HOI4 Dev Diary - Cosmetic tags, art, gameplay and AI

Showing developer posts only. Show all posts in this thread.

podcat

Game Director
Super Moderator
12 Badges
Jul 23, 2007
12.788
38.228
  • Europa Universalis IV
  • Hearts of Iron III
  • Semper Fi
  • 500k Club
  • Europa Universalis III: Collection
  • Europa Universalis IV: Pre-order
  • Hearts of Iron II: Beta
  • Europa Universalis: Rome Collectors Edition
  • Mount & Blade: Warband
  • Paradox Order
  • Hearts of Iron IV Sign-up
  • Hearts of Iron IV: Together for Victory
Hi everyone! As some people from the fan gathering already know I am happy to announce that Together For Victory will be released on the 15th of December. This means only 2 dev diaries left, and today's will be pretty big so we have time to present everything we have been up to! This diary will also start off a series of smaller mini-diaries about the AI from @SteelVolt.

Cosmetic Tags
Cosmetic tags are a new tool that we think modders in particular will like. While not being a full-on tag-switching or union-tag mechanic, it can probably be used to achieve most of the effects.

In the most basic sense, a cosmetic tag just tells the game to use a different name (and flag!) for a country while certain conditions are met. For example, the new countries of Malaysia and Indonesia start the game as integrated puppets of Britain and the Netherlands. Calling them Malaysia or Indonesia would make little sense historically. So they both get a cosmetic tag that sets their name to “British Malaya” and “Dutch East Indies”, respectively. They also get the historically correct flag (which is, of course, the most important part of this new mechanic!). The cosmetic tag gets dropped when they break free.

Cosmetic tags can also define which name pool and portraits a country will use - India will use European names and portraits for its autogenerated generals as long as it has its cosmetic tag. We are planning to extend this to at least include ship names as well, but that will probably not make it into the expansion at launch due to unforeseen issues.

Where it gets interesting is with auto-generated cosmetic tags, which allow for a lot of flavor. One type is tied to the new autonomy system, one type is tied to the overlord, and both can be combined. In effect, this means that we can specify what a country that has become a puppet of another country is called at each level of autonomy. For example, if Germany takes Indonesia as a puppet, they will be called “German East Indies” for as long as they remain a puppet (in fact, the way it is scripted means this works for any country - there may even be a Luxembourgian East Indies). Eagle-eyed viewers of the MP stream at the fan gathering may have already seen another instance of this happening.

The first use of this new option was fairly obvious.
hoi4_8.jpg


The second one was also fairly clear.
SSRs.jpg


For modders, check out how you can use them here:
It should be noted that these generated cosmetic tags require very little scripting - just an entry in the right localization file. But the possibilities are quite extensive. Modders can freely set cosmetic tags with set_cosmetic_tag = <TAG> and remove them with drop_cosmetic_tag = yes. The autogenerated cosmetic tags are Subject_Overlord_(ideology)_autonomy_level, so for example:

BLR_GER_autonomy_dominion:0 "Weißreußen"
or
ZIM_ENG_autonomy_puppet:0 "British Rhodesia"
or
LIT_SOV_communism_autonomy_integrated_puppet:0 "Lithuanian SSR"

We are hoping to use this feature a lot more in the future to improve immersion and aid in storytelling, and we are certainly looking forward to the crazy cool stuff the community can come up with.

We have also decided to bring back Manchukuo. Originally left out to make it easier for the Japanese AI to fight China, we are now happy to report that we have fixed the issues that Manchukuo caused to the Japanese. Manchukuo starts as an integrated puppet of Japan and does not have a unique focus tree just yet.
hoi4_9 (1).jpg


Unit Art
As part of fleshing out the commonwealth nations in the expansion we wanted to add new 3D models and 2D art representation for equipment and vehicles. This is part of our idea to prefer combining focus tree/flavor with relevant art rather than splitting it up as much as possible and probably how future country packs will look too.
TFV_Render_Group.jpg

I'll let you guys see if you can identify all the vehicles :)

These are also of course represented in the tech trees etc:
Untitled-1.jpg

Untitled-2.jpg


Warscore changes
As warscore became more important with the new autonomy feature shortcomings in the old system became apparent. Before 1.3 you get warscore only for taking provinces, and it doesn’t really matter how well defended (in fact the best way of playing India to freedom was to ignore Britain’s calls for aid in europe and rampage across the emptyness of Siberia). To solve this warscore is now earned from battles. The importance of the location matter, as does if you are winning or defending. The most beneficial score wise is to be an attacking victor that grabs land, but others are no longer left with nothing. For a combat with multiple nations present the score will be divided by how much of a contribution they have each made.

