More Game Event Editor Questions

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Dereck
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More Game Event Editor Questions

Post by Dereck »

1. Garrison requirements: I read on the forum here that a player can't get a theater box below 90% of requirements. This was a very early post describing the theater boxes so is it still valid?

2. Die roll calculations: I just need to make sure I have my head wrapped around this:

a) Ground Defense Pct (82) < Die(100) -- 82% chance of happening?
b) Ground Defense Pct (82) > Die(100) -- 18% chance of happening?
c) Ground Defense Pct (103) < Die(100) -- ???

3. Theater requirements: What is the thought process/reasoning behind when an event, such as 0127-Disaster in the West, causes Axis surrenders that the theater requirements are LOWERED?

4. Theater requirements: In 0185-US Enters the War, the description says " Western Europe TB Air Requirements INCREASES to 73, Night Air to 39". However, event 0170-Allied Bombing Increases (1941-07-01) already had them increased to 85 and 59. Is this simply a typo in the description or are these wrong values? They don't get increased after this until 0171-Escorts Arrive Over Germany on 1943-07-01.

5. Game Event Editor: In the editor the word Recurrence is misspelled as "RECCURENCE" (two C's and one R instead of one C and two R's)

6. Game Event: An event, such as 0012-An Opportunity Arises has a scenario start date >= 1943-06-01, requirements of three cities being Soviet controlled and a RECURRENCE of 0. Does that mean it's put "in memory" to trigger any time after 1943-06-01 that the city condition is met, or is it only checked one time after 1943-06-01? I was under the impression that to be checked each turn the recurrence had to be > 0.

7. Game Event: Event 0138-Temp Mobilization Measures End has a description "German manpower multiplier is reduced by 12" but in the actions it has "Manpower Prod Mod SUBTRACT 0".

8. Game Event (Technical): (Retired Oracle DBA talking ...) If there is a game event, such as a recurring event to check garrison requirements in North Africa with an Expire date of <never expire> will it still use up resources after the North African Campaign is over to run and should such Game Events be set to INACTIVE after their usefulness expires?

9. Game Event (Technical): If there is an INACTIVE game event with a <never expire> Expire Date that is set ACTIVE by another game event, is there any problem with putting in an ending date even if it is 1945-12-31 just to have an end date? (See #8 - I'm an anal retired IT person and I don't like having values not filled)

10. Game Event: If there is an event I want to execute specifically from DATE to EXPIRE what recurrence value do I need to make sure it happens each turn? 1?

11. For 0095-2nd Polish Army Formed what is the difference between the event set up as:

a) DATE: <on condition> with a condition check for scenario date >= 1943-01-01

and

b) DATE: 1943-01-01 with no condition check for scenario date

Thank you
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Denniss
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Re: More Game Event Editor Questions

Post by Denniss »

1) likely valid only for manual transfers
2) a/b percentage reversed I believe, c check would always fail
3) probably because the land to defend gets smaller
4) event 170 is 7/42, not 7/41
5) possible thats an error
6) 0 = once passed all conditions it will not fire again, recurrence is for checks for firing multiple times
7) erases the multiplier added by previous event
8) all NA events should be disabled by NA surrender event, any comparable event chains for other checks should be treated similar. Keeping those garrison check active would cause the axis to lose VP/AP every turn
Last edited by Denniss on Tue Sep 26, 2023 6:25 pm, edited 1 time in total.
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Dereck
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Re: More Game Event Editor Questions

Post by Dereck »

Denniss wrote: Tue Sep 26, 2023 6:04 pm 1) likely valid only for manual transfers

2) a/b percentage reversed I believe, c check would always fail

Is there a way to find out for sure? I want to make changes and understand these and this is very confusing. And c is from 0245-Shortage of Forces in Norway so that one will never decrease Axis VP even if there is a shortage?

3) probably because the land to defend gets smaller

4) dont know, maybe something to investigate

5) possible thats an error

6) 0 = once passed all conditions it will not fire again, recurrence is for checks for firing multiple times

I'm still confused. Does that mean for a game event like 0012-An Opportunity Arises that it will become "active" when the scenario date is >= 1943-06-01 and only trigger (once) when all the event conditions are met?

7) erases the multiplier added by previous event

8) all NA events should be disabled by NA surrender event, any comparable event chains for other checks should be treated similar. Keeping those garrison check active would cause the axis to lose VP/AP every turn

I was using that as an example. Would there be any efficiency reason to not have game events active only until they are relevant?

What about #9, #10 and #11?
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Re: More Game Event Editor Questions

Post by Joel Billings »

dereck wrote: Tue Sep 26, 2023 2:07 pm 1. Garrison requirements: I read on the forum here that a player can't get a theater box below 90% of requirements. This was a very early post describing the theater boxes so is it still valid?

