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Havebeard

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A bit of info on subtechs:
Subtechs are not specifically tied to the type of equipment they are placed on.
Look in air_techs under early_fighter
Code:
sub_technologies = {
cv_early_fighter
}

The cv_early fighter tech just unlocks cv_fighter_equipment_0
Code:
enable_equipments = {
cv_fighter_equipment_0
}

In essence any tech can unlock any equipment you want.
 
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Cheers for all the responses, Bearded One :). Am following this thread with much interest.

I've got a question that's modding related (I'm asking because it relates to modding naval stats), but may not be your wheelhouse or may not be appropriate or too much work to answer (so just ignore if any of those are the case), but is it possible to find out the functions used for naval combat - ie, where gun attack, gun range, torpedo attack, penetration, armour and hp fit into the functions. Particularly the relationship between penetration and armour, torpedo attack/gun attack and hp, and gun range/penetration/hp (no criticism if gun attack/penetration is the same at all gun ranges and it's just a threshold for being able to attack or not as well - would just be handy to know either way).
 
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A bit of info on subtechs:
Subtechs are not specifically tied to the type of equipment they are placed on.
Look in air_techs under early_fighter
Code:
sub_technologies = {
cv_early_fighter
}

The cv_early fighter tech just unlocks cv_fighter_equipment_0
Code:
enable_equipments = {
cv_fighter_equipment_0
}

In essence any tech can unlock any equipment you want.

Thanx, that's really cool.
I assume you can also attach 2 subtechs.

So then it should be not too hard to mod this in, just add the new entries in the gui and gfx files and create the new units as if you completely create a new model in the tech screen.
I also assume it's not too different from Hoi3.
 
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That would be the @podcat you need for this. Technically I could go in and look, but I'm afraid to get bitten. It may be one of his most closely guarded secrets, so I wouldn't get my hopes up.

Thanks again for the response and tagging him :). I won't hold my breath, but figured it wouldn't hurt to ask.
 
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@Sideburnout knows about this. Not my department
If it is really UTF-8 and you have not commited some sort of heresy to explicitly break UTF-8, then there is no problem at all representing non-latin characters. Thats the entire POINT of UTF-8, to have any and all ASCII text be valid UTF-8 text while still being able to represent all of Unicode (so basically everything you can imagine, cyrillic, greek, chinese, siames, korean, japanese, fucking old assyrian and other scripts dead for more than 2000 years....). The only problem with UTF-8 is that it is slower when using non-latin characters than latin ones. Again, since HOI4 is not a damn text processing engine, this doesn't matter in any way what so ever, unless you all are terrible programmers, but then you got bigger problems than UTF-8.
 

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If it is really UTF-8 and you have not commited some sort of heresy to explicitly break UTF-8, then there is no problem at all representing non-latin characters. Thats the entire POINT of UTF-8, to have any and all ASCII text be valid UTF-8 text while still being able to represent all of Unicode (so basically everything you can imagine, cyrillic, greek, chinese, siames, korean, japanese, fucking old assyrian and other scripts dead for more than 2000 years....). The only problem with UTF-8 is that it is slower when using non-latin characters than latin ones. Again, since HOI4 is not a damn text processing engine, this doesn't matter in any way what so ever, unless you all are terrible programmers, but then you got bigger problems than UTF-8.

Then the only question becomes - what's the proper method for changing/adding map fonts?
 

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@Havebeard

Thanks for answering my question about the decisions being removed from the game, I actually managed to get that last minute as I got back home and turned on the stream :)

With the complete removal of decisions I am wondering what other mechanic in the game will allow us to trigger instant actions without the use of events?

I assume a possible solution is a super fast unlockable focus tree slot but will those have some kind of a "minimum time to unlock" hardcoded into them? Also, it takes space on the focus tree screen and perhaps I don't want that since I need it for other more important things.

Example of what I mean:

Let's say that I want to create a decision to destroy the French fleet as the UK as soon as Paris falls to the Germans.

Now, assuming this action can only be carried out when the French fleet is stationed in Oran, if I wait for a focus to finish after the fall of France - they might move their fleet from there after relocating it due to the surrender of France.

In short - it would take too long if used by a focus tree.

What can I use as a modder for a "right now" action that will NOT trigger an event which will require a text + an image when I need something much more simple...

I hope I got my point across :\
 
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@Havebeard

Thanks for answering my question about the decisions being removed from the game, I actually managed to get that last minute as I got back home and turned on the stream :)

With the complete removal of decisions I am wondering what other mechanic in the game will allow us to trigger instant actions without the use of events?

I assume a possible solution is a super fast unlockable focus tree slot but will those have some kind of a "minimum time to unlock" hardcoded into them? Also, it takes space on the focus tree screen and perhaps I don't want that since I need it for other more important things.

