HoI 4 - PC 1.11.12 22d5 - Ideas with 'disabled_ideas' modifier remove assigned advisors instead of locking them

  • We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

PlayerHOI

Colonel
80 Badges
Aug 29, 2010
1.004
540
  • Victoria 2: A House Divided
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Heir to the Throne
  • Magicka
  • Hearts of Iron II: Armageddon
  • Semper Fi
  • Sword of the Stars
  • Victoria: Revolutions
  • Victoria 2: Heart of Darkness
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Third Rome
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Mare Nostrum
  • Stellaris: Leviathans Story Pack
  • Europa Universalis IV: Wealth of Nations
  • Cities in Motion
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sword of Islam
  • Darkest Hour
  • Europa Universalis IV: Call to arms event
  • Europa Universalis III Complete
  • Divine Wind
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Europa Universalis III
  • Europa Universalis III Complete
  • Tyranny: Archon Edition
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV Sign-up
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Conclave
  • Europa Universalis IV
  • Crusader Kings II: Horse Lords
  • Hearts of Iron IV: No Step Back
  • Pillars of Eternity
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Pre-order
  • 500k Club
  • Europa Universalis III Complete
  • Victoria 2
Description of issue
PC 1.11.12 22d5 - Ideas with 'disabled_ideas' modifier remove assigned advisors instead of locking them

Game Version
1.11.12 22d5

Enabled DLC
Together for Victory, Death or Dishonor, Waking the Tiger, Man The Guns, La Resistance, Battle for the Bosporus, No Step Back

Do you have mods enabled?
No

Description
When an idea with the modifier disabled_ideas = 1 is added to a country that has active assigned advisors (political_advisor, high_command and ect) those advisors are removed and have to be reassigned/reelected by the player. Before No Step Back and the 1.11 patch this modifier would only lock the ideas so that you couldn't change them but it would not remove any assigned advisors.

Also, if this modifier is part of an idea that is added through a country's history files the pre assigned advisors will not show up at game start at all.

Example to an idea that contains this modifier: SPR_political_violence
This idea is located here: common\Hearts of Iron IV\common\ideas\spain_republic.txt

Steps to Reproduce
1. Start as any country
2. Assign any advisor (political_advisor, high_command and ect)
3. Add an idea that has the disabled_ideas = 1 modifier to that country
4. The political advisors are removed (unpause the game if paused)

Upload Attachment
File(s) attached
 

Attachments

  • disabled ideas.png
    disabled ideas.png
    670,4 KB · Views: 0
Upvote 0

PlayerHOI

Colonel
80 Badges
Aug 29, 2010
1.004
540
  • Victoria 2: A House Divided
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Heir to the Throne
  • Magicka
  • Hearts of Iron II: Armageddon
  • Semper Fi
  • Sword of the Stars
  • Victoria: Revolutions
  • Victoria 2: Heart of Darkness
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Third Rome
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Mare Nostrum
  • Stellaris: Leviathans Story Pack
  • Europa Universalis IV: Wealth of Nations
  • Cities in Motion
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sword of Islam
  • Darkest Hour
  • Europa Universalis IV: Call to arms event
  • Europa Universalis III Complete
  • Divine Wind
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Europa Universalis III
  • Europa Universalis III Complete
  • Tyranny: Archon Edition
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV Sign-up
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Conclave
  • Europa Universalis IV
  • Crusader Kings II: Horse Lords
  • Hearts of Iron IV: No Step Back
  • Pillars of Eternity
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Pre-order
  • 500k Club
  • Europa Universalis III Complete
  • Victoria 2
In which normal game scenario would this situation occur? That is one where you don't have access to console commands
What?

I've created a new country, and I've assigned historical advisors to that country and added an idea with said modifier = advisors are gone like I've never added them in the country history files. This is more of a modding issue but can have vanilla gameplay repercussions as well.
 

twillie96

Captain
10 Badges
Dec 13, 2021
341
544
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Together for Victory
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: La Resistance
  • Battle for Bosporus
  • Hearts of Iron IV: By Blood Alone
  • Hearts of Iron IV: No Step Back
What?

I've created a new country, and I've assigned historical advisors to that country and added an idea with said modifier = advisors are gone like I've never added them in the country history files. This is more of a modding issue but can have vanilla gameplay repercussions as well.
Ok, but for modding it is impractical, but you can work around it by assigning a requirement to every advisor instead that either locks them in place or blocks them from being taken if the national spirit is present.
 

PlayerHOI

Colonel
80 Badges
Aug 29, 2010
1.004
540
  • Victoria 2: A House Divided
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Heir to the Throne
  • Magicka
  • Hearts of Iron II: Armageddon
  • Semper Fi
  • Sword of the Stars
  • Victoria: Revolutions
  • Victoria 2: Heart of Darkness
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Third Rome
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Mare Nostrum
  • Stellaris: Leviathans Story Pack
  • Europa Universalis IV: Wealth of Nations
  • Cities in Motion
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sword of Islam
  • Darkest Hour
  • Europa Universalis IV: Call to arms event
  • Europa Universalis III Complete
  • Divine Wind
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Europa Universalis III
  • Europa Universalis III Complete
  • Tyranny: Archon Edition
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV Sign-up
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Conclave
  • Europa Universalis IV
  • Crusader Kings II: Horse Lords
  • Hearts of Iron IV: No Step Back
  • Pillars of Eternity
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Pre-order
  • 500k Club
  • Europa Universalis III Complete
  • Victoria 2
Ok, but for modding it is impractical, but you can work around it by assigning a requirement to every advisor instead that either locks them in place or blocks them from being taken if the national spirit is present.
Sure, but it would be nice if this thing was working as it is intended to work and as it's described. It wasn't removing all active advisors before the 1.11 patch so it should not be doing this now.
 
  • 1Like
Reactions:

twillie96

Captain
10 Badges
Dec 13, 2021
341
544
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Together for Victory
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: La Resistance
  • Battle for Bosporus
  • Hearts of Iron IV: By Blood Alone
  • Hearts of Iron IV: No Step Back
Sure, but it would be nice if this thing was working as it is intended to work and as it's described. It wasn't removing all active advisors before the 1.11 patch so it should not be doing this now.
Ok, sure it will be nice, but the amount of people effected is very minimal, and those people can effectively work around it too.
 

Jack65

Captain
22 Badges
May 30, 2017
379
533
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: No Step Back
  • Hearts of Iron IV: By Blood Alone
  • Battle for Bosporus
  • Hearts of Iron IV: La Resistance
  • Prison Architect
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Distant Stars
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Cadet
  • Stellaris
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: El Dorado
  • Cities: Skylines
  • Stellaris - Path to Destruction bundle
  • Hearts of Iron III
  • Europa Universalis IV: Art of War
Another bug to add to the collection of character modding bugs.

And just for clarity, adding a trigger in for every single advisor is waaaay more performance intensive than using the disable_ideas modifier (if it would work)
 
  • 1Like
Reactions: