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Tegetthoff

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I would like to be able to do calculations in the AI scripts, using user defined variables instead of just having flags.

Things like

naval_power_usa = 10 x #BB + 15 x #CV + SQRT (#SS*1,5)

if naval_power_usa < 0.5 * naval_power_japan then start fleet building program

I hope you get my meaning ....

Tegetthoff
 

Terminator

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I would like to see a broader variety of resources and a possibility to change provincial resources in-game by events like what we have in Victoria
 
Aug 26, 2008
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Possibility to add new resource (also for div usage) factory requirements (if there will be factories) and adding new kinds.
People would have victoria mod then LOL
all depends how will it work and we know nothing at all right now
 

unmerged(51416)

Dominus et Deuculus
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Terminator said:
I would like to see a broader variety of resources and a possibility to change provincial resources in-game by events like what we have in Victoria
Not only by events, but by various other factors: enemy occupation, beeing out of supply, strategic bombardment, nuclear strike (various values for various bombs).

*post #1 updated. To make it clearer, I added FURTHER EXPLAINED to few subjects that took too much space, and cut them significantly. They were mostly mine :p*
 

Bullfrog

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Balor said:
the clausewitz engine handles very complex scripting for ai chance in events. take a look at http://forum.paradoxplaza.com/forum/showthread.php?t=328916 for example.
So will HOI3 have the very slightest but possible chances of doing wacky things like GER/SOV alliance based on relations, warscores, Division #, etc. Or will the events be date specific at all?
 

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Gormadoc

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It would be really nice to have IF THEN commands implemented in event scripting.

The use of flags and other commands sort of allows this, but it would be much easier and more importantly it would require less events if we where able to have IF THEN sentences in the triggers guiding the possible event choices.

OR = {
IF = { { X } Then = { action_a and action_b } }
IF = { { Y } Then = { action_c and action_d } }
IF = { { Z } Then = { action_e and action_f } }
}

X, Y & Z = usual trigger commands

Dont know if it's practically possible, but nice if it where.
 

unmerged(58892)

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Gormadoc said:
It would be really nice to have IF THEN commands implemented in event scripting.

The use of flags and other commands sort of allows this, but it would be much easier and more importantly it would require less events if we where able to have IF THEN sentences in the triggers guiding the possible event choices.

OR = {
IF = { { X } Then = { action_a and action_b } }
IF = { { Y } Then = { action_c and action_d } }
IF = { { Z } Then = { action_e and action_f } }
}

X, Y & Z = usual trigger commands

Dont know if it's practically possible, but nice if it where.

I would suggest completelly IF THEN ELSE like:

IF = { { X } Then = { action_a and action_b } ELSE ={IF = { { Y } Then = { action_c and action_d } }}}

IF = { { Z } Then = { action_e and action_f } ELSE ={action_g and action_h } }
 

rommel_sniper

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to say the truth, I hope that everythink would be modificable


NO HARCORE, THE BEST OF HOI2 ARE THE THINKS YOU CAN DO WITH IT!
 

Cpack

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Don't know the way it would be implemented in HOI3 but.....

I would like to change the time, bombed IC, resources, infra etc. regains.
It's way to fast for me now.
 

IndoEsia45

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I suggest Paradox to release their .dll sourcecode to public(not entire engine) like Firaxis releasing their game core dll source to public. I realize that it may be hard for Paradox because releasing certain source mean you have to mess with legal mumbo-jumbo stuff.
 

unmerged(66346)

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I support the main list and OHgamer statements, the more Paradox gives us the more we'll do.

I may also add :
- No hardcoded modifiers/stats and full support for negative/positive values and comas.
- Number for tags like in Victoria should be also reintroduced. Eg : TAG = BLABLA value = { 1...3...5 }

It would be really nice to have IF THEN commands implemented in event scripting.
Agree.
 

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I would like to be able to spawn trade agreements via events, and assign them specific IDs. I would also like to be able to cancel specific trade agreements by ID instead of just cancelling all agreements between two countries. It would also be nifty to be able to set/change cancelable status* for these agreements in the events.

I would also like to be able to assign specific IDs to units created by event, so that they can be targetted by future events even if a player renames them.

Here's my AI parameter wishlist.

* Preferably no/yes/by AI only/by human player only, but perhaps this is not the right thread for discussing such details about trade agreements.
 

Alex_brunius

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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.
+1

Id also like to see Economy/Industry options to add other costs to construction besides IC. Alot of fun could be modded if things we build also could cost Metal/Energy/Rares/Cash/Supplies/Leadership and so on. These costs should be displayed in a Popup since there is no space or room in the interface.

would be nice for these costs to be possible to modify by techs (like IC and construction time already is).
 

Battlecry

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Although of course I'm hoping for the least hardcoding possible:

For my purposes - the leader skill/traits system. I'd like to be able to clearly define what causes a trait to be gained (situation, chance per battle/hour of battle, influence of other traits), and if at all possible I'd like to be able to change what skill does on as many levels as possible.

Nice job digging up this thread from last October, btw.