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Partisans Fix
Posted: Thu May 28, 2026 5:11 am
by rmelvin
I set AI for Russia = AI = 1
Then I set AI for Canada, England, France.
But left America Human. But Partisan script was trigger for AI = 2
As if both players 1 and 2 are AI. So does this work, if Russia is not AI = 1.
; Albania
{
#NAME= Albania - France
#POPUP= <<TAG_03>>
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 2
#AI= 2
#LEVEL= 0
#GV= 2[1,100]
#LINK= 910[0] check to see if Russia is human.
#TRIGGER= 15
#COUNTRY_ID= 3
#PARTISAN_FLAG= 3
#ADD_UNIT= 0
#DISRUPTION_RANGE= 3
#MAP_POSITION= 342,170
}
; Russia
{
#NAME= DE 910 - Russia - Is Russia AI
#POPUP=
#MESSAGE=
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 1
#AI= 1 Is Russia set to AI
#LEVEL= 0
#COUNTRY_ID= 116
#TRIGGER= 100
#DISPLAY_ORDER= 0
#GV= 9[1,100]
#LINK= 0[0]
#DECISION= 910
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
#NOTES=
#NOTES_POSITION=
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP=
#DATE= 1950/05/01
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
#ALIGNMENT_POSITION= 478,56 [1]
#NATIONAL_MORALE_TRIGGER= 0 [0]
#VARIABLE_CONDITION= 116 [1] [100] [0]
#CONDITION_POSITION= 478,56 [0,0] [0,0] [2] [0]
}
What does this mean
Example B) #LINK= 1[0] will trigger whenever #DECISION= 1 is not accepted
How is it not accepted.
Re: Partisans Fix
Posted: Thu May 28, 2026 8:45 am
by Lothos
The AI command only works if the other side is AI controlled. It does not work if you are just controlling one country on your side and the others are AI controlled (it can't see that so it treats the entire side as human controlled).
Re: Partisans Fix
Posted: Fri May 29, 2026 12:38 am
by rmelvin
Country Id = 115 America [2] Partisan will not trigger AI does not equal 2; the rest of Allies AI does equal 2 and AI trigger the Partisan.
Testing Decision 910 (below) to check for Russia [1] is AI = 1.
Can one check for a negative. LINK = 910[0].
Reason:
France [2] and Russia [1] are both AI.
When Russia [1] is AI, I do not want any Allies partisan to trigger.
To speed up the game I removed Guard Scripts to protect Partisans location.
This way AI does not have to defended Partisans locations.
Therefore, reduce Guard Replacement system run time.
Guard Scripts to protect active Minor Countries Capitals only.
All works correctly if all Allies are AI or Human.
Situations arise if one or more Allies is AI and the rest is human, in Event Scripts.
Therefore, need to check for Russia is AI.
Re: Partisans Fix
Posted: Fri May 29, 2026 8:59 am
by Lothos
rmelvin wrote: Fri May 29, 2026 12:38 am
Country Id = 115 America [2] Partisan will not trigger AI does not equal 2; the rest of Allies AI does equal 2 and AI trigger the Partisan.
Testing Decision 910 (below) to check for Russia [1] is AI = 1.
Can one check for a negative. LINK = 910[0].
Reason:
France [2] and Russia [1] are both AI.
When Russia [1] is AI, I do not want any Allies partisan to trigger.
To speed up the game I removed Guard Scripts to protect Partisans location.
This way AI does not have to defended Partisans locations.
Therefore, reduce Guard Replacement system run time.
Guard Scripts to protect active Minor Countries Capitals only.
All works correctly if all Allies are AI or Human.
Situations arise if one or more Allies is AI and the rest is human, in Event Scripts.
Therefore, need to check for Russia is AI.
AI check is for an entire side and NOT for individual countries. Their is no work around for this.
Can one check for a negative. LINK = 910[0]. = Yes you can test for the NO answer but you CAN NOT test for if it never fired.
Re: Partisans Fix
Posted: Fri May 29, 2026 11:04 am
by rmelvin
That is interesting, when I finish moving the America and press end turn. All the other Allies AI Scripts runs.
AI Script Transport, fleet etc. runs.
So, talking about Event Scripts only, right?
For I am using only: Convoy, Surrender#2, Loop (Allies), Victory, National Morale, Decision, and Partisan.
With Partisan I am trying to have AI trigger, all non-humans. Were non-human does not get Partisan action,
but the Human Allies does get Russia Partisan Action.
910 -> AI = 1 Russia
Russia is AI test
Russia is human cannot test, correct?
Re: Partisans Fix
Posted: Fri May 29, 2026 1:32 pm
by Lothos
rmelvin wrote: Fri May 29, 2026 11:04 am
That is interesting, when I finish moving the America and press end turn. All the other Allies AI Scripts runs.
