Antoni Baum

@Yard1

Joined on Mar 19, 2019

  • Disbands a percentage of the army (just the army), returning equipment and manpower to the stockpile. Useful to eg. force an AI to reduce the size of their army after a war. SOL must be replaced with a tag from your mod that never exists (a utility tag). Please note that the size is rounded up to divisions. For example, if you have 4 divisions and want to disband 1% of the army, then one division will be disbanded. This is unavoidable. Which divisions are disbanded is also completely random. Usage example: # disband 10% of the army of the current tag set_variable = { disband_fraction = 0.1 }
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  • # Babylonian (Newton) method of finding square roots by Yard1 # Feel free to use and modify provided credits are given # # Finding the square root of 10. # set_variable = { sr_arg_number = 10 } # Put 10 into the argument variable # square_root_number = yes # Run the effect # set_variable = { out = sr_ret_number } # Set your out variable to the return variable # Square roots a number (sr_arg_number), returns value in sr_ret_number. square_root_babylonian = {
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  • # Count Inflicted Casualties effect by Yard1 # Hopefully paradox will bless us with just a variable for that # put this in on_daily - I'd limit it to only countries that actually make use of it, as it can be a bit performance intensive - though it's not as terrible as it looks # inflicted_casualties - all inflicted casualties # inflicted_casualties_on_@TAG - inflicted casualties on original tag, eg. inflicted_casualties_on_GER count_inflicted_casualties_on_current_enemies = { set_temp_variable = { effect_root = THIS } every_enemy_country = { limit = { var:original_tag = {
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  • So, you want to get on that sweet sweet targeted action, don't you? Have little flags next to the icons, code that's easier to write and maintain, dynamic targets... The whole jazz. But, just after you write one, you get that dreaded feeling, that pit in the stomach... Oh no. I can feel the game slowing down!. Well, no more! Just follow these simple practices to have your targeted decisions run as fast as possible! Please note that this short guide focuses only on the performance aspect. Limit your targets This part is the most important. You know how target_trigger works - it checks countries/states, and those that match the trigger become decision targets. However, unless you limit the possible targets, every country or state in the game will be checked, every day! If you put in expensive triggers in there, it can really slow everything down. How can we limit targets, then, so that only a certain subset of entities is checked? targets First way is to use targets = {}. You simply put in the country tags, state IDs (depending on the type of your decision) or variables inside, and target_trigger will run only on those. Common use cases:
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  • # HoI4 State Land Connection Indexer by Yard1 # Provides a simple way to check if two states share a land connection # Call the scripted effect below in on_startup from a country scope (any will do, I suggest random_country) # In order to check if two states have a land connection to each other, compare their state_land_connection_index variables. If they are the same, then they have a land connection. mark_land_connected_states = { random_country = { set_variable = { global.current_state_land_connection_index = 1 } every_state = { add_to_array = { global.unchecked_land_connection_states = THIS } }
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  • State targeted decisions are very similar to country targeted decisions. In order to define a decision as a state targeted decision, you need to put: state_target = yes Then FROM will be a state scope, with target_trigger and target_root_trigger working like with country targeted decisions. Just like with country targeted decisions, you can define targets (State IDs or variables) and target_array. Useful target arrays include: core_states controlled_states
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  • # đź‘‘ “Herzland” 1.7 đź‘‘ * New focus trees and content for: * Angriver * Katerin * Yale * Avian * Bronzehill * Strawberry * Greifenmarschen * Haukland * Fezera * Reworked trees and content for * Skyfall * Flowena * Rumare * The Griffonian Empire * Feathisia * Romau * Updated industrial tree for Hellquill and minor content for the Gryphian Host. * Removed Griffonian Protection Alliance and Holy League, replaced with dynamic factions formed via decisions. * 3d Models for Griffons