Anti-Air Changes
CxUtVP5XUAERhvd.jpg

Support and mainline Anti air battalions have been pretty underused for division designs, so to make those more attractive we have changed the rules a bit. The air attack stat of those battalions now reduce the effect of the enemy air superiority effect, both in combat as well as outside (speed penalty). This means that even if you can’t match the enemy air force you can compensate by outfitting your divisions with anti-air. (before someone asks the AA division in the screenshot has an insane amount of AA to get that high bonus and is pretty awful for anything but shooting down enemy planes, which it does very well).

AI improvements #1
The other day I ran a poll on twitter and 630 people voted for us to do special smaller AI diaries, so we will be kicking this off by including the first part by @SteelVolt here, but after that he will be posting them separately up until release (next one on friday). Initially he will be going over the patch changelog step by step (the whole log will get revealed the day before release, but I figured I’d point out where the stuff is coming from already :) ), so over to him:

Hey everyone!
This time around we thought we would tell you about AI fixes and improvements by looking at some points in the changelog and go a bit deeper into what they actually mean.

First of all, working on a game like Hearts of Iron is a real adventure. So many interacting systems leads to butterfly effects all over the place, sometimes in unexpected ways. And in no other area is this more clear than AI. Fix one thing, and something else becomes a problem. I will be sharing some stories from the trenches over these diaries, And I thought I would start with one from when we were working on Sunflower. When working with the balance of units in Africa (I think we can all recall those massive wars being fought in the deserts of north Africa). Making the AI a lot less interested in sending units there did indeed make them not put all their troops there. What we saw in our hands off runs the following days was that Germany struggled really bad with taking Europe. A lot more than it had before. It turned out that when the Allies no longer cared about Africa, they would send almost all their forces immediately into France to help them push back Germany. This even included Australia.
So in a sense, I am playing a super complex game of whack-a-mole with the code.

Anyway, since this is the first of these to focus on the changelog, I thought it would be a good idea to take a look at some of the straight up bugs that has been taken care of.

- AI now attempts to recover when units are unable to reach desired front location.
  • It turned out that encircled AI units tended to become overly passive. This was due to them playing it too safe and not being able to find a secure path back to the main front. Expect them to fight back a bit more now.

- AI no longer ends up in strange state where they are assigned to a root order but not a following attack order.
  • Reassignments could sometimes lead units to get stuck not being assigned to an advancement order. Since they were not flagged as unassigned (they were, after all, assigned to the root order), and given that orders often ends up being split, this was not always evident. This would improve the AI's ability to attack in general.

- Fixed strange bug in AI order assignment that left units assigned to a group but not an order.
  • The underlying cause is not as related to the previous one as it may seem, and the effects were even more dire. The tricky part here is that due to how the game works internally, some actions must be resolved in a central update loop before others can be done. This means that the AI is forced to set up their stuff in steps, but due to that the last steps changes MAY be outdated, the code to manage all this easily becomes a bit hard to follow. The fixes for this in particular should make the AI behave more reliably in relation to the plans it makes.

- Made sure AI is capable of calling subjects into wars even if they are not in a faction.
  • Another really basic one. Turns out the AI would not even bother considering calling in countries to wars if they were not in the same faction. There are, however, countries that CAN be called into wars that do not follow this rule: puppets. While most puppets are set up as being part of factions, at least before wars happen, this slipped under the radar for quite a while. The notable exception is Japan and its early war with China.

That's it for round one, and I have to tell you I am really stoked about getting the update into your hands. If your pet peeve was not covered in this text, just relax and wait for the other ones. The next will be more about bug fixes, and after that I will go into improvements.

Next diary (that isnt about AI) will go over achievements, some UI improvements and the full patch log with changes!

And don't forget today's World War Wednesday stream starting at 16:00CET on www.twitch.tv/paradoxinteractive. We'll be showing you Together for Victory features and answer as many questions about the expansion as we can during the stream.
You can pre-order Together for Victory here! If you are an owner of the Expansion Pass you'll already get it (together with the next 2 expansions). Owning Together for Victory will also grant you new forum avatars and an unique icon! (actually people with just base game will also get a few new ones as of today)
 
Last edited:
  • 110
  • 37
  • 1
Reactions:

Pallidum

Potato Designer
73 Badges
Jan 14, 2013
421
273
  • Crusader Kings II
  • Pride of Nations
  • Warlock 2: The Exiled
  • Victoria 2: A House Divided
  • Victoria 2
  • Sengoku
  • Semper Fi
  • Victoria: Revolutions
  • Naval War: Arctic Circle
  • Magicka
  • Leviathan: Warships
  • Lead and Gold
  • Heir to the Throne
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Divine Wind
  • Europa Universalis III Complete
  • Europa Universalis III
  • Crusader Kings II: Sword of Islam
  • Cities in Motion
  • Paradox Order
  • Crusader Kings II: Charlemagne
  • Cities: Skylines
  • Cities: Skylines Deluxe Edition
  • Europa Universalis IV: El Dorado
  • Magicka: Wizard Wars Founder Wizard
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: The Old Gods
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Cities: Skylines - Snowfall
  • Age of Wonders: Planetfall
  • Warlock: Master of the Arcane
  • Crusader Kings II: Legacy of Rome
  • Europa Universalis IV: Wealth of Nations
  • The Showdown Effect
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Europa Universalis IV: Res Publica
  • Crusader Kings II: Sunset Invasion
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
I noticed in the last stream that the Yamato now has its own icon (and 3D model also?), and I think I saw one for the Baltimore class too... so it's good to see we're getting some unique naval GFX at last.

I've been playing a lot of World of Warships recently. My push for anime ship gfx is gaining support! :D
 
  • 16
  • 3
  • 2
Reactions:

podcat

Game Director
Super Moderator
12 Badges
Jul 23, 2007
12.788
38.228
  • Europa Universalis IV
  • Hearts of Iron III
  • Semper Fi
  • 500k Club
  • Europa Universalis III: Collection
  • Europa Universalis IV: Pre-order
  • Hearts of Iron II: Beta
  • Europa Universalis: Rome Collectors Edition
  • Mount & Blade: Warband
  • Paradox Order
  • Hearts of Iron IV Sign-up
  • Hearts of Iron IV: Together for Victory
LOVE the anti-air changes, but are they part of the expansion or the patch?
free patch

My biggest pet peeve is that as the axis or comintern, you need to play whack-a-mole with the remaining allied nations once you defeat them. There's no way to force an early end to the war.
You may have defeated Britain, France, Canada and USA but until you siege down every last province of every last country you're at war with throughout Africa, India the pacific ocean, you cant end the war
We've done some changes to how majors are handled so no longer can tiny members promote and keep the war going forever. it doesnt fix every case, but a lot of them. You'll get patch log for bug fixes next week.

if players have the British tanks sprite pack, will commonwealth players also see those same tanks for their own game? (for example, if the Australians were using Centurions).

UK tanks are used as art if you dont have your own (like australia)

@podcat

I know this is a Commonwealth-themed expansion, but will other countries also get some love in terms of 2D artwork, or is that for a future expansion? For example, will France and Italy also get unque 2D artwork for equipment and tanks?
Eventually we want to add art to everyone, its a question of time and in what order :) France and Italy do have custom 2d art for their tanks and planes though already

I see you've added the Maple Leaf flag for Canada, does this mean it has a cosmetic tag when it's a Dominion?
yes :)
 
  • 18
  • 1
Reactions:

podcat

Game Director
Super Moderator
12 Badges
Jul 23, 2007
12.788
38.228
  • Europa Universalis IV
  • Hearts of Iron III
  • Semper Fi
  • 500k Club
  • Europa Universalis III: Collection
  • Europa Universalis IV: Pre-order
  • Hearts of Iron II: Beta
  • Europa Universalis: Rome Collectors Edition
  • Mount & Blade: Warband
  • Paradox Order
  • Hearts of Iron IV Sign-up
  • Hearts of Iron IV: Together for Victory
You can see in the screenshot that the icon is located on the division modifier field (instead of the upper modifier field for all units), so it very likely only impacts the specific division the AA is attached to.

(Basically allows a division to ignore part or all of the negative impacts depending on it's AA strength)
yeah this, its a division level thing
 
  • 10
  • 3
Reactions:

Havebeard

Yes
Aug 11, 2015
710
2.012
That's amazing! One extra thing that would be cool is if certain countries could change colour upon changing governments. I'd love for non-communist Russia to return to its dark green. I know it was possible back in Victoria II, would it be possible in this one?
Yes and no.. not for release, but some time in the future you should be able to go:
Code:
effect somewhere:
set_cosmetic_tag = DANSKE_KOMMUNISTER

countries.txt:
DANSKE_KOMMUNISTER = {
    color = rgb { 255 0 0 }
    color_ui = rgb { 255 10 10 }  
}
And watch the beautiful red blob create a new Kalmar union.
 
