Ok, thanks, that's how I assumed it worked. I just got unsure when it seemed like TAG = ... was a valid command and tried to interpret test results assuming that to be the case.

Have you done much testing on what commands are valid in that context? I've found out that tag, other techs had and inventions had don't work. Do you think there would be any convenient way of making certain, chosen countries more likely to choose certain techs?
You can get pretty specific using things like continent =, is_greater_power, literacy =, num_of_ports and suchlike. Say you wanted GPs other than AUS and RUS to go for a tech, you'd be able to do is_greater_power = yes, average_literacy = 50.

2. I came to think of another thing. Have you tried whether invention firing chances can use non-integer percent values? Because it just occurred to me that it might be possible to model tech spread by making inventions not have the techs they are connected to as strict requirements, but rather as something that greatly increases the chance of firing the invention.

I came to think of another thing. Have you tried whether invention firing chances can use non-integer percent values? Because it just occurred to me that it might be possible to model tech spread by making inventions not have the techs they are connected to as strict requirements, but rather as something that greatly increases the chance of firing the invention.
No, you need to have a limit, which is just a binary switch - 1 means yes, 0 means no.

Remember that when a country breaks off from another one (like the ACW), it gets all the inventions which are unlocked by it's parent's techs - not the ones which the parent has. The invention needs to have a tech that unlocks it - so having inventions simple become more likely to fire from high tech levels (but pegged to the lowest) will result in the CSA having every invention in the game when it breaks off from the US.

4. Ow, that's a naughty one. I didn't know that, I thought that happened only at game start.

5. Hey, I thought the question might sort of fit the thread:

I tried to add a new country (Götaland from the tutorial) to VRRP, but as soon as I added the files and lines according to the tutorial, it crashes. Anyone know what I am doing wrong?

6. What all files did you move? There are a number. There is one country file in the /common/countries/ folder. There's another one in the /history/countries/ folder (beats me why they did two different files). Then there's an order of battle for every country in the /history/units/ folder. Finally, there's a text file (not a folder) at /common/countries.txt , listing all countries, you'll have to add an entry for the new country there as well.

That's all I can think of atm, though I can't be sure that's all.

What all files did you move? There are a number. There is one country file in the /common/countries/ folder. There's another one in the /history/countries/ folder (beats me why they did two different files). Then there's an order of battle for every country in the /history/units/ folder. Finally, there's a text file (not a folder) at /common/countries.txt , listing all countries, you'll have to add an entry for the new country there as well.

That's all I can think of atm, though I can't be sure that's all.
You also need to give the new country a flag for every ideology since AHD.

8. Originally Posted by Naselus
You also need to give the new country a flag for every ideology since AHD.
I didn't notice any changes in AHD in regards to flags (there are the communist, republic, fascist and monarchy flags, like there always has been), and I don't see any flags for ideologies. What do you mean?

9. Originally Posted by Andrelvis
I didn't notice any changes in AHD in regards to flags (there are the communist, republic, fascist and monarchy flags, like there always has been), and I don't see any flags for ideologies. What do you mean?
Previously, if you added a country and didn't bother to include flags for them, it was no problem - the game just gave them a blank white flag. Since AHD, the game will fail to load unless there's the correct number of flags per tag.

10. So, Naselus, in a nutshell, what possibilities do you think HoD offers? I'm not as much talking about the content as about the possibilities opened by new softcode commands etc becoming available.

11. One thing that came to my mind was the bonus = { } bracket in the new factory files. Do you know what kind of triggers can be used there? Anything on state scope?

One thing that came to my mind was the bonus = { } bracket in the new factory files. Do you know what kind of triggers can be used there? Anything on state scope?
Pretty much anything you could use for targeting an event.

13. Interesting. I'll have to think about what that can be used for. Would that also include things in a different scope than state?

By the way, I noticed that flags "advanced_factory = yes" and "strategic_factory = yes" had appeared in the building files. Any idea what those do?

14. Originally Posted by Wiz
Specifically, it reserves one slot for strategic factories (like electric gear and fuel) and one for advanced factories (like automobiles and planes). Which factories count as which is scriptable in buildings.txt.
^

15. Thanks, that's useful