Duplicate entries in AI scripts

Post Reply
woolymuffler
Posts: 25
Joined: Tue Dec 26, 2017 4:48 pm

Duplicate entries in AI scripts

Post by woolymuffler »

I'm trying to get a better understanding of the scripting but I'm not sure what the purpose of the duplicate entries are (example below, identical UK pressures Albania events in AI\diplomacy).

If there is a difference of any sort between the events I'm not seeing it; however it's not a guaranteed event (assuming I'm understanding it), it's a 50% chance to happen. So is the reasoning to fire twice to increase the odds above 50%? Two 50% events would have a 75% overall chance of occurring (flip to chance of not occurring, multiply the failure chances times each other, so .50 x .50 = 25% of neither firing so 75% chance of at least one firing).

Is there a functional difference in the engine between having two events and just having a single event with a 75% chance to fire? Or am I just missing something and the events are actually not identical?

I thought maybe it was one event for UK at war and one for neutral but I can't see any difference between them.

{
#NAME= UK Presses Albania (1914 - FORCED) (1)
#POPUP=
#FLAG= 1
#TYPE= 1
#COUNTRY_ID= 112
#TRIGGER= 25
#LEVEL= 0
#GV= 1[1,50]
; Set link value to always trigger (dummy value)
#LINK= 0[0]
#SKIP_FUNDS_CHECK= 1
#DIPLOMATIC_ID= 3
#DATE= 1914/08/01
; Set friendly positions:
; 1st Line - London
#FRIENDLY_POSITION= 147,77
; Set variable conditions:
; 1st Line - UK politically aligned with Entente and not surrendered
#VARIABLE_CONDITION= 112 [2] [100] [0]
; Set tactical conditions:
; 1st Line - London not tactically threatened (dummy condition)
#TACTICAL_CONDITION= 147,77 [1]
; Set dummy activate position (no units at position 0,0)
#ACTIVATE_POSITION= 0,0 [0,0] [0,0] [0]
; Set dummy cancel position (single neutral unit at position 0,0). This is not possible as no
; unit can occupy hex 0,0 so event will not be cancelled due to #CONDITION_POSITION
#CANCEL_POSITION= 0,0 [0,0] [1,1] [0]
}

{
#NAME= UK Presses Albania (1914 - FORCED) (2)
#POPUP=
#FLAG= 1
#TYPE= 1
#COUNTRY_ID= 112
#TRIGGER= 25
#LEVEL= 0
#GV= 1[1,50]
; Set link value to always trigger (dummy value)
#LINK= 0[0]
#SKIP_FUNDS_CHECK= 1
#DIPLOMATIC_ID= 3
#DATE= 1914/08/01
; Set friendly positions:
; 1st Line - London
#FRIENDLY_POSITION= 147,77
; Set variable conditions:
; 1st Line - UK politically aligned with Entente and not surrendered
#VARIABLE_CONDITION= 112 [2] [100] [0]
; Set tactical conditions:
; 1st Line - London not tactically threatened (dummy condition)
#TACTICAL_CONDITION= 147,77 [1]
; Set dummy activate position (no units at position 0,0)
#ACTIVATE_POSITION= 0,0 [0,0] [0,0] [0]
; Set dummy cancel position (single neutral unit at position 0,0). This is not possible as no
; unit can occupy hex 0,0 so event will not be cancelled due to #CONDITION_POSITION
#CANCEL_POSITION= 0,0 [0,0] [1,1] [0]
}
User avatar
BillRunacre
Posts: 6823
Joined: Mon Jul 22, 2013 2:57 pm
Contact:

Re: Duplicate entries in AI scripts

Post by BillRunacre »

You are right in that both are the same, and essentially it doubles the chances of investment being made by having them both, while enabling double the investment to be made too.
Follow us on Twitter: https://twitter.com/FurySoftware

We're also on Facebook! https://www.facebook.com/FurySoftware/
woolymuffler
Posts: 25
Joined: Tue Dec 26, 2017 4:48 pm

Re: Duplicate entries in AI scripts

Post by woolymuffler »

Yeah, I realized late last night that it also meant a 25% chance for it to fire twice which must be the purpose and gives more variability in outcomes (25% chance no chits, 50% chance 1 chit, 25% chance 2 chits).

Thanks for confirming!
Post Reply

Return to “MODS and Scenarios”