einfach obwohl ich keine FJ´s besitze. Ich hab es mit "when = now" und ohne versucht.
so ist es doch richtig oder?
trigger = {
exists = GER
ai = no
paratrooper = { country = GER value = 2 }
Jemand, der es darauf anlegt, in allen Dingen moralisch gut zu handeln, muß unter einem Haufen, der sich daran nicht kehrt, zu Grunde gehen.

Niccoló Machiavelli
(1469 - 1527), italienischer Staatsmann und Schriftsteller

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DerStudti
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Re: [HoI 2] Modding-Fragen

Beitragvon DerStudti » 15. Oktober 2015 00:37

Laut Begleitdokument auch zu Arsenal of Democracy sollte das Kommando funktionieren. Eventuell werden dann aber auch Einheiten im Bau, evtl. in einer Serie, berücksichtigt.

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Damar
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Re: [HoI 2] Modding-Fragen

Beitragvon Damar » 7. November 2015 20:07

Guten Abend
Ich stell einfach mal meine Frage hier in den Thread, weis echt nicht wo es passender hinsollte.

Nun ich nutze und modden an HoI AoD 1.09
Bild
Und das ist mein Problem.
Die AI und das ist auch ein Feld, was mir nicht wirklich liegt und habe meine Ansprüche da echt sehr runtergeschraubt, aber mir geht nicht in den Kopf warum die KI da nicht angreift.
Welche Werte bei der AI, sind da wichtig, was sollte ich eurer Meinung einstellen.

Ach die ITA AI arbeitet mit diesen Werten.
###################################
# Ground Combat, Leaders and Garrisons
###################################

garrison = {
defend_overseas_beaches = yes
home_multiplier = 1.0
overseas_multiplier = 2.0
home_peace_cap = 0
war_zone_odds = 2.0
key_point_prio_mult = 1.0
revolt_risk_mult = 0.5

# PRIORITIES:
beach = 50 # Beach level 2
capital = 0 # Our capital
human_border = 100 # Ignored for allied human players
war_target = 0 # The next country targeted for attack by this AI

opposing_alliance = 100 # For neutrals, all alliances are "opposing"
claim_threat = 0 # If we are neutral, countries with claims on us get this
unstable_border = 0 # Bordering countries at war with someone else get this

# Borders with specific countries
country_priorities = {

}
ignore = {

}
province_priorities = {

}
area_multiplier = {

}
}
front = {
recklessness = 3 # 0-3
distrib_vs_ai = offensive
distrib_vs_human = offensive

enemy_reinf_days = 6
reserve_prop = 0.1
panic_ratio_vs_ai = 2.5
panic_ratio_vs_human = 2.5
base_attack_odds = 1.3
min_attack_odds = 1.1
max_attack_odds = 3.0
reinforce_odds = 1.2
withdraw_odds = 0.6

strength = 1.0
organisation = 1.0
soft_attack = 1.0
hard_attack = 1.0
ground_defense = 1.0
dig_in = 1.0 # Against defender

frozen_attack = 1.0
snow_attack = 1.0
blizzard_attack = 1.0
storm_attack = 1.0
muddy_attack = 1.0



occupied = 0.7
owned = 0.7

jungle_attack = 1.0
mountain_attack = 1.0
swamp_attack = 1.0
forest_attack = 1.0
hill_attack = 1.0
urban_attack = 1.0
river = 1.0

enemy_handicap = { }
passivity = { }
}

Events schreiben usw. ist kein Problem für mich, nur die AI Modden ist Neuladen.

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DerStudti
Pilus Posterior
Pilus Posterior
Beiträge: 1355
Registriert: 21. August 2012 14:49

Re: [HoI 2] Modding-Fragen

Beitragvon DerStudti » 7. November 2015 22:16

Ich nehme an, dass Du die Italiener meinst, die nicht angreifen. Das kann verschiedene Ursachen haben. Einerseits kann die KI einfach nur in einem falschen Skript festhängen. In dem Fall hilft oft bereits Speichern und Neuladen. Oder die KI ist unterversorgt bzw. hat keine Organisation. In dem Fall werden Angriffe gerne komplett eingestellt. Andere Ursachen wie die Theater-Oberkommando-Problematik gäbe es dann auch noch.