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  • # After the End - Wild Wild Wasteland 1.5.1 *Save compatible with After the End - Wild Wild Wasteland 1.5.0.* * Integrate Mend the Ursuline Schism submod by Panicles. * Updated files to the Crusader Kings II 3.3.0 update. * Fixed a few issues with new holy orders. * Fixed issues with unifying the Canadian churches. * Fixed Consumerist Uprising sometimes not firing. * Nousthreskeia can now salvage like Rust Cultists. * Jewish courtiers can now spawn as heretics. * Americanist pilgrims now get on
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  • # After the End - Wild Wild Wasteland 1.5.0 *Not save compatible.* * Fixed the Sainthood mechanic not working at all in AtE, and improved it to fit the mod better. * Integrated the Improved Genetics 2.0 mod by Crimson9. * Reworked Mormon heresies - Bickertonites and Strangites were replaced with Pacific-influenced Neo-Godbeites and Cult of Saints-influenced Apotheites. (thanks to Ally and Meriador). * New France can now be formed in Canada as well, and not only in Louisiana - however, it can onl
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  • # After the End - Wild Wild Wasteland 1.4.0 *Not save compatible.* * Marxian uprising - the peasants of post-Event Americas have had enough, and are now rising up in force, treathening to destroy the feudal order. (Note: not really balanced, I appreciate all feedback). * A new crisis, similar to the Redcoat invasion, but this time, the threat comes from within. Marxian rebels will rise up in provinces with a "Marxian Activity" modifier, and they will be much more numerous and dangerous than
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  • # After the End - Wild Wild Wasteland 1.3.1 *Save compatible with AtE - WWW 1.3.0* * Evangelical priests now belong to one of three denominations - Lutheran, Methodist and Baptist, each providing small bonuses, as well as small buffs to the religion as a whole depending on what trait the Council President has. * Reworked Constitutional Elective rules (for restored America). * Fixed tribals of certain cultures not starting with Tanistry when they should have. * Fixed bug with Cetic Emperor having
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  • # After the End - Wild Wild Wasteland 1.3.0 *Save compatibility with 1.2.0 not guaranteed.* * Updated Canada Expanded to v0.3. * Reworked the Confederated Church of Canada - it is now a kingdom level title, uses Papal mechanics, gets access to new crusades, and has an in-depth formation. * Added Batenburger Nomads and Albertan Tribals in the north. * Consumerists and Monetarists get a unique government type - Corporate Feudal, that allows holding Cities as well as Castles - with some caveats. *
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  • # After the End - Wild Wild Wasteland 1.2.0 *Not save compatible.* * Canada Expanded submod by Lahom made a dependency. * Guruism submod by doctorevulz made a dependency. * Added a Gaian heresy - Themyscirai - an aggressive, strictly matriarchal religion that eschews Gaian peacefulness and ecology for revenge against the Man. * Gaians use Eldership and Tanistry where applicable. * Gaian/Themyscirai women can choose to take a vow to never marry a man. * Added a decision to adopt a lowborn as you
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  • # After the End - Wild Wild Wasteland 1.1.2 *For AtE 0.5f. Save compatible with AtE - WWW 1.1.0.* * Added a lot of new characters - the Dude, Jews in Veracruz, some Fallout: NV references - see if you can find them all! * Fixed forming America not giving the correct government type. * Added a new hidden weapon artifact. * Fixed some bugs with the Militarist Feudal government. * Tweaked Mormon crusade weights. * Fixed base AtE bug where religious names would not be given. * Ursuline cosmetic chan
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  • # After the End - Wild Wild Wasteland 1.1.0 * Updated files to After the End 0.5f. * The Order of Saint Expedit now exists at the game start. * The Voodoo Religion has received a religious head called the Ati Nasyonal, but due to Voodoo's decentralised nature they have Autocephaly. * The Raramuri people of Mexico have been made into Peyotists. * The Lightbringers and the Dead Sun holy orders got events and decisions. * The religious makeup of Central America has been slightly changed, as have t
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