The rule is that once a TB is below 90% of requirement, you can't transfer out any units (it may only limit units that have an impact on the value that is low, but it might limit everything, can't remember). So you can end up below the 90% level if you transfer items out yourself and then an automatic transfer happens or the requirement goes up. In this case you are limited in future transfers, and you will more likely fail any checks against the requirement.

2. Die roll calculations: I just need to make sure I have my head wrapped around this:

a) Ground Defense Pct (82) < Die(100) -- 82% chance of happening?
b) Ground Defense Pct (82) > Die(100) -- 18% chance of happening?
c) Ground Defense Pct (103) < Die(100) -- ???

See my posts in your other thread.

3. Theater requirements: What is the thought process/reasoning behind when an event, such as 0127-Disaster in the West, causes Axis surrenders that the theater requirements are LOWERED?

When the disaster happens, some number of units will be destroyed. This is going to bring the TB value down. Because of this, in some cases we lower the future requirements.

4. Theater requirements: In 0185-US Enters the War, the description says " Western Europe TB Air Requirements INCREASES to 73, Night Air to 39". However, event 0170-Allied Bombing Increases (1941-07-01) already had them increased to 85 and 59. Is this simply a typo in the description or are these wrong values? They don't get increased after this until 0171-Escorts Arrive Over Germany on 1943-07-01.

Event 1985 increases the numbers in Dec 41, then event 170 increases them further in 1942, not 1941. Then 171 increases them in 1943. Makes sense to me as it is. Are you seeing 1941 in event 170?

5. Game Event Editor: In the editor the word Recurrence is misspelled as "RECCURENCE" (two C's and one R instead of one C and two R's)

Yes, this is a typo, should be Recurrence.

6. Game Event: An event, such as 0012-An Opportunity Arises has a scenario start date >= 1943-06-01, requirements of three cities being Soviet controlled and a RECURRENCE of 0. Does that mean it's put "in memory" to trigger any time after 1943-06-01 that the city condition is met, or is it only checked one time after 1943-06-01? I was under the impression that to be checked each turn the recurrence had to be > 0.

Events are checked every turn after their date is met. The Recurrence of 0 means once it activates, it is set to inactive and will not happen again. So event 12 is checked ever turn once the date arrives.


7. Game Event: Event 0138-Temp Mobilization Measures End has a description "German manpower multiplier is reduced by 12" but in the actions it has "Manpower Prod Mod SUBTRACT 0".

These mods are not cumulative. So when 12 was added by event 124, all that is needed is to have a subtract 0 to have the prior mod go away. So the effect is a reduction of 12 since that is what is being taken away.


8. Game Event (Technical): (Retired Oracle DBA talking ...) If there is a game event, such as a recurring event to check garrison requirements in North Africa with an Expire date of <never expire> will it still use up resources after the North African Campaign is over to run and should such Game Events be set to INACTIVE after their usefulness expires?

Not sure how all is coded so not sure if it would save processing time to make them inactive. Some items are set to inactive because we no longer want them checked. Don't remember if we have to have them shut down once a TB is removed from play. Clearly we don't need/want checks to be made for requirements of a closed TB, but we tried to cover what was needed.

9. Game Event (Technical): If there is an INACTIVE game event with a <never expire> Expire Date that is set ACTIVE by another game event, is there any problem with putting in an ending date even if it is 1945-12-31 just to have an end date? (See #8 - I'm an anal retired IT person and I don't like having values not filled)

Can't answer this for sure. It's probably checking the expire date each turn to see if it has been met, and setting it inactive it met, so I don't think there is a problem in your example.

10. Game Event: If there is an event I want to execute specifically from DATE to EXPIRE what recurrence value do I need to make sure it happens each turn? 1?

Yes, recurrence 1 will have it be checked every turn (see the partisan events).

11. For 0095-2nd Polish Army Formed what is the difference between the event set up as:

a) DATE: <on condition> with a condition check for scenario date >= 1943-01-01

and

b) DATE: 1943-01-01 with no condition check for scenario date

I don't think there is any difference. However, if you had another event that was changing the timing of this event (like the various campaign tags), then you'd be only impact the DATE, but not the condition check.


Thank you

BTW, I noticed your service record with interest. I assume that was the Midway that is now in San Diego harbor, right? I dropped my oldest daughter off for her senior prom on the Midway. I took my son to see the Midway when he was about 10 years old. We moved away from the area shortly after that, but my son ended up enlisting in the Navy. He's been in for 4 years now and is a PO2 stationed on a destroyer in, you guessed it, San Diego (after first being deployed to Japan). Thanks for your service.
All understanding comes after the fact.
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Dereck
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Re: More Game Event Editor Questions

Post by Dereck »

Joel Billings wrote: Tue Sep 26, 2023 9:08 pm
dereck wrote: Tue Sep 26, 2023 2:07 pm 1. Garrison requirements: I read on the forum here that a player can't get a theater box below 90% of requirements. This was a very early post describing the theater boxes so is it still valid?