Example of what I mean:

Let's say that I want to create a decision to destroy the French fleet as the UK as soon as Paris falls to the Germans.

Now, assuming this action can only be carried out when the French fleet is stationed in Oran, if I wait for a focus to finish after the fall of France - they might move their fleet from there after relocating it due to the surrender of France.

In short - it would take too long if used by a focus tree.

What can I use as a modder for a "right now" action that will NOT trigger an event which will require a text + an image when I need something much more simple...

I hope I got my point across :\

You could just mod the "Fall of Paris" event to give an option to destroy the fleet (I don't know why it matters that it's in Oran), or trigger an event right after that is basically "Destroy French fleet yes/no?".

Anything that needs a more flexible time trigger would have to be a focus, with a minimum research time of one day.
 
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You could just mod the "Fall of Paris" event to give an option to destroy the fleet (I don't know why it matters that it's in Oran), or trigger an event right after that is basically "Destroy French fleet yes/no?".

Anything that needs a more flexible time trigger would have to be a focus, with a minimum research time of one day.

I do not want this to be an event since events have requirements that decisions did not have in HOI 3. As for the requirement for it to be in Oran - that is just for the sake of example.

What I am wondering is if we have any alternative by the devs for such situations that require them or no.
 
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I do not want this to be an event since events have requirements that decisions did not have in HOI 3. As for the requirement for it to be in Oran - that is just for the sake of example.

What I am wondering is if we have any alternative by the devs for such situations that require them or no.
The question is - what kind of scenario do you envision that requires something that can not be handled by a national focus or an event?
 

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The question is - what kind of scenario do you envision that requires something that can not be handled by a national focus or an event?

For one thing focus tree slots aren't "dynamic" which means that if I want a focus named "Embargo nation that has occupied Greece" it will trigger for the first nation that takes Greece. After it is done the focus will not carry over the effect to the new country that occupies Greece afterwards. They cannot be changed during the game - once you set them they remain that way.

Also, their names can't be dynamic so if we use the previous example the focus might be called "Embargo Italy" if italy take Greece. But what if Turkey takes over Greece? Will the national focus affect them? Would it make sense that Turkey will be embargoed with a focus called "embargo Italy"?

With the HOI 3 decisions you could do these things since decisions didn't require a an entry in a .gfx file which is a static entry so the name will be the same from the beginning of the game to its end.

Well use an event right? No, because an event is a very intrusive way to present information to the player, it pops up a window that you can't ignore while a small icon showing that you hover over and see what it wants is a much more friendly way to present something like that to the player.

Edit: Another issue with having focuses only is that they don't have any kind of a system to alert the player that he can trigger a specific chain of events via a focus. If the player doesn't open up the focus tree and isn't engaging with the system on his behalf it can stay there closed the entire game.
 
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Cheers for yesterday's modding stream and walking us through a range of national focus/event options. Really appreciate taking us through it slowly and carefully, with the tips about how they work. I obviously know next to nothing at this stage, but from what I’ve seen of the way the scripting is set up, and the game is set up, it should be feasible to have mods that do all sorts of crazy things. Love being able to set global and country flags, wonderfully flexible.

A big fan of having the definite/non-definite name options as well – grammar for the win :).
 

Cpack

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Also enjoyed it!!!
Now it would be great to see how to implement new units/ subunits and how to integrate them in the AI files including handling/ creating of the dds profiles. :D

I couldn't see it with the dogs unit. Everything was too fast or prepared in advance to really see it.
 
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Cpack

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@Sideburnout , @Havebeard,

Question about icon sizes,
I'm very excited and impatient at the moment :)D) and want to start preparing some profiles for ships, tanks and airplanes.
From the 2D Art dev diary I learned that the icons are centered in the background and a Maus f.e. is 128 pixels.

1) So the files for the units can all have different sizes?
2) What is the size of the background to fit in for tanks (128 x ???)?
3) What is the size of the background to fit in for planes (128 x ???)?
4) What is the size of the background to fit in for ships (??? x ???)?
5) The files should be saved in .dds format?
6) Is also .tga or .png possible?
7) The background is white?

sizes.jpg


Would be great to get an answer; Thank you very much!!!!
 
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Havebeard

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You can do a lot of instant stuff with on_actions. It's basically an event fired directly from code. You can use it for flavor events or triggering effects. Otherwise you can have hidden events trigger under specific circumstances and use tag = ROOT and ROOT as the country you want an effect to happen for. There is also saved event targets that I should probably get into in one of the upcoming streams.
I don't think we have an effect for disbanding a specific fleet, since we don't need it in the base game.

National focus has nothing to do with gui files, but you are correct that they are not dynamic at the moment. Would be nice though.
The player gets an alert that says you can start a focus, so I don't agree that the tree will stay hidden all game.
 
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