Does DH support hex codes for nation colors? I have a few nations with similar colors in my mod, I want to make them different.
It supports RGB colors.Therefore, if a given hex code has a RGB color equivalent it can be used.Does DH support hex codes for nation colors? I have a few nations with similar colors in my mod, I want to make them different.
It supports RGB colors.Therefore, if a given hex code has a RGB color equivalent it can be used.
Dark Red and the likes are the "code name" of the color defined. As far as the game is concerned, you can have a Dark Red defined as black with no issue as long as you don't change its name. You can even have all colors defined with the exact same numbers and the game won't care (not sure why you would do so, but you can).So I can use RGB color code? Because just putting stuff like Dark Red, Dark Brown, Light Yellow, Blue, etc, seems quite weak honestly.
im trying to change a countries name in the world_names.csv file but when i change it in that file it does not change it in game
what else do i need to do
im just adding in the small caribbean countries into putin 2 paddyYou have the correct file. Are you sure you kept the correct number of ;;;;X afterwards?
What country?
Please post a few lines including that line of code from the file.
im just adding in the small caribbean countries into putin 2 paddy
not sure why I feel the need to add in these small countries like I did with bahrain but it just irks me to have "the caribbean fediration" etc
Yea i presumed that was the caseyeah, the carribbean and pacific federations were to give me more TAGS so I could have Moldova, Transnistria, Donetsk, etc etc in the game. Tags are always in short supply, so you have to be creative at times.
I may be wrong about this, but AFAIK the meaning of each is:This may sound like a dumb question. If your end year is let's say 1945 for a minister, will the minister be no longer available on January 1 of that year. Will having the retire year as 1999 affect anything?
I may be wrong about this, but AFAIK the meaning of each is:
Start year (pool): The year from which a given minister/leader available. Also used to determine what ministers/leaders are loaded at game-start
End year: If a scenario starts beyond the dead-date of a given minister/leader, that character won't be loaded. No effect beyond that. (not even save-games)
Retirement date: What normal people would think end date is. The year in which a given minister 'goes to valhalla' (dies).
Dark Red and the likes are the "code name" of the color defined. As far as the game is concerned, you can have a Dark Red defined as black with no issue as long as you don't change its name. You can even have all colors defined with the exact same numbers and the game won't care (not sure why you would do so, but you can).
Now if you meant "Can I put in the country.csv file stuff like purple w/o defining one of the colors in colorscale.csv as purple? As in creating new codes for color.", then no. You can't (it will default to one of the other colors. Not sure which one).
event = { # Massive enemy casualties (BEL)
id = 2000108
country = BEL
random = no
persistent = yes
name = "2000107name"
desc = "2000107desc"
style = 2
picture = "Wehrmacht"
date = { day = 1 month = january year = 1912 }
offset = 1
deathdate = { day = 29 month = december year = 1921 }
trigger = {
atwar = yes
flag = great_war
local_flag = NM_system
OR = {
AND = { losses = { value = 80000 data = 1 } NOT = { local_flag = lossinflicted1 } }
AND = { losses = { value = 160000 data = 1 } NOT = { local_flag = lossinflicted2 } }
AND = { losses = { value = 240000 data = 1 } NOT = { local_flag = lossinflicted3 } }
AND = { losses = { value = 320000 data = 1 } NOT = { local_flag = lossinflicted4 } }
AND = { losses = { value = 400000 data = 1 } NOT = { local_flag = lossinflicted5 } }
AND = { losses = { value = 480000 data = 1 } NOT = { local_flag = lossinflicted6 } }
AND = { losses = { value = 560000 data = 1 } NOT = { local_flag = lossinflicted7 } }
AND = { losses = { value = 640000 data = 1 } NOT = { local_flag = lossinflicted8 } }
AND = { losses = { value = 720000 data = 1 } NOT = { local_flag = lossinflicted9 } }
AND = { losses = { value = 800000 data = 1 } NOT = { local_flag = lossinflicted10 } }
}
}
action = {
name = "ACTION_NAME_OK"
ai_chance = 100
command = { type = dissent value = -2.5 }
command = { trigger = { NOT = { local_flag = lossinflicted1 } } type = local_setflag which = lossinflicted1 }
command = { trigger = { local_flag = lossinflicted1 NOT = { local_flag = lossinflicted2 } } type = local_setflag which = lossinflicted2 }
command = { trigger = { local_flag = lossinflicted2 NOT = { local_flag = lossinflicted3 } } type = local_setflag which = lossinflicted3 }
command = { trigger = { local_flag = lossinflicted3 NOT = { local_flag = lossinflicted4 } } type = local_setflag which = lossinflicted4 }
command = { trigger = { local_flag = lossinflicted4 NOT = { local_flag = lossinflicted5 } } type = local_setflag which = lossinflicted5 }
command = { trigger = { local_flag = lossinflicted5 NOT = { local_flag = lossinflicted6 } } type = local_setflag which = lossinflicted6 }
command = { trigger = { local_flag = lossinflicted6 NOT = { local_flag = lossinflicted7 } } type = local_setflag which = lossinflicted7 }
command = { trigger = { local_flag = lossinflicted7 NOT = { local_flag = lossinflicted8 } } type = local_setflag which = lossinflicted8 }
command = { trigger = { local_flag = lossinflicted8 NOT = { local_flag = lossinflicted9 } } type = local_setflag which = lossinflicted9 }
command = { trigger = { local_flag = lossinflicted9 NOT = { local_flag = lossinflicted10 } } type = local_setflag which = lossinflicted10 }
}
}