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Johan

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Here's parts of some files for modders to drool over..


example of an historical event..
Code:
########################
# Anschluss of Austria #
########################
# Austria - Reaction event
country_event = {

	id = 1101
	
	is_triggered_only = yes
	
	title = "EVTNAME1101"
	desc = "EVTDESC1101"
	picture = "anchsluss"

	option = {
		name = "EVTOPTA1101"			# Become a part of the Greater Reich
		ai_chance = { factor = 100 }
		GER = { country_event = 1102 }
	}
	option = {
		name = "EVTOPTB1101"			# Join the Axis
		join_faction = axis
		military_access = GER
		dissent = 10
		relation = { who = ITA value = 15 }
		head_of_state = 23050
		head_of_government = 23060
		foreign_minister = 23071
		armament_minister = 23085
		minister_of_security = 11189
		minister_of_intelligence = 23096
		chief_of_staff = 23106
		chief_of_army = 23117
		chief_of_navy = 23125
		chief_of_air = 23010
		GER = { country_event = 1103 }
	}
	option = {
		name = "EVTOPTC1101"			# Austria shall remain independent
		dissent = 40
		relation = { who = GER value = -125 }
		relation = { who = ITA value = 15 }
		relation = { who = ENG value = 5 }
		relation = { who = FRA value = 5 }
		war = GER
		GER = { country_event = 1104 }
	}
}

Here is how a unit looks like...
Code:
anti_air_brigade = {
	type = land
	sprite = Infantry

	#Size Definitions
	max_strength = 10
	default_organisation = 30
	default_morale = 0.30

	#Building Costs
	build_cost_ic = 2.33
	build_cost_manpower = 1.67
	build_time = 95

	#Misc Abilities
	maximum_speed = 4.00
	transport_weight = 5.00
	supply_consumption = 0.67
	fuel_consumption = 0.00
	radio_strength = 1

	#Defensive Abilities
	defensiveness = 3.67
	toughness = 1.33
	softness = 1.00
	air_defence = 5.00

	#Offensive Abilities
	suppression = 0.00
	soft_attack = 0.67
	hard_attack = 1.00
	air_attack = 2.00

   	amphibious =    { attack = -0.40 }
    	river =         { attack = -0.20 }
   	marsh = 	{ attack = -0.10 }
	jungle = 	{ attack = -0.20 }
	forest = 	{ attack = -0.10 }
	woods = 	{ attack = -0.05 }
	
	combat_width = 0
	
	completion_size = 0.2
	on_completion = artillery_practical
	priority = 3

}

Example of a building...
Code:
# Do not change tags in here without changing every other reference to them.
# If adding new buildings, make sure they are uniquely named.
#
# Order in here matters for selection priority if icons are overlapping,
# so leave bases on top

# 
# cost = x #==> cost in ic to build (subject to other modifiers)
# time = x #==> number of day to build.
#

air_base = {
	on_completion = construction_practical
	air_capacity = 1
	capital = yes
	onmap = yes
	cost = 2
	time = 180
	max_level = 10
	visibility = yes
}


and two screenshots as well.
 

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Van Diemen

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Well, that's a cheap alternative for a dev diary. But I guess that there aren't a lot of things that haven't been covered already. Either way, thanks Johan! I hope (and know) that HoI3 will become a splendid game.
 
Apr 1, 2009
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0
Ok when we talk about modding:
1. Will we be able to add installations
2. Will we be able to add resources
3. Will they be visible in the interface (or will it be possible to mod the to be seen in the production screen and the general interface 'above' + in the province view)
4. Will we be able to change for example IC requirements for resources
5. Can we add another resource like ammo and its usage for units (since theres no new stats for units IIRC)
???
 

Cpack

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What does "visibility = yes" for airbase mean?

That enemy can see it without reconnaisance?
 

Neomann

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thanks Johan for the modders and for the screens :)
 

Kriszo

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So we can define new buildings, nice :cool:

What do the coloured numbers on techs mean? I've seen them on every tech screenie, but probably missed their explanation...
 

Kikaider

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What do the coloured numbers on techs mean? I've seen them on every tech screenie, but probably missed their explanation...

Probably # = level, green = no before tech date penalty, yellow = tech slower because of 'ahead of historical year' penalty
 

dsteve3

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Its interesting how the secret field in this screen shot shows the rockets, radar, helicopters and nukes. IIRC the movie of the Japanese Secret tab had most, if not all of these things, without the development of the rocket as far along. However, the in the movie the Japanese nuclear program had more options exposed than this one.

Will those other options become visible once the displayed option has been progressed?

In the movie, under the naval doctrines tab, we saw the CV doctrines as well as a couple others. Was there more of the tab that wasn't shown on the screen, or are doctrinal categories set at the beginning of the game?
 

unmerged(105802)

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Besides many other reasons, I can buy the game just for the neatness of the technology pages. They look very nice and planned. I was afraid at first screenshots but now relaxed.

Can we write something below?

jungle= { defence=+30 } or marsh= { supply_consumption = 0.10 }
 

Kriszo

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Probably # = level, green = no before tech date penalty, yellow = tech slower because of 'ahead of historical year' penalty
I've seen some red (and maybe orange ones) on other screenies, that means the magnitude of slowness?
 

unmerged(110232)

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Could someone explain the tech screen for me, please?

What's the difference between the three different greenish colors? (Grey means that the tech isn't researchable yet, I presume).

What's the meaning of the partially filled bar behind the tech name?
 

Sparrow

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Will there be an AI file where you can give priorities to different research fields?

I play by my own lame house rules were I take out nukes so I adjust the AI desire to research nukes accordingly.

Thanks.