types = { ################################################################ ### ## ## ### # ### ### # # ## ### ### ### # # ### # # # # # # # # # # # # # # # # # # # ## #### # # # # # # # # ### # ## ## # # # # # # # # # # # # # # # # # # # # # ## ### ### ### # # ## # # # ### # # ### ################################################################ facility_strike = { days_to_prepare = 90 ai_will_do = { base = 2 modifier = { factor = 0 is_major = no } modifier = { factor = 0 date < 1939.5.1 # No one probably does anything interesting before this anyway :) } modifier = { # Don't target anyone who is not a potential enemy factor = 0 NOT = { is_in_array = { array = potential_and_current_enemies value = FROM # Target country } } } } category = air_raids command_power = 25 allowed = { has_dlc = "Gotterdammerung" } # Raid Type is visible visible = { } # Specific Target is visible show_target = { NOT = { is_in_faction_with = FROM } } # Can prepare available = { } launchable = { has_war_with = FROM } target_type = { building = { tags = facility } } target_icon = GFX_facility_icon launch_sound = raid_launch_air custom_map_icon = GFX_raid_type_icon_facility_raid arrow = { type = air } unit_requirements = { equipment = { type = { tactical_bomber } amount = { min = 70 } } } unit_requirements = { equipment = { type = { strategic_bomber } amount = { min = 70 } } } starting_point = { types = { air_base } } success_factors = { success = { base = 0.65 # Raiding unit modifiers experience = { weight = 0.2 start_weight = -0.2 reference = 1.0 } air_agility = { reference = 100.0 # As air unit agility approaches 100 (as defined by the value above), increase chance by this value weight = 0.1 # At 0 agility, the modifier will have negative effect. start_weight = -0.1 # The modifier will scale linearly, meaning at 50 agility, the modifier will be 0. } reliability = { reference = 1 weight = 0.05 start_weight = -0.1 } air_defence = { reference = 100 weight = 0.05 start_weight = -0.05 } air_superiority = { reference = 1 weight = 0.1 start_weight = -0.1 } ### Target Modifiers anti_air = { reference = 5 weight = -0.25 } interception = { reference = 500 # More than 500 fighters won't really make any difference weight = -0.2 } intel = { weight = 0.3 #start_reference = 50 reference = 100 } } critical = { base = 0.15 } } success_levels = { failure = { victim_effects = { var:target_state = { custom_effect_tooltip = { localization_key = raid_facility_damage_tt DAMAGE = 5 } hidden_effect = { damage_building = { tags = facility damage = 0.05 # levels of damage province = var:ROOT.target_province } } } } actor_effects = { raid_damage_units = { plane_loss = 70 ratio = no } raid_add_unit_experience = 0.05 } visual_effect = { entity = "raid_failed_entity" animation = "attack" } } limited_success = { victim_effects = { var:target_state = { custom_effect_tooltip = { localization_key = raid_facility_damage_tt DAMAGE = 15 } hidden_effect = { damage_building = { tags = facility damage = 0.15 # levels of damage province = var:ROOT.target_province repair_speed_modifier = -0.05 } } raid_reduce_project_progress_ratio = 0.05 } } actor_effects = { raid_damage_units = { plane_loss = 40 ratio = no } raid_add_unit_experience = 0.1 } visual_effect = { entity = "air_raids_1_limited_success_entity" animation = "attack" } } success = { victim_effects = { var:target_state = { custom_effect_tooltip = { localization_key = raid_facility_damage_tt DAMAGE = 55 } hidden_effect = { damage_building = { tags = facility damage = 0.55 # levels of damage province = var:ROOT.target_province repair_speed_modifier = -0.25 } } raid_reduce_project_progress_ratio = 0.15 } } actor_effects = { raid_damage_units = { plane_loss = 30 ratio = no } raid_add_unit_experience = 0.2 } visual_effect = { entity = "air_raids_1_success_entity" animation = "attack" } } critical_success = { victim_effects = { var:target_state = { custom_effect_tooltip = { localization_key = raid_facility_damage_tt DAMAGE = 85 } hidden_effect = { damage_building = { tags = facility damage = 0.85 # levels of damage province = var:ROOT.target_province repair_speed_modifier = -0.50 } } raid_reduce_project_progress_ratio = 0.25 } } actor_effects = { raid_damage_units = { plane_loss = 10 ratio = no } raid_add_unit_experience = 0.35 } visual_effect = { entity = "air_raids_1_critical_success_entity" animation = "attack" } } } } ############################################################################### # ## ## # # ### ## # # ### ### # # ## ### ## ### ### # # # # # # # # # # # ## ## # # # ## # # # # # # # # # # # # # ## ### # # # # # ### # # ## # ## ### #### # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # ### ## ## # # ### ## # # ### ### # # ## # # # # ### ### ############################################################################### lock_bombing_raid = { days_to_prepare = 90 category = air_raids command_power = 20 # command power allocation cost ai_will_do = { base = 1 } allowed = { has_dlc = "Gotterdammerung" } # Raid Type is visible visible = { } # Specific Target is visible show_target = { NOT = { is_in_faction_with = FROM } } # Can prepare available = { is_special_project_completed = sp:sp_air_bouncing_bomb has_war_with = FROM } target_type = { building = { tags = locks_building } } target_icon = GFX_canal_icon launch_sound = raid_launch_air arrow = { type = air } unit_requirements = { equipment = { type = { tactical_bomber } amount = { min = 70 } } } unit_requirements = { equipment = { type = { strategic_bomber } amount = { min = 70 } } } starting_point = { types = { air_base } } success_factors = { success = { base = 0.65 # Raiding unit modifiers experience = { weight = 0.1 start_weight = -0.1 reference = 1.0 } air_agility = { reference = 100.0 # As air unit agility approaches 100 (as defined by the value above), increase chance by this value weight = 0.1 # At 0 agility, the modifier will have negative effect. start_weight = -0.1 # The modifier will scale linearly, meaning at 50 agility, the modifier will be 0. } reliability = { reference = 1 weight = 0.05 start_weight = -0.1 } air_defence = { reference = 100 weight = 0.05 start_weight = -0.05 } air_superiority = { reference = 1 weight = 0.2 start_weight = -0.2 } ### Target Modifiers anti_air = { reference = 5 weight = -0.25 } interception = { reference = 500 # More than 500 fighters won't really make any difference weight = -0.2 } intel = { weight = 0.3 #start_reference = 50 reference = 100 } } critical = { base = 0.15 } } success_levels = { failure = { victim_effects = { var:target_state = { damage_building = { tags = locks_building damage = 0.1 # levels of damage province = var:ROOT.target_province } } } actor_effects = { # Damage to raiding units raid_damage_units = { plane_loss = 0.85 ratio = yes } raid_add_unit_experience = 0.05 } visual_effect = { entity = "raid_failed_entity" animation = "attack" } } limited_success = { victim_effects = { # Damage to Target var:target_state = { damage_building = { tags = locks_building damage = 0.2 # levels of damage province = var:ROOT.target_province } } } actor_effects = { # Damage to raiding units raid_damage_units = { plane_loss = 0.45 ratio = yes } # XP etc raid_add_unit_experience = 0.1 } visual_effect = { entity = "air_raids_2_limited_success_entity" animation = "attack" } } success = { victim_effects = { # Damage to Target var:target_state = { damage_building = { tags = locks_building damage = 0.8 # levels of damage province = var:ROOT.target_province repair_speed_modifier = -0.35 } } } actor_effects = { # Damage to raiding units raid_damage_units = { plane_loss = 0.15 ratio = yes } # XP etc raid_add_unit_experience = 0.2 var:actor_country = { air_experience = 10 } } visual_effect = { entity = "air_raids_2_success_entity" animation = "attack" } } critical_success = { victim_effects = { # Damage to Target var:target_state = { damage_building = { tags = locks_building damage = 1 # levels of damage province = var:ROOT.target_province repair_speed_modifier = -0.55 } } } actor_effects = { # Damage to raiding units raid_damage_units = { plane_loss = 0.05 ratio = yes } # XP etc raid_add_unit_experience = 