The rule is that once a TB is below 90% of requirement, you can't transfer out any units (it may only limit units that have an impact on the value that is low, but it might limit everything, can't remember). So you can end up below the 90% level if you transfer items out yourself and then an automatic transfer happens or the requirement goes up. In this case you are limited in future transfers, and you will more likely fail any checks against the requirement.

2. Die roll calculations: I just need to make sure I have my head wrapped around this:

a) Ground Defense Pct (82) < Die(100) -- 82% chance of happening?
b) Ground Defense Pct (82) > Die(100) -- 18% chance of happening?
c) Ground Defense Pct (103) < Die(100) -- ???

See my posts in your other thread.

3. Theater requirements: What is the thought process/reasoning behind when an event, such as 0127-Disaster in the West, causes Axis surrenders that the theater requirements are LOWERED?

When the disaster happens, some number of units will be destroyed. This is going to bring the TB value down. Because of this, in some cases we lower the future requirements.

4. Theater requirements: In 0185-US Enters the War, the description says " Western Europe TB Air Requirements INCREASES to 73, Night Air to 39". However, event 0170-Allied Bombing Increases (1941-07-01) already had them increased to 85 and 59. Is this simply a typo in the description or are these wrong values? They don't get increased after this until 0171-Escorts Arrive Over Germany on 1943-07-01.

Event 1985 increases the numbers in Dec 41, then event 170 increases them further in 1942, not 1941. Then 171 increases them in 1943. Makes sense to me as it is. Are you seeing 1941 in event 170?

5. Game Event Editor: In the editor the word Recurrence is misspelled as "RECCURENCE" (two C's and one R instead of one C and two R's)

Yes, this is a typo, should be Recurrence.

6. Game Event: An event, such as 0012-An Opportunity Arises has a scenario start date >= 1943-06-01, requirements of three cities being Soviet controlled and a RECURRENCE of 0. Does that mean it's put "in memory" to trigger any time after 1943-06-01 that the city condition is met, or is it only checked one time after 1943-06-01? I was under the impression that to be checked each turn the recurrence had to be > 0.

Events are checked every turn after their date is met. The Recurrence of 0 means once it activates, it is set to inactive and will not happen again. So event 12 is checked ever turn once the date arrives.


7. Game Event: Event 0138-Temp Mobilization Measures End has a description "German manpower multiplier is reduced by 12" but in the actions it has "Manpower Prod Mod SUBTRACT 0".

These mods are not cumulative. So when 12 was added by event 124, all that is needed is to have a subtract 0 to have the prior mod go away. So the effect is a reduction of 12 since that is what is being taken away.


8. Game Event (Technical): (Retired Oracle DBA talking ...) If there is a game event, such as a recurring event to check garrison requirements in North Africa with an Expire date of <never expire> will it still use up resources after the North African Campaign is over to run and should such Game Events be set to INACTIVE after their usefulness expires?

Not sure how all is coded so not sure if it would save processing time to make them inactive. Some items are set to inactive because we no longer want them checked. Don't remember if we have to have them shut down once a TB is removed from play. Clearly we don't need/want checks to be made for requirements of a closed TB, but we tried to cover what was needed.

9. Game Event (Technical): If there is an INACTIVE game event with a <never expire> Expire Date that is set ACTIVE by another game event, is there any problem with putting in an ending date even if it is 1945-12-31 just to have an end date? (See #8 - I'm an anal retired IT person and I don't like having values not filled)

Can't answer this for sure. It's probably checking the expire date each turn to see if it has been met, and setting it inactive it met, so I don't think there is a problem in your example.

10. Game Event: If there is an event I want to execute specifically from DATE to EXPIRE what recurrence value do I need to make sure it happens each turn? 1?

Yes, recurrence 1 will have it be checked every turn (see the partisan events).

11. For 0095-2nd Polish Army Formed what is the difference between the event set up as:

a) DATE: <on condition> with a condition check for scenario date >= 1943-01-01

and

b) DATE: 1943-01-01 with no condition check for scenario date

I don't think there is any difference. However, if you had another event that was changing the timing of this event (like the various campaign tags), then you'd be only impact the DATE, but not the condition check.


