Closed Qpwoalskq closed 5 years ago
fixed
@Qpwoalskq You know, I've noticed your bug reports are very detailed, and demonstrate knowledge of the scripting involved. It's a breath of fresh air, actually. If you'd ever consider joining the team, please let one of us know.
Explanation of the issue: With the Alash Orda, once you have declared independence from Russia, the event "alash.3" will then fire. It describes how the new nation needs help to build stability. It gives the nation the choice between one of the three notable minority groups in the state to empower, to provide help in this. Either the Turkmen, the Russians, or the Cossacks can be chosen. This will set the co-responding flag associated with the ethnic group. The other two groups will remain as minorities and stay as being unempowered. Their flags will not activate. Subsequently, there are three chains of events co-responding to relations with each ethnic group
The intended structure for these event chains is that the group that has been empowered managed to avoid ethnic tensions, so the following events are also avoided. Its with the other two groups, with the flags absent, where the tensions still remain. So their event chains will fire. These event chains have been ported over from Darkest Hour, and so we can see there that this is how these events are intended to be structured. The event chain about the Russians is also properly structured in HOI4 as well.
However, event chains about the Cossacks and Turkmen are missing the "NOT = {" section of their scripts with their associated flag. This makes it so that the opposite from what is intended to occur actually happens instead. The ethnicity that has been empowered, and is therefore the ethnic group that has the least tension, ends up being the only event chain to occur. Meanwhile the situation with the other minority groups, which are the main ones in a harder situation, are just ignored
This can be fixed by adding: "NOT = { " to
"} has_global_flag = KAZ_COS" in "alash.4", and
"} has_global_flag = KAZ_TUR" in "alash.6", and
Screenshots:
The intended set-up and following events, as seen in Darkest Hour:
The same sections in HOI4. Scripted as it was interned to operate with the Russians:
The sections which need the "NOT = { " script mentioned above in the highlighted sections to operate as they are intended: