Lots of control over unit design, and that is always a good thing. Nice also that the map can be modded, easily.
I am interested in finding out more about the actual "event" set up of the game, and the use of AI scripts. Anyway of getting an idea of how event and AI programing is structured? How many modable event commands there are, how many AI parameters there are and so on?
Could a list be made available?
Also about the global modifiers: Are they universally applied, and then modified on a country by country basis, as it is in HOI II? Can one change the command limits for commanders, on a country by country basis, for example?
Please add my vote to this.
I've looked through the existing EU3 scripting documentation which is useful to start to understand the decision/event/Time to Live triggers etc. However, many of the event commands are very era specific (fine for making Stalin the new Holy Roman Emperor, but not necessarily useful for a 1936-48 scenario). So reasonable to assume a new, more relevant, command set has been created - it would be wonderful to get info on what these are. I'm keen to get a handle on how to migrate event chains from HOI2->HOI3 - spent quite a lot of time in modelling Soviet industry relocation and reserve mobilisation plan and whilst some of this will certainly no longer be relevant in HOI3, some of it will be.
The AI scripting seems to be entirely new and I managed to find no documentation on it at all (other that a console command to show AI state). I am really keen to understand the scope of what can be done with it. In principle, it seems that we will have a wonderfully rich environment to work with (lua), but it all hangs on the connect points between such scripting and the underlying Paradox engine - which is currently unknown. Just a view of some sample scripts would be great start in beginning to understand this.
EDIT: http://forum.paradoxplaza.com/forum/showthread.php?t=408870 started this thread on the subject
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