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Jamie550

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Make three-letter tags a tradition and not a requirement. Even with all possible three-letter/number tags, there are only 36^3 (if not case-sensitive) or ~45000 tags. Even though this is probably plenty, who wants to read something like "4F9"? Nobody would know what it was without looking it up.
 

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Dominus et Deuculus
Dec 6, 2005
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ArcticFox said:
Units and technology. Have a file where you can link the file for a tech-category to a new unit-file and modifiers-file.
Seperate files instead of one for modifiers would be welcome as well.
I'd add: make certain categories folders (like units) and force game to read them all upon loading.

Another suggestion: allow us not only to define missions more specifically: their scope (region/state/province), targets (unit_org/province_IC - multiple possible) and efficency (probably against each target, to easy modify)

Example of such mission could be:
ground suppression = {
unit = {CAS TAC}
scope = state
target = unit_org value = 50 #50% efficency - so lower losses
target = prov_infra value = 80 #intended to slow down enemy units
}

Obviously this would allow us to modify mission heavily ;)

And please, people, limit spam a bit ;)
 

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Dominus et Deuculus
Dec 6, 2005
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Added "range" parameter to my previous post, which will act as a multiplier of range. Example
range = 2 #convoy hunting missions
range = 100 #rebase - unlimited range
range = 0 #immobile abroad transporting ships (applicable to e.g. air units abroad... normal transport ships! Or land units if you want to create special, short range landing transport)

I'd also like to see command "can_transport" in unit txt files. There you'd add specifically what kind of units can be transported
can_transport = {CAS TAC NAV STR FTR INT}
This could be a standard entry for land-based airfields. This would also allow us some extensive modding, like giving subs ICBMs, reworking Rebase mechanism (range for mission reduced, air units transportable via carriers or some other ships - with restrictions) and many more.
During transport unit would replenish org normally.
 

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Dominus et Deuculus
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Additional line in models description: "upgrade_to" (multiple upgrades possible), where you can specify which models upgrade to which. Upgrades should be specified by mutually excluding technology: This would allow us to have no-oil-using cavalry later on (if war goes badly), upgrade US infantry to motorized etc.

*1st post updated*
 

Flooper X

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[B@W] Abominus said:
Not really.... you got discrepancy with the timeline... HoI uses hours (I think this will also be the same in HoI III) and Victoria, the beloved goddess of all games, uses only days... it would be complicated... :cool:
That is why the timescale shouldn't be hardcoded ;)
 

OHgamer

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Moltke said:
I didn't even know you played HoI, OH... :p

I was heavily involved in CORE for HoI1 back in 2003-early 2004. Never really got into HoI2, as Vicky beguiled me away, but if you check out the CORE-1 mod for HoI1, my fingerprints are on quite a few things, the last of which was the first attempt to try and model Vichy France better. I learned my coding skills working on CORE-1, and benefitted greatly from the many excellent modders that worked on the project at that time.

oh and as for "save Ai" - that means that the AI in EU3 is NOT moddable in the same way that it was in the old engine, so to those wondering what I meant, I meant that in EU3-based games most elements are very open to modding, except for the AI, though that has become more accessible with changes made in the expansion packs (esp In Nomine).
 

Terminator

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1. Would be really nice to get rid of such word combinations on the map as : Soviet Union, United Kingdom, United States of America.
2. Also would be really good, if it is possible, to make the on-map province names such as Leningrad, Stalingrad, etc., changable/rewritable.

That would make the map more adaptable for other periods of history.

3. Would be really awesome to have an unlimited number of possible techs. Something like we have in EU. This would be extremely helpful for all modders
 

Griffin.Gen

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The only field of modding that I'm good at is modeling.
So i really, really hope that the models wont be hardcoded so that I can modify them.
 

unmerged(58892)

Second Lieutenant
Jul 11, 2006
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The possibility to add in the events
a counter for chiose possibility.
The option of the event should not only have a fixed probability but should be combined with other parameter example:

Modifier AI chance = {
positive= {GER relations JAP what= action_a which= 10}
positive= {GER relations SOV what= action_b which=20}
negative= {at war = yes what= action_c which=20}


action_a = {
aichance = 15
name = "..."
command = { ...}
}

action_b = {
aichance = 35
name = "..."
command = { ...}
}

action_c = {
aichance = 50
name = "..."
command = { ...}
}
I don't know if the spelling should be that or somthing else.
the sence is:
good relation with japan could give a bonus to the action A to become true(while negative would be a penalty)
good relation with soviet union could give a bonus to the action B to become true
...
should be created a counter that compare the conus-malus (0-100?) for every possibility and assign the new probability.

So could be possible that if Germany and Soviet Union have relation +200 they have by the Rib-Mol Pact 15% to make an alliance, but with a -200 could be possible that as result to the oltragious proposal Russia have a 50% not to accept...

with so a sistem was possible to add so many factor we want to... Relation with other allies, or won wars or all the normal controls.

this control shuold be used for the "random" option too.
 

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Second Lieutenant
Jul 11, 2006
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MODDING

AmonRa said:
The possibility to add in the events
a counter for chiose possibility.
The option of the event should not only have a fixed probability but should be combined with other parameter example:

Modifier AI chance = {
positive= {GER relations JAP what= action_a which= 10}
neutral= {GER relations SOV what= action_b which=20}
negative= {at war = yes what= action_c which=20}


action_a = {
aichance = 15
name = "..."
command = { ...}
}

action_b = {
aichance = 35
name = "..."
command = { ...}
}

action_c = {
aichance = 50
name = "..."
command = { ...}
}
I don't know if the spelling should be that or somthing else.
the sence is:
good relation with japan could give a bonus to the action A to become true(while negative would be a penalty)
good relation with soviet union could give a bonus to the action B to become true
...
should be created a counter that compare the conus-malus (0-100?) for every possibility and assign the new probability.

