Hi,
Now the 1.3 patch is on the road of being released soon correcting a large amount of bugs, i am starting this thread to speek about modding in hoi3.
Many great mods where existing in hoi2 extending the life of the game still played after 5 years. The mods teams are working to port those mods to hoi3 system.
Reading the actuel hoi3 scripting guide http://forum.paradoxplaza.com/forum/showthread.php?t=416126 i think that some commands, sometimes existing in hoi2, are missing to give the modders the oportunity to make great mods based on hoi3.
I am very aware that the correction of bugs was the priority number 1 of the dev team until now, but i also sure that modding capacity is a necessity to have great mods for hoi3. So i am proposing you to add some commands on the decision and event mechanism.
Event trigger (no scope)
- day = x # True if the day is greater than x
Event trigger (country scope)
- escort_pool = x # True is the number of escort is greater than x
- transport_pool = x # True is the number of transport is greater than x
- is_tech_active = name # True is the technologie <name> is active
- tech_level { name = "name" value = x } # True is the technologie <name> is greater than x
- practical_level { name = "name" value = x } # True is the practical <name> is greater than x
- theory_level { name = "name" value = x } # True is the theory <name> is greater than x
- total_amount_of_brigade { type = "name" value = x } # True if the number of brigade of the type <name> is greater than x (land, air or naval)
- embargo = tag # True if the specified country <tag> make embargo
- mobilization # True if the mobilization has begun
- officer = x # True is the % of officer is greater than x
- nuke = x # True is the number of nuclear bomb is greater than x
Event trigger (province scope)
- has_building_level { name = "name" value = x } # True is the building <name> is greater than x
- country_units_in_region = x # True if the number of units in region is greater than x
Event effect (country scope)
- escort_pool = +/- x # Increase/Decrease number of escort by x
- transport_pool = +/- x # Increase/Decrease number of transport by x
- activate_tech = name # Activate the technology <name>
- desactivate_tech = name # Desactivate the technology <name>
- gain_tech = name # Increase from one point the technology <name>
- gain_tech { name = "name" value = x } # Technology <name> is set to level x
- gain_practical = name # Increase from one point the practical level <name>
- gain_practical { name = "name" value = x } # Practical <name> is set to level x
- gain_theory = name # Increase from one point the theorical level <name>
- gain_theory { name = "name" value = x } # Theory <name> is set to level x
- remove_unit = name # Remove unit <name>
- remove_unit_type = name # Remove an unit from the brigade type <name> (land, air or naval)
- sleepevent = x # Disable event x
- embargo = tag # Begin an embargo with <tag> country
- end_embargo = tag # End an embargo with <tag> country
- mobilization # Begin the mobilization
- end_mobilization # End the mobilization
- officer = +/- x # Increase/Decrease the % of officer by x
- nuke = +/- x # Increase/Decrease the number of nuclear bomb by x
- song = name # Play the song <name> if the country of the player is the same of the event
Event effect (provine scope)
- add_armygroup { name = "name" historical_model = x/current reserve=0/1 } # Add an armygroup HQ <name2>
- add_army { hierarchy = "name1" name = "name2" historical_model = x/current reserve=0/1 } # Add an army HQ <name2> to the hierarchy <name1> (the hierarchy here is armygroup)
- add_corps { hierarchy = "name1" name = "name2" historical_model = x/current reserve=0/1 } # Add a corps HQ <name2> to the hierarchy <name1> (the hierarchy here is army, armygroup)
- add_division { hierarchy = "name1" name = "name2" } # Add a division <name2> to the hierarchy <name1> (the hierarchy here is corps, army, armygroup)
- add_regiment { hierarchy = "name1" name = "name2" type = "type_brigade" historical_model = x/current reserve=0/1 } # Add a brigade <name2> to the hierarchy <name1> (the hierarchy here is division, corps, army, armygroup)
- add_air { hierarchy = "name1" name = "name2" } # Add an air <name2> to the hierarchy <name1> (the hierarchy here can be a carrier, a corps, an army, an armygroup)
- add_wing { hierarchy = "name1" name = "name2" type = "type_wing" historical_model = x/current } # Add a wing <name2> to the hierarchy <name1> (the hierarchy here is air)
- add_navy { hierarchy = "name1" name = "name2" } # Add a navy fleet <name2> to the hierarchy <name1> (the hierarchy here can be a corps, an army, an armygroup)
- add_ship { hierarchy = "name1" name = "name2" type = "type_ship" historical_model = x/current } # Add a ship <name2> to the hierarchy <name1> (the hierarchy here is navy)
Feel free to comment those propositions, add new ones or indicate if some of this commands are already existings, the scripting guide is incompete in certain ascpect (command for adding level in building not describe for exemple)
Thanks
Now the 1.3 patch is on the road of being released soon correcting a large amount of bugs, i am starting this thread to speek about modding in hoi