  • 16
  • 1
Reactions:

podcat

Game Director
Super Moderator
12 Badges
Jul 23, 2007
12.788
38.228
  • Europa Universalis IV
  • Hearts of Iron III
  • Semper Fi
  • 500k Club
  • Europa Universalis III: Collection
  • Europa Universalis IV: Pre-order
  • Hearts of Iron II: Beta
  • Europa Universalis: Rome Collectors Edition
  • Mount & Blade: Warband
  • Paradox Order
  • Hearts of Iron IV Sign-up
  • Hearts of Iron IV: Together for Victory
Does that air superiority from land AA apply multiplicatively or additively? If additive, does it get applied after or before multiplicative bonuses? For example, if I have 40% air superiority reduction and the enemy has +50% air support bonus, is the effect of air support 45%, 35% or 15%?

additive. so if enemy is applying a -40% attack penalty to you and your AA is at a level where it gives +20 the end result is: 20-40 = -20 (it also cant go positive ;)
 
  • 12
  • 1
Reactions:

Havebeard

Yes
Aug 11, 2015
710
2.012
Even if you can't use a cosmetic tag as a trigger, you could achieve the same result by having a system flag as a trigger; that flag could be generated by the event that adds the cosmetic tag. So short answer: yes, I think so. :)

This is basically how leader events have to work right now, but @Havebeard has now added specific triggers for those as well.
If there is no trigger for it I can add one to avoid flag dealing with flags where they are not needed.
 
  • 6
Reactions:

Omghax

Captain
57 Badges
Nov 17, 2015
426
156
  • Pirates of Black Cove
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Heir to the Throne
  • Impire
  • Leviathan: Warships
  • Magicka
  • Majesty 2 Collection
  • Crusader Kings II: Charlemagne
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Semper Fi
  • Sword of the Stars
  • Sword of the Stars II
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Europa Universalis IV: Wealth of Nations
  • Crusader Kings II
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Dungeonland
  • Europa Universalis III
  • Europa Universalis III Complete
  • Divine Wind
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Hearts of Iron IV Sign-up
  • Stellaris
  • Prison Architect
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Pillars of Eternity
  • Crusader Kings II: Way of Life
  • Pride of Nations
  • Europa Universalis IV: El Dorado
  • Cities: Skylines
  • War of the Roses
  • Warlock: Master of the Arcane
  • The Showdown Effect
  • Europa Universalis III Complete
Just to check if I get it right: you couldn't have that "other fascist France" and Vichy France at the same time, could you?

As far as game mechanics are concerned, there are only three possible France (four if you count Non-Aligned), and Other Fascist France would quite literally be Vichy France by an other name (and flag). Correct?

This is correct. (Or well largely so. Technically you could set up vichy france and then have free france turn fascist and have them coexist.)
 
  • 5
Reactions:

BjornB

★Community Manager★
Administrator
Super Moderator
Moderator
82 Badges
Apr 2, 2012
4.891
16.316
  • Majesty 2 Collection
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Heir to the Throne
  • Impire
  • King Arthur II
  • Knights of Pen and Paper +1 Edition
  • Lead and Gold
  • Leviathan: Warships
  • The Kings Crusade
  • Magicka
  • Majesty 2
  • For The Glory
  • March of the Eagles
  • Europa Universalis III Complete
  • Naval War: Arctic Circle
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Rome Gold
  • Semper Fi
  • Ship Simulator Extremes
  • Sword of the Stars
  • Sword of the Stars II
  • Starvoid
  • Crusader Kings II: Sword of Islam
  • Ancient Space
  • Arsenal of Democracy
  • Cities in Motion
  • Cities in Motion 2
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • A Game of Dwarves
  • Commander: Conquest of the Americas
  • Darkest Hour
  • Deus Vult
  • Dungeonland
  • Europa Universalis III
  • Europa Universalis III Complete
  • Divine Wind
  • Teleglitch: Die More Edition
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
Please limit AI discussions to the specific topics discussed in OP. There will be more "mini DD's" about the AI in the coming days, covering other points.

And yes, this is a great Dev Diary. For natural reasons we can't put out DD's like this every week. Would you rather that we kept quiet and posted something like this once a month instead?
 
