@PlayerHOI
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.
Thanks for the answer
I have used decisions intensely in my HOI 3 mod so I would worried that there wouldn't be an option to simulate what they do. Hopefully these options you listed will allow to us modders to overcome the loss of our dear decisions
When I mentioned the .gfx files I meant the fact that in order to have an image for the focus you need to add it to the .gfx files which further makes them static as the image (currently) can't change according to a new situation which might happen with regard to a certain focus.
As for the focus tree, while it bugs you to choose a new focus it doesn't seem to highlight when conditions for a specific focus have been met. For example, if I had an option to "tag" a certain focus which requires an X amount of world tensions as something I want to trigger in the future and the game will let me know that now I can actually use it. Also, it would be awesome to have an option to select an advanced focus branch which is not yet available and have the game set all required branches automatically until it is reached (sort of like a long term plan without having to select every individual tree when a focus is done).
Edit: lost my focus due to all the focus :S
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