Sieh mal per fullcontrol nach, welche Mission die Italiener haben. Wenn sie auf Partisanenabwehr stehen, liegt das Problem genau am Theater-Oberkommando: Eine andere Nation auf dem Schauplatz in Übersee soll eigentlich das Kommando übernehmen, kann es aber nicht, weil die italienische KI keine Expeditionstruppen schickt. Ergo werden die Einheiten auf Parkposition geschoben, eben mit Partisanenkampf-Auftrag. Wenn die Landverbindung abreißt und wieder nur Italien zuständig ist, wachen sie auf einmal wieder auf...

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Damar
Tiro
Tiro
Beiträge: 9
Registriert: 7. März 2013 17:43

Re: [HoI 2] Modding-Fragen

Beitragvon Damar » 7. November 2015 22:49

Erst einmal danke DerStudi.
Du hast völlig recht, die haben Mission "Partisanenabwehr" unglaublich O_O

Soll ich
exp_force_ratios = { GER = 1.0 }
no_exp_forces_to = { SPA ROM HUN BUL FIN VIC JAP SIA MAN }
in
exp_force_ratios = { }
no_exp_forces_to = { GER SPA ROM HUN BUL FIN VIC JAP SIA MAN }

ändern
oder was genau meinst du ?
*EDIT*
Ach so und ich will das Italien das selber macht.
Und mir eben keine EXP.Truppen schickt.

Zur Info:
Das Mittelmeer ist unter Achsenmacht Kontrolle, die Italiener sind voll versorgt und die Versorgungslage der Engländer ist sehr schlecht. Sprich alles ist auf italiens Seite.

Kann die AI Switch unter neuer ID, jederzeit auch neuladen lassen. Durch neu Laden des Saves, muss wie gesagt nur wissen, was ich ändern soll und kann.

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DerStudti
Pilus Posterior
Pilus Posterior
Beiträge: 1355
Registriert: 21. August 2012 14:49

Re: [HoI 2] Modding-Fragen

Beitragvon DerStudti » 7. November 2015 23:29

Gern geschehen.

Laut

Code: Alles auswählen

exp_force_ratios = { GER = 1.0 }
no_exp_forces_to = { SPA ROM HUN BUL FIN VIC JAP SIA MAN }


ist die italienische KI prinzipiell darauf eingestellt, GER Expeditionstruppen zu schicken. Aber wenn Du Deutschland spielst, hast es vermutlich per Diplomatiemenü abgelehnt.

Wenn Du aber von der Engine als Schauplatz-Kommandant ausgewählt wurdest und Expeditionstruppen deaktiviert hast, steckt die KI in einer Falle. Sie kann dann an niemanden Expeditionstruppen schicken und schaltet einfach auf Partisanenabwehr. Da hilft nur, die Expeditionstruppen zu akzeptieren oder das Oberkommando zu übernehmen. Eine Änderung eines KI-Skripts wird keine Wirkung zeigen, weil wir es hier mit einer Grundfunktion der Engine zu tun haben. Auf jedem territorial zusammenhängenden Schauplatz ohne direkte Landverbindung zur eigenen Haupstadt (jo, kompliziert ;) ) hat ein bestimmtes Land im Bündnis das Kommando, meist das IK-stärkste und/oder das mit Hauptstadt in der Nähe. Seine KI-Skripte werden dort umgesetzt, und nur seine. Truppen verbündeter Nationen sollen gemäß Engine-Design dem kommandierenden Land unterstellt werden. Das ist so ziemlich der einzige Grund, wieso es überhaupt die Funktion "Expeditionstruppen" im Spiel gibt.

Uns bei TRP hat das auch schon so manches graue Haar gekostet. Alleine die KI-Event-Hilfskonstruktion für einen halbwegs funktionierenden Pazifikkrieg bei gleichzeitigem Kampf in China und Burma umfasst einige hundert Zeilen und zusätzlich etwa ein Dutzend KI-Skripte, die zeitverzögert ausgelöst werden, um keinen Frontzusammenbruch auszulösen...