Thank you

BTW, I noticed your service record with interest. I assume that was the Midway that is now in San Diego harbor, right? I dropped my oldest daughter off for her senior prom on the Midway. I took my son to see the Midway when he was about 10 years old. We moved away from the area shortly after that, but my son ended up enlisting in the Navy. He's been in for 4 years now and is a PO2 stationed on a destroyer in, you guessed it, San Diego (after first being deployed to Japan). Thanks for your service.
I was on her from 1980-1984 when she was homeported in Yokosuka, Japan. Often thought about making the trip to see her again but a long was from Michigan. I hope they didn't lose power for your daughter's prom. Whenever we were in port we were constantly losing power to where we got in the habit of carrying small pocket flashlights (which I still do to this day).
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Re: More Game Event Editor Questions

Post by Teo41_ITA »

Reviving this thread as I need to understand the basics of the AND function.

In the example shown below, will the event activate if the Soviets are in control of both Stalingrad and Astrakhan? So, viceversa, will the Axis need to take both cities to prevent this event from triggering?
Event test.png
Event test.png (47.06 KiB) Viewed 954 times
Thanks!

EDIT: added missing pic.
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Re: More Game Event Editor Questions

Post by Wiedrock »

Teo41_ITA wrote: Fri Oct 20, 2023 9:33 am Reviving this thread as I need to understand the basics of the AND function.
All 3 must be TRUE at the time of the check, I can't interpret this differently on my end.
So Axis only need to take 1 Town to avoid the Event. If the Event does not have an expiring date it should be re-checked later on again and again whether Russians control all 2 Cities again (depends on Probability and Recurrence I assume).
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Re: More Game Event Editor Questions

Post by Teo41_ITA »

Ok, so the only workaround would be to have two different events, checking for Stalingrad and Astrakhan respectively, and forcing the Axis to control both, to prevent the activation of aforementioned events (which will have the same effect).
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Re: More Game Event Editor Questions

Post by Denniss »

event is setup so that it would only fire at turn 1 ?
If soviets need both for the event to fire having one still axis controlled blocks the event
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Re: More Game Event Editor Questions

Post by Teo41_ITA »

The event is set up to be fired on turn 86. I did some testing around and if I create the same events with different locations, then it works: the Axis has to control all the locations to prevent those events from being fired.
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Re: More Game Event Editor Questions

Post by Dereck »

Just a curious question on how the editor handles mixing AND and OR statements together.

For example:

Condition 1
and condition 2 or condition 3
and condition 4

If you wanted it to actually read:

Condition 1
and ( condition 2 or condition 3 )
and condition 4

how would you do it without using parentheses to force the logic decisions? Otherwise it would resolve the statements as:

(condition 1 and condition 2) OR (condition 3 and condition 4)
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Re: More Game Event Editor Questions

Post by Joel Billings »

Based on the event 95 and the way it was constructed, my guess is that the and's go together first, and then the or's are read.

So
1 and 2
or
3 and 4

I've forgotten how it was intended, but I likely wrote 95 intentionally to follow Pavel's guidance.
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Re: More Game Event Editor Questions

Post by Wiedrock »

dereck wrote: Sat Oct 21, 2023 11:40 am Just a curious question on how the editor handles mixing AND and OR statements together.

For example:

Condition 1
and condition 2 or condition 3
and condition 4

If you wanted it to actually read:

Condition 1
and ( condition 2 or condition 3 )
and condition 4

how would you do it without using parentheses to force the logic decisions? Otherwise it would resolve the statements as:

(condition 1 and condition 2) OR (condition 3 and condition 4)
You could chain events so create "decision-Events" which are not shown to any player in the background.
OR ;)
your example may be possible by making it
1 AND 2 AND 4
OR
1 AND 3 AND 4
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Re: More Game Event Editor Questions

Post by Dereck »

Joel Billings wrote: Mon Oct 23, 2023 3:40 pm Based on the event 95 and the way it was constructed, my guess is that the and's go together first, and then the or's are read.

So
1 and 2
or
3 and 4

I've forgotten how it was intended, but I likely wrote 95 intentionally to follow Pavel's guidance.
Not trying to sound accusatory - sorry if I did. Just actually curious since every language I wrote in had parenthesis to use to override the logic priority. ANDs always had priority over ORs but I can remember debugging people's code and 90% of the time finding out it was mixing ANDs and ORs without using the parenthesis to get the correct logic they were intending like the example I put in my post.
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Re: More Game Event Editor Questions

Post by Joel Billings »

No problem, I just wish I could remember. One of the many items not documented since we don't have editor documentation.
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Re: More Game Event Editor Questions

Post by Teo41_ITA »

I am reviving this thread for an event editor question: the number circled here indicates days or weeks?
Event days.png
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Dereck
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Re: More Game Event Editor Questions

Post by Dereck »

Teo41_ITA wrote: Tue Jan 23, 2024 11:48 am I am reviving this thread for an event editor question: the number circled here indicates days or weeks?
Event days.png
I asked this question myself - it's days
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Re: More Game Event Editor Questions

Post by Denniss »

and with "add" it adds 42 days to the current event start date
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