AI Script Transport, fleet etc. runs.
So, talking about Event Scripts only, right?
For I am using only: Convoy, Surrender#2, Loop (Allies), Victory, National Morale, Decision, and Partisan.
With Partisan I am trying to have AI trigger, all non-humans. Were non-human does not get Partisan action,
but the Human Allies does get Russia Partisan Action.
910 -> AI = 1 Russia
Russia is AI test
Russia is human cannot test, correct?
Running an AI script and the AI= check command are TWO DIFFERENT THINGS!
The AI= check commnad looks at the entire side and if any are human controlled then it is not AI controlled.
Re: Partisans Fix
Posted: Sun May 31, 2026 6:50 am
by rmelvin
I found a fix for my situation for Partisans Script to check for human player.
I use Guard Script to move a unit south of Moscow to north of Moscow.
Then use Decision to check to see if hex is empty = human.
#CONDITION_POSITION= 404,84 [0,0] [0,0] [1] [0] = Human for no unit moved in from AI Guard Script.
#CONDITION_POSITION= 404,84 [0,0] [1,1] [1] [0] = AI because AI Guard Script move a unit into the Hex.
; Albania
{
#NAME= Albania - Russia
#POPUP= <<TAG_03>>
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 2
#AI= 0
#LEVEL= 0
#GV= 9[1,100]
#LINK= 910[1]
#TRIGGER= 60
#COUNTRY_ID= 3
#PARTISAN_FLAG= 3
#ADD_UNIT= 0
#DISRUPTION_RANGE= 3
#MAP_POSITION= 342,170
}
Now if Albania is occupied by Russia and Russia is human 910[1] triggers Partisans.
Use this use to check the Allies player by using AI Guard Script in those Countries.
Re: Partisans Fix
Posted: Sun May 31, 2026 3:22 pm
by Lothos
rmelvin wrote: Sun May 31, 2026 6:50 am
I found a fix for my situation for Partisans Script to check for human player.
I use Guard Script to move a unit south of Moscow to north of Moscow.
Then use Decision to check to see if hex is empty = human.
#CONDITION_POSITION= 404,84 [0,0]
[0,0] [1] [0] = Human for no unit moved in from AI Guard Script.
#CONDITION_POSITION= 404,84 [0,0]
[1,1] [1] [0] = AI because AI Guard Script move a unit into the Hex.
; Albania
{
#NAME= Albania - Russia
#POPUP= <<TAG_03>>
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 2
#AI= 0
#LEVEL= 0
#GV= 9[1,100]
#LINK= 910[1]
#TRIGGER= 60
#COUNTRY_ID= 3
#PARTISAN_FLAG= 3
#ADD_UNIT= 0
#DISRUPTION_RANGE= 3
#MAP_POSITION= 342,170
}
Now if Albania is occupied by Russia and Russia is human 910[1] triggers Partisans.
Use this use to check the Allies player by using AI Guard Script in those Countries.
Yea, and what if a human player moves a unit their?
That "fix" wont work
Re: Partisans Fix
Posted: Sun May 31, 2026 11:07 pm
by rmelvin
Now do you stop someone from using "F3".
There are some weaknesses in this.
This work around can help you or others?
The window is small using TYPE = 1 at the start of the game.
Second turn the LINK is set, for the rest of the game.
Start Guard Script TYPE = 1 Length = 3
Decision TYPE = 1 set the LINK for the whole game.
One could need to write a script for a unit moving into a Hex, by human or AI.
Now there is a way to check for Human and/or AI in Event script, a work around.

Re: Partisans Fix
Posted: Mon Jun 01, 2026 11:30 pm
by Lothos
rmelvin wrote: Sun May 31, 2026 11:07 pm
Now do you stop someone from using "F3".
There are some weaknesses in this.
This work around can help you or others?
The window is small using TYPE = 1 at the start of the game.
Second turn the LINK is set, for the rest of the game.
Start Guard Script TYPE = 1 Length = 3
Decision TYPE = 1 set the LINK for the whole game.
One could need to write a script for a unit moving into a Hex, by human or AI.
Now there is a way to check for Human and/or AI in Event script, a work around.
Your mod, me personally I would not do it that way. It can be broken by accident.
Re: Partisans Fix
Posted: Tue Jun 02, 2026 12:25 am
by rmelvin
An Error the Decision script should be set to TYPE=0. This way by turn 2 the #LINK is set for the rest of the game.
Not Decision TYPE=1
It would not that hard to set up a switch.
On either the east or west edge or island.
Make 5 hex a country putting a town on the north and south end.
Place a unit on the south town.
Now can use Guard script move unit up on or down off, for checking for AI/human for a single country in Event Scripts.
the best hexes are an isolated location or island so there are no accidental movement.
I am open for a better solution to check for a single country is either human/AI in Event Script.
