Duplicate entries in AI scripts
Posted: Mon Aug 22, 2022 8:41 pm
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]
}
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]
}