0.35 var:actor_country = { air_experience = 20 } } visual_effect = { entity = "air_raids_2_critical_success_entity" animation = "attack" } } } } ################################################### ### ## # # ### # # ## ### ### # # ## # # # # ## ## # # # # # # # ## # # # # #### # # # ### # # # # # # ## # ## # # # # # # # # # # # # # # # # # ### # # # # ### ## ## # ### # # ## ################################################### dam_bombing_raid = { days_to_prepare = 45 category = air_raids command_power = 20 # command power allocation cost ai_will_do = { base = 1 modifier = { factor = 3 original_tag = ENG # Just for historical reasons } } allowed = { has_dlc = "Gotterdammerung" } # Raid Type is visible visible = { } # Specific Target is visible show_target = { NOT = { is_in_faction_with = FROM } } # Can prepare available = { is_special_project_completed = sp:sp_air_bouncing_bomb } launchable = { has_war_with = FROM } target_type = { building = { tags = dam_building } } target_icon = GFX_dam_icon launch_sound = raid_launch_air arrow = { type = air } unit_requirements = { equipment = { type = { strategic_bomber } amount = { min = 70 } } } starting_point = { types = { air_base } } success_factors = { success = { base = 0.65 # Raiding unit modifiers experience = { weight = 0.1 start_weight = -0.1 reference = 1.0 } air_agility = { reference = 100.0 # As air unit agility approaches 100 (as defined by the value above), increase chance by this value weight = 0.1 # At 0 agility, the modifier will have negative effect. start_weight = -0.1 # The modifier will scale linearly, meaning at 50 agility, the modifier will be 0. } reliability = { reference = 1 weight = 0.05 start_weight = -0.1 } air_defence = { reference = 100 weight = 0.05 start_weight = -0.05 } air_superiority = { reference = 1 weight = 0.2 start_weight = -0.2 } ### Target Modifiers anti_air = { reference = 5 weight = -0.25 } interception = { reference = 500 # More than 500 fighters won't really make any difference weight = -0.2 } intel = { weight = 0.3 #start_reference = 50 reference = 100 } } critical = { base = 0.15 } } success_levels = { failure = { victim_effects = { var:target_state = { damage_building = { tags = dam_building damage = 0.1 # levels of damage province = var:ROOT.target_province } } } actor_effects = { # Damage to raiding units raid_damage_units = { plane_loss = 0.65 ratio = yes } raid_add_unit_experience = 0.05 } visual_effect = { entity = "raid_failed_entity" animation = "attack" } } limited_success = { victim_effects = { # Damage to Target var:target_state = { damage_building = { tags = dam_building damage = 0.25 # levels of damage province = var:ROOT.target_province } add_dynamic_modifier = { modifier = dam_blown_modifier days = 60 } } } actor_effects = { # Damage to raiding units raid_damage_units = { plane_loss = 0.45 ratio = yes } # XP etc raid_add_unit_experience = 0.1 var:actor_country = { hidden_effect = { IF = { limit = { NOT = { has_country_flag = successful_dam_busting_raid_flag } } set_country_flag = successful_dam_busting_raid_flag } } } } visual_effect = { entity = "air_raids_1_limited_success_entity" animation = "attack" } } success = { victim_effects = { # Damage to Target var:target_state = { damage_building = { tags = dam_building damage = 1 # levels of damage province = var:ROOT.target_province repair_speed_modifier = -0.7 } add_dynamic_modifier = { modifier = dam_blown_modifier days = 180 } } } actor_effects = { # Damage to raiding units raid_damage_units = { plane_loss = 0.15 ratio = yes } # XP etc raid_add_unit_experience = 0.2 var:actor_country = { air_experience = 10 hidden_effect = { IF = { limit = { NOT = { has_country_flag = successful_dam_busting_raid_flag } } set_country_flag = successful_dam_busting_raid_flag } } } } visual_effect = { entity = "air_raids_1_success_entity" animation = "attack" } } critical_success = { victim_effects = { # Damage to Target var:target_state = { damage_building = { tags = dam_building damage = 1 # levels of damage province = var:ROOT.target_province repair_speed_modifier = -0.8 } add_dynamic_modifier = { modifier = dam_blown_modifier days = 360 } } } actor_effects = { # Damage to raiding units raid_damage_units = { plane_loss = 0.05 ratio = yes } # XP etc raid_add_unit_experience = 0.35 var:actor_country = { air_experience = 20 hidden_effect = { IF = { limit = { NOT = { has_country_flag = successful_dam_busting_raid_flag } } set_country_flag = successful_dam_busting_raid_flag } } } } visual_effect = { entity = "air_raids_1_critical_success_entity" animation = "attack" } } } } ######################################################## ## ### # ### ### ### # ### ### ## ### ### # # # # # # # # # # # # # # # # # # # # # ## # ## # # # ### #### # # # # # # # # # # # # # # # # # # # # ## ### ### # ### ### ### ### # # # # ### ### ######################################################## oilfield_raid = { days_to_prepare = 90 ai_will_do = { base = 1 modifier = { # Don't target anyone who is not a potential enemy factor = 0 NOT = { is_in_array = { array = potential_and_current_enemies value = FROM # Target country } } } modifier = { # Don't target anyone who is not a potential enemy factor = 0.25 NOT = { has_war_with = FROM } } modifier = { factor = 3 # Historical original_tag = ENG has_war_with = GER FROM = { original_tag = ROM is_in_faction_with = GER } } } category = air_raids command_power = 20 # command power allocation cost allowed = { has_dlc = "Gotterdammerung" } # Raid Type is visible visible = { } # Specific Target is visible show_target = { NOT = { is_in_faction_with = FROM } NOT = { AND = { original_tag = INS has_country_flag = { flag = INS_revolution_has_started } has_dlc = "Thunder at Our Gates" } } } # Can prepare available = { } # Can launch a raid launchable = { has_war_with = FROM } target_type = { state = { # Resouce amount needed to be eligible as raid target oil > 24 # If the site has been hit recently you can't target it again NOT = { OR = { has_dynamic_modifier = { modifier = refinery_damaged_modifier } has_dynamic_modifier = { modifier = refinery_critically_damaged_modifier } has_dynamic_modifier = { modifier = refinery_lightly_damaged_modifier } } } } } target_icon = GFX_oilfield_target_icon target_loc_key = raid_target_name_oil_field arrow = { type = air } launch_sound = raid_launch_air unit_requirements = { equipment = { type = { strategic_bomber } amount = { min = 40 } } } starting_point = { types = { air_base } } success_factors = { success = { base = 0.65 # Raiding unit modifiers experience = { weight = 0.1 start_weight = -0.1 reference = 1.0 } air_agility = { reference = 100.0 # As air unit agility approaches 100 (as defined by the value above), increase chance by this value weight = 0.1 # At 0 agility, the modifier will have negative effect. start_weight = -0.1 # The modifier will scale linearly, meaning at 50 agility, the modifier will be 0. } reliability = { reference = 1 weight = 0.1 start_weight = -0.1 } air_defence = { reference = 100 weight = 0.05 start_weight = -0.05 } air_superiority = { reference = 1 weight = 0.2 start_weight = -0.2 } ### Target Modifiers anti_air = { reference = 5 weight = -0.25 } interception = { reference = 500 # More than 500 fighters won't really make any difference weight = -0.2 } intel = { weight = 0.3 reference = 100 } } critical = { base = 0.15 } } success_levels = { failure = { victim_effects = { } actor_effects = { # Damage to raiding units raid_damage_units = { plane_loss = 0.95 ratio = yes } raid_add_unit_experience = 0.05 } visual_effect = { entity = "nuke_entity" animation = "attack" } visual_effect = { entity = "raid_failed_entity" animation = "attack" } } limited_success = { victim_effects = { # Damage to Target var:target_state = { add_dynamic_modifier = { modifier = refinery_lightly_damaged_modifier days = 90 } } } actor_effects = { # Damage to raiding units raid_damage_units = { plane_loss = 0.65 ratio = yes } # XP etc raid_add_unit_experience = 0.1 } visual_effect = { entity = "air_raids_2_limited_success_entity" animation = "attack" } } success = { victim_effects = { # Damage to Target var:target_state = { add_dynamic_modifier = { modifier = refinery_damaged_modifier days = 180 } } } actor_effects = { # Damage to raiding units raid_damage_units = { plane_loss = 0.25 ratio = yes } # XP etc raid_add_unit_experience = 0.2 var:actor_country = { air_experience = 10 } } visual_effect = { entity = "air_raids_2_success_entity" animation = "attack" } } critical_success = { victim_effects = { # Damage to Target var:target_state = { add_dynamic_modifier = { modifier = refinery_critically_damaged_modifier days = 360 } } } actor_effects = { # Damage to raiding units raid_damage_units = { plane_loss = 0.1 ratio = yes } # XP etc raid_add_unit_experience = 0.35 var:actor_country = { air_experience = 20 } } visual_effect = { entity = "air_raids_2_critical_success_entity" animation = "attack" } } } } ################################################################################################### ## # # # # ### # # ### # ## ## ### # # ### # # ### ## ### ### ### # # ### # # # ## # # ## ## # # # # # # # # ## ## # ## # # # # # # # # # # # ## # # # ## ## # # # ### # #### # ## # # # ## # ## # # # ### # ## ## # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # ## ## # # ### # # # ### # # ## ### # # ### # # # ## # # # ### # # ### ################################################################################################### mega_gun_emplacement_strike = { days_to_prepare = 90 ai_will_do = { base = 1 modifier = { # Don't target anyone who is not a potential enemy factor = 0 NOT = { is_in_array = { array = potential_and_current_enemies value = FROM # Target country } } } } category = air_raids command_power = 20 allowed = { has_dlc = "Gotterdammerung" has_dlc = "By Blood Alone" } # Raid Type is visible visible = { } # Specific Target is visible show_target = { NOT = { is_in_faction_with = FROM } } # Can prepare available = { is_special_project_completed = sp:sp_air_earthshaker_bomb } launchable = { has_war_with = FROM } target_type = { building = { type = mega_gun_emplacement } } target_icon = GFX_other_target_icon launch_sound = raid_launch_air arrow = { type = air } unit_requirements = { equipment = { type = { strategic_bomber } modules = { earthshaker_bomb_release } amount = { min = 70 } } } starting_point = { types = { air_base } } success_factors = { success = { base = 0.65 # Raiding unit modifiers experience = { weight = 0.2 start_weight = -0.2 reference = 1.0 } air_agility = { reference = 100.0 # As air unit agility approaches 100 (as defined by the value above), increase chance by this value weight = 0.1 # At 0 agility, the modifier will have negative effect. start_weight = -0.1 # The modifier will scale linearly, meaning at 50 agility, the modifier will be 0. } reliability = { reference = 1 weight = 0.05 start_weight = -0.1 } air_defence = { reference = 100 weight = 0.05 start_weight = -0.05 } air_superiority = { reference = 1 weight = 0.1 start_weight = -0.1 } ### Target Modifiers anti_air = { reference = 5 weight = -0.25 } interception = { reference = 500 # More than 500 fighters won't really make any difference weight = -0.2 } intel = { weight = 0.3 #start_reference = 50 reference = 100 } } critical = { base = 0.15 } } success_levels = { failure = { victim_effects = { var:target_state = { damage_building = { type = mega_gun_emplacement damage = 0.10 # levels of damage } } } actor_effects = { raid_damage_units = { plane_loss = 70 ratio = no } raid_add_unit_experience = 0.05 } visual_effect = { entity = "raid_failed_entity" animation = "attack" } } limited_success = { victim_effects = { var:target_state = { damage_building = { type = mega_gun_emplacement damage = 0.15 # levels of damage repair_speed_modifier = -0.20 } } } actor_effects = { raid_damage_units = { plane_loss = 40 ratio = no } raid_add_unit_experience = 0.1 } visual_effect = { entity = "air_raids_2_limited_success_entity" animation = "attack" } } success = { victim_effects = { var:target_state = { custom_effect_tooltip = { localization_key = raid_building_destroyed_tt BUILDING = mega_gun_emplacement } hidden_effect = { remove_building = { type = mega_gun_emplacement level = 1 } } } } actor_effects = { raid_damage_units = { plane_loss = 30 ratio = no } raid_add_unit_experience = 0.2 } visual_effect = { entity = "air_raids_2_success_entity" animation = "attack" } } critical_success = { victim_effects = { var:target_state = { custom_effect_tooltip = { localization_key = raid_building_destroyed_tt BUILDING = mega_gun_emplacement } hidden_effect = { remove_building = { type = mega_gun_emplacement level = 1 } } } } actor_effects = { raid_damage_units = { plane_loss = 10 ratio = no } raid_add_unit_experience = 0.35 } visual_effect = { entity = "air_raids_2_critical_success_entity" animation = "attack" } } } } mega_gun_emplacement_strike_no_bba = { days_to_prepare = 90 ai_will_do = { base = 1 modifier = { # Don't target anyone who is not a potential enemy factor = 0 NOT = { is_in_array = { array = potential_and_current_enemies value = FROM # Target country } } } } category = air_raids command_power = 20 allowed = { has_dlc = "Gotterdammerung" NOT = { has_dlc = "By Blood Alone" } } # Raid Type is visible visible = { is_special_project_completed = sp:sp_air_earthshaker_bomb } # Specific Target is visible show_target = { NOT = { is_in_faction_with = FROM } } # Can prepare available = { } launchable = { has_war_with = FROM } target_type = { building = { type = mega_gun_emplacement } } target_icon = GFX_other_target_icon launch_sound = raid_launch_air arrow = { type = air } unit_requirements = { equipment = { type = { strategic_bomber } amount = { min = 70 } } } starting_point = { types = { air_base } } success_factors = { success = { base = 0.65 # Raiding unit modifiers experience = { weight = 0.2 start_weight = -0.2 reference = 1.0 } air_agility = { reference = 100.0 # As air unit agility approaches 100 (as defined by the value above), increase chance by this value weight = 0.1 # At 0 agility, the modifier will have negative effect. start_weight = -0.1 # The modifier will scale linearly, meaning at 50 agility, the modifier will be 0. } reliability = { reference = 1 weight = 0.05 start_weight = -0.1 } air_defence = { reference = 100 weight = 0.05 start_weight = -0.05 } air_superiority = { reference = 1 weight = 0.1 start_weight = -0.1 } ### Target Modifiers anti_air = { reference = 5 weight = -0.25 } interception = { reference = 500 # More than 500 fighters won't really make any difference weight = -0.2 } intel = { weight = 0.3 #start_reference = 50 reference = 100 } } critical = { base = 0.15 } } success_levels = { failure = { victim_effects = { var:target_state = { damage_building = { type = mega_gun_emplacement damage = 0.10 # levels of damage } } } actor_effects = { raid_damage_units = { plane_loss = 70 ratio = no } raid_add_unit_experience = 0.05 } visual_effect = { entity = "raid_failed_entity" animation = "attack" } } limited_success = { victim_effects = { var:target_state = { damage_building = { type = mega_gun_emplacement damage = 0.15 # levels of damage repair_speed_modifier = -0.20 } } } actor_effects = { raid_damage_units = { plane_loss = 40 ratio = no } raid_add_unit_experience = 0.1 } visual_effect = { entity = "air_raids_2_limited_success_entity" animation = "attack" } } success = { victim_effects = { var:target_state = { custom_effect_tooltip = { localization_key = raid_building_destroyed_tt BUILDING = mega_gun_emplacement } hidden_effect = { remove_building = { type = mega_gun_emplacement level = 1 } } } } actor_effects = { raid_damage_units = { plane_loss = 30 ratio = no } raid_add_unit_experience = 0.2 } visual_effect = { entity = "air_raids_2_success_entity" animation = "attack" } } critical_success = { victim_effects = { var:target_state = { custom_effect_tooltip = { localization_key = raid_building_destroyed_tt BUILDING = mega_gun_emplacement } hidden_effect = { remove_building = { type = mega_gun_emplacement level = 1 } } } } actor_effects = { raid_damage_units = { plane_loss = 10 ratio = no } raid_add_unit_experience = 0.35 } visual_effect = { entity = "air_raids_2_critical_success_entity" animation = "attack" } } } } # END OF TYPES }