While doing some digging I cracked this method - it's quite simple to edit actually.
To start off I suggest you visit the NTW Script-o-Rama. From there you will find a basic introduction to scripting, helpful tips and advice on tools to use (mainly notepad ++). This thread assumes you have basic knowledge, all of which is available in the script-o-rama.
This method should also work for Empire:TW; I can't comment on S2TW.
As you can see below, the event works as intended - in my case firing on the second turn of 1805.
Spoiler Alert, click show to read:
Now for the more detailed explanation.
Feel free to post with any questions
Last edited by T.C.; December 13, 2011 at 07:04 PM.
Consider the postage stamp: its usefulness consists in the ability to stick to one thing till it gets there.- Josh Billings The creatures outside looked from pig to man, and from man to pig, and from pig to man again; but already it was impossible to say which was which.- George Orwell
So for example I wanted to grant the UK a unit of Brunswick Line Infantry could I use the code "grant_unit:Inf_Line_Brunswick_Line_Infantry#settlement:eur_hannover:braunschweig") ?
More or less, with some small mistakes corrected (the syntax has a few errors). But:
- You can only add units to settlement, not in small towns I think.
- You cannot grant UK a unit Brunswick unit in Hannover: you grant a Brunswick unit to whatever faction controls Hannover. So you need to add a condition: if UK capture Hannover, then give them a Brunswick unit. If you use the command without connection for the first turn, the Brunswick unit would go to France. Even if France is not suppose to be able to recruit it. And it can lead to issue (like if the uniform is defined for UK, but not for France, you'd get the old ETW uniform placeholder).
That's why it is easier to add units to faction when starting the game: at least you are sure who controls each region.