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Dr Kellogg
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Ye Olde Europe
Apr 2003 time: 06:25
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I hope you can help me. Lets start with this one... Is it possible to use the same kind of trigger at once with the @AND modifier?
For example:
@IF
ReceivedTechnology
receiver=CivA
technology=1
@AND
ReceivedTechnology
receiver=CivA
technology= 2
@THEN
MakeAggression
who=CivA
whom=CivB
@ENDIF
And where do I have to place the continuous modifier?
Last edited by Dr Kellogg on 13-02-2005 at 05:39
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techumseh
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of the frozen North.
Apr 1999 time: 22:25
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quote: Originally posted by Dr Kellogg
I hope you can help me. Lets start with this one... Is it possible to use the same kind of trigger at once with the @AND modifier?
For example:
@IF
ReceivedTechnology
receiver=CivA
technology=1
@AND
ReceivedTechnology
receiver=CivA
technology= 2
@THEN
MakeAggression
who=CivA
whom=CivB
@ENDIF
And where do I have to place the continuous modifier? |
You CAN combine two @IF's, BUT they must be different, eg. ReceivedTechnology and CityTaken
The Continuous modifier is used only with CityDestroyed, CityTaken, RandomTurn, Turn and UnitKilled triggers, and the FLAG action. If you want one trigger to remain "true" until the other trigger is satisfied, then include it in the definition of that trigger.
eg:
@IF
CityTaken
city=Paris
attacker=CivA
defender=CivB
continuous
@AND
ReceivedTechnology
receiver=CivA
technology= 2
@THEN
MakeAggression
who=CivA
whom=CivB
@ENDIF
Last edited by techumseh on 14-02-2005 at 00:53
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techumseh
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of the frozen North.
Apr 1999 time: 22:25
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First, you must set the flags at start. Make sure your events file has these 3 things at the beginning:
@BEGINEVENTS
;@DEBUG
@INITFLAG
Remove the semi-colon before @DEBUG when you want to run the events parser, it will then generate a REPORT txt. file that you can check for event errors (NOT flag errors - these will not show up in the debug report!)
The @INITFLAG sets all the flags to 0, or off.
One problem is that RECEIVEDTECHNOLOGY is a continuous trigger - it will change the flag status each turn.
What you want to do as I understand it, is to have supplies reach Russia while Turkey is neutral, cut them off when Turkey enters the war, and restore them if the Allies capture Galipolli and Istanbul. Correct?
It would be simpler if you divided them into 2 separate events- one set to give the supplies until Turkey enters the war, and the second to give the supplies if the 2 cities are captured.
Start by turning the first supply flag ON:
@IF
TURN
Turn=0
@THEN
JUSTONCE
FLAG
continuous
flag=0
Who=Russian Empire
state=on
@ENDIF
Then, if the Dardanelles Blockade tech is received, the flag is turned off:
@IF
RECEIVEDTECHNOLOGY
technology=93
receiver=Ottoman Empire
@THEN
continuous
flag=0
Who=Russian Empire
state=off
@ENDIF
While the flag is ON, the Russians receive supplies:
@IF
Checkflag
Who=Russian Empire
Mask=0b00000000000000000000000000000001
Threshold=1
State=On
@AND
RANDOMTURN
denominator=4
@THEN
CREATEUNIT
unit=Supply Unit
owner=Russian Empire
veteran=no
Count=2
homecity=none
Randomize
locations
26,16
26,20
25,19
23,21
endlocations
@ENDIF
Now we create a separate set of events if the straits are reopened by force.
If you want two cities captured to trigger the end of the blockade, you're going to have to use a mask. This is not as hard as it sounds.
First, use these events to turn on flags 1 and 2 when Istanbul and/or Galipolli are captured:
@IF
CITYTAKEN
city=Istanbul
attacker=ANYBODY
defender=Ottoman Empire
@THEN
continuous
flag=1
Who=Russian Empire
state=on
@ENDIF
@IF
CITYTAKEN
city=Gallipoli
attacker=ANYBODY
defender=Ottoman Empire
@THEN
continuous
flag=2
Who=Russian Empire
state=on
@ENDIF
Then, when both flags are ON, this mask will trigger the reinforcements:
@IF
Checkflag
Who=Russian Empire
Mask=0b00000000000000000000000000000110
Threshold=2
State=Off
@AND
RANDOMTURN
denominator=3
@THEN
CREATEUNIT
unit=Supply Unit
owner=Russian Empire
veteran=no
Count=2
homecity=none
Randomize
locations
31,11
31,13
33,13
33,9
37,11
41,11
38,10
39,9
42,8
endlocations
@ENDIF
There you have it. While its technically possible that all three flags could be on at the same time, resulting in 2 sets of supply units being delivered, it's very unlikely. If necessary this problem could be soved by adding a GIVETECHNOLOGY event to the last event, so if both cities are captured, Turkey also gets tech 93, cancelling the first set of supplies.
I hope this helps.
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Dr Kellogg
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Ye Olde Europe
Apr 2003 time: 06:25
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Well, I have not come to a decision so far which civ will not be in but I have thought about the Russian Revolution in my scenario. Here are some thoughts – no precise plans though:
The historical reasons are too complex and date back to pre-war times. And then there is the Brussilov offensive as well, the death blow from a military point of view. Therefore, it is difficult to find one suitable trigger for the revolution. 
But I do not want to unleash the Red Storm on a fix turn either. It would not be reliable when Russia had more luck on the front than in history. I have thought about a compromise between historical sequences and giving the Russian civ at least a wee bit of influence on the incidents.
The Bolsheviks are represented by the barbarians. There are two types of units: a weak insurgent unit which will also be used for other incidents, like the Easter Rising in Ireland and a much stronger Bolshevik unit.
I have also thought about giving the Bolshevik unit the paratrooper flag but that may cause the Russian Revolution to become swiftly a European Revolution. The Bolsheviks will be at peace with the Germans at the outset. Anyway, the Germans will be able to declare war on the Bolsheviks and vice versa (Maybe Trotsky has his own way )
So in November 1917 the political events begin but it is the players’ influence if it will all end in some minor riots or in a truculent revolution:
The research of certain civil techs like ‘wartime economy’ (refrigeration) and ‘social welfare reforms’ (electronics) as well as ‘land reform’, ‘labour unions’ etc in sufficient time will decrease the number of insurgents. However, this means that the Russians possibly have to pass on more important advances concerning warfare.
In case the Russians are unable to capture certain objectives in Eastern Prussia and Galicia (=Russia’s major offensives have failed) or Russian cities in Poland, Belarus and the Ukraine are taken over by the Central Powers the number of insurgents will increase as well.
One important factor is Lenin’s return back to Russia in a German train. So the Germans should research a certain tech, let’s call it ‘Lenin’s Return’ in time! 
If these rebels successfully capture strategic cities more Bolsheviks spawn and chaos will break out:
Important wonders like the Trans-Siberian Railway (Adam Smith's Trading Co.) or the Katorga Penal Camps (Women's Suffrage) are disabled when given the techs which make them obsolete via the GiveTechnology action.
Churches (temples) and cathedrals are disabled as well when removing ‘Ceremonial Burial’ and ‘Monotheism‘ respectively via the TakeTechnology action.
Giving the Russians ‘Gunpowder’ or ‘Mobile Warfare’ causes all Russian barracks being sold. The pop-up message could be changed as followed:
%STRING0! Mutinous troops take control over all major barracks.
The pay of soldier, a total of %NUMBER0 pounds, could be saved by loyal officers.
I guess this is all doable with ToT flags and masks.
As the revolution should be just a side show in this scenario I do not want to exaggerate it. And there is already a fantastic scenario about the revolution itself if I remember correctly. 
Oh and as I already mentioned, these are just some thoughts so far. 
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