So could be possible that if Germany and Soviet Union have relation +200 they have by the Rib-Mol Pact 15% to make an alliance, but with a -200 could be possible that as result to the oltragious proposal Russia have a 50% not to accept...

with so a sistem was possible to add so many factor we want to... Relation with other allies, or won wars or all the normal controls.

this control shuold be used for the "random" option too.

in this case I immagine that the counter should calculate:
relation Ger- Jap = 100-> than (0=+5, 200=+10, -200= 0: can only be positive) modifier action a_ = +7,5
Ger-Rus= 50 -> than (0=0, 200= 20, -200= -20 neutral meens can be both - or + should be possible to ask "for -neutral") modifier action_b =+5
at war = yes -> than (is a 1-0 counter) modifier action_c= -20.
as result:
action_a= +7,5 (action_b= -3,75; action_c = -3,75)
action_b= +5 (action_a= -2,5; action_c = -2,5)
action_c= -20 (action_a= +10; action_b = +10)
then
action_a = +7,5+ (-2,5)+10= +15
action_b = +(-3,75)+5+10=+11,25
action_c = +(-3,75)+(-2,5)+(-20)=-26,25

the total should be “0” then a+b+c= +15+11,25+(-26,25)

action_a = 15+15= 30
action_b = 35+11,25=36,25
action_c = 50-26,25=23,75

the probability is totaly changed


if this value would bring the possibility under “0” the difference will be proportionally divided depending on the variation.
If action_c was originaly 20, -6,25 would be divided in this case. The big part to action_b (had the smallest bonus than take a big penalty) and the small part to action_a.
So should be possible the effective diplomacy played from the player to come really usfull in the event.

Was it the Anschlüß possible if Deutschland had worse relation with England, USA, AUSTRIA…?
probably Austria didn't allow the referendum?
 

OHgamer

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AmonRa said:
The possibility to add in the events
a counter for chiose possibility.
The option of the event should not only have a fixed probability but should be combined with other parameter example:

Modifier AI chance = {
positive= {GER relations JAP what= action_a which= 10}
positive= {GER relations SOV what= action_b which=20}
negative= {at war = yes what= action_c which=20}


action_a = {
aichance = 15
name = "..."
command = { ...}
}

action_b = {
aichance = 35
name = "..."
command = { ...}
}

action_c = {
aichance = 50
name = "..."
command = { ...}
}
I don't know if the spelling should be that or somthing else.
the sence is:
good relation with japan could give a bonus to the action A to become true(while negative would be a penalty)
good relation with soviet union could give a bonus to the action B to become true
...
should be created a counter that compare the conus-malus (0-100?) for every possibility and assign the new probability.

So could be possible that if Germany and Soviet Union have relation +200 they have by the Rib-Mol Pact 15% to make an alliance, but with a -200 could be possible that as result to the oltragious proposal Russia have a 50% not to accept...

with so a sistem was possible to add so many factor we want to... Relation with other allies, or won wars or all the normal controls.

this control shuold be used for the "random" option too.

If I understand the EU3 event system correctly, this is possible to do now with the ability to set separate mean time to happen clauses within sections of the trigger so that you can put weights on the trigger.

Actually you could do it with the old engine as well using the random = x trigger, but that was never a 100% guarantee it would fire since random always has a very small chance of never firing at all even if all conditions are met and you have the event checked more than enough times to equal the odds firing in the random = x clause.
 

unmerged(58892)

Second Lieutenant
Jul 11, 2006
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OHgamer said:
If I understand the EU3 event system correctly, this is possible to do now with the ability to set separate mean time to happen clauses within sections of the trigger so that you can put weights on the trigger.

Actually you could do it with the old engine as well using the random = x trigger, but that was never a 100% guarantee it would fire since random always has a very small chance of never firing at all even if all conditions are met and you have the event checked more than enough times to equal the odds firing in the random = x clause.

as u say u can customize the probability that the event happen, but not the probability of the answear of the AI.
to do as u say u had to write several event with different aichance, and a different random probability to happend.
I tried to influence the event in this way and writed a 25 Mb event only for Germany but the game was going to slowy becouse every day had to analize more then 6000 events only for Germany...(to simulate the many different probability)
too much to mod all the nations and too much for m processor
 

OHgamer

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AmonRa said:
as u say u can customize the probability that the event happen, but not the probability of the answear of the AI.
to do as u say u had to write several event with different aichance, and a different random probability to happend.
I tried to influence the event in this way and writed a 25 Mb event only for Germany but the game was going to slowy becouse every day had to analize more then 6000 events only for Germany...(to simulate the many different probability)
too much to mod all the nations and too much for m processor

At least in Victoria you can customize probabilty of AI choosing event

ai_chance = X added just after the name of the event, such as :

Code:
	action_a = {
                         ai_chance = 97
		command = { type = setflag which = ENGsugarbeet value = 1  }  
       }
	action_b = {
                         ai_chance = 3
		command = { type = prestige value = -1  } 
	}
}

So at least in Victoria, you can use both the random = x clause to affect chances events will fire AND the ai_chance = x clause to affect chance a choice will be made.