  • 4
  • 4
  • 4
Reactions:

Archangel85

Oberbefehlshaber, Content Design, HoI4
56 Badges
Jan 27, 2005
2.207
4.410
  • Europa Universalis IV: El Dorado
  • March of the Eagles
  • Naval War: Arctic Circle
  • Europa Universalis IV: Res Publica
  • Semper Fi
  • Sengoku
  • Sword of the Stars II
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Warlock: Master of the Arcane
  • 500k Club
  • Cities: Skylines
  • Magicka
  • Magicka: Wizard Wars Founder Wizard
  • Pride of Nations
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Cities: Skylines - After Dark
  • Cities: Skylines - Snowfall
  • Stellaris
  • Hearts of Iron IV Sign-up
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Prison Architect
  • Europa Universalis III: Chronicles
  • Cities in Motion 2
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Darkest Hour
  • Europa Universalis III
  • Cities in Motion
  • Divine Wind
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Heir to the Throne
  • Knights of Pen and Paper +1 Edition
I think the name in-game depends on level of autonomy.

Yes. Autonomous SSR is the name we used for puppets (since they have a certain degree to which they can decide their own affairs). Integrated puppets are indeed just called SSRs.

Similarly, the Reichskommissariats in the screenshot represent the option to administer the Baltic states separately from Ostland (which historically was considered for a time but ultimately not done). If you decide to create them in a peace conference, you can always create Ostland first and then give them the Baltic states afterwards, if you are more interested in the historical subdivisions.
 
  • 8
Reactions:

podcat

Game Director
Super Moderator
12 Badges
Jul 23, 2007
12.788
38.228
  • Europa Universalis IV
  • Hearts of Iron III
  • Semper Fi
  • 500k Club
  • Europa Universalis III: Collection
  • Europa Universalis IV: Pre-order
  • Hearts of Iron II: Beta
  • Europa Universalis: Rome Collectors Edition
  • Mount & Blade: Warband
  • Paradox Order
  • Hearts of Iron IV Sign-up
  • Hearts of Iron IV: Together for Victory
Is this explained anywhere in the game? Does this only apply to armies, or does it slow navies as well?
If you are under enemy air superiority the tooltip over speed tell you. It might be in some descriptive detailed tooltip also, but its a bit hidden

Are the victory points gained from battle modable? Similarly, can the value be changed in game by an event or something?

I am thinking about the Great War mod and how this could change war to model it like WW1. Germany could capitulate even if they lost no land. But this would need to change again between the wars to prepare for WW2.
Yes its very moddable. You can even change values to get the old formula back if you want
 
  • 4
  • 1
Reactions:

Archangel85

Oberbefehlshaber, Content Design, HoI4
56 Badges
Jan 27, 2005
2.207
4.410
  • Europa Universalis IV: El Dorado
  • March of the Eagles
  • Naval War: Arctic Circle
  • Europa Universalis IV: Res Publica
  • Semper Fi
  • Sengoku
  • Sword of the Stars II
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Warlock: Master of the Arcane
  • 500k Club
  • Cities: Skylines
  • Magicka
  • Magicka: Wizard Wars Founder Wizard
  • Pride of Nations
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Cities: Skylines - After Dark
  • Cities: Skylines - Snowfall
  • Stellaris
  • Hearts of Iron IV Sign-up
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Prison Architect
  • Europa Universalis III: Chronicles
  • Cities in Motion 2
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Darkest Hour
  • Europa Universalis III
  • Cities in Motion
  • Divine Wind
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Heir to the Throne
  • Knights of Pen and Paper +1 Edition
I'd also like to know about how all of these cosmetic tags will work with the checksum. Can specific puppet names be added without any checksum change? For example, if I puppeted Hungary as Germany I'd like it to say Arrow Cross Hungary.

The autogenerated Tags just need an entry in a localisation file and shouldn't alter the checksum. if you assign specific cosmetic tags in events or the history files, those will probably change the checksum.
 
  • 4
Reactions:

podcat

Game Director
Super Moderator
12 Badges
Jul 23, 2007
12.788
38.228
  • Europa Universalis IV
  • Hearts of Iron III
  • Semper Fi
  • 500k Club
  • Europa Universalis III: Collection
  • Europa Universalis IV: Pre-order
  • Hearts of Iron II: Beta
  • Europa Universalis: Rome Collectors Edition
  • Mount & Blade: Warband
  • Paradox Order
  • Hearts of Iron IV Sign-up
  • Hearts of Iron IV: Together for Victory
And there was me thinking it was a problem with my mod!
isnt this just that you havent made small versions of those flags also. HOI requires you to make more than one size
 
  • 5
  • 2
  • 1
Reactions: