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PlayerHOI

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@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 :D

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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Havebeard

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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).

So sort of a "watch focus"-button and "pick all focus leading to this one"-button.
It sounds like something we might have wanted, but not had time for.
 
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PlayerHOI

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@Havebeard - Something I forgot to ask:

1. Do country flags (set_country_flag) still require a month to tick in order to be recognized like in HOI 3? (Example: I set the country flag "fall of rome" on ITA tag, will the game recognize that immediately or will I have to wait until the month is finished?)

Events in HOI3 did not recognize the flags immediately but decisions did.

2. Are there any options to delay triggered country events when I set the effect country_event = X ? so that it doesn't trigger immediately but at a later time?

3. Will the window/graphic for an event scale as I add more text and options to it? In HOI3 I found a way around this by manipulating the graphic files but in other cases it resulted in events that look like this:

CiUV3OL.jpg
 
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Havebeard

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I think we actually covered this in the stream. but here goes

All flags should be set immediately.

Ordinary events are supposed to scale with text length. News events don't. You can fit maximum of 4 options in ordinary events (looks bad, 3 is better). News event are for 1 text, since it's just supposed to be flavor/info for players.

Delay an event by n days
Code:
country_event = { id = <namespace.1> days = <n_days> }
 
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PlayerHOI

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I think we actually covered this in the stream. but here goes

All flags should be set immediately.

Ordinary events are supposed to scale with text length. News events don't. You can fit maximum of 4 options in ordinary events (looks bad, 3 is better). News event are for 1 text, since it's just supposed to be flavor/info for players.

Delay an event by n days
Code:
country_event = { id = <namespace.1> days = <n_days> }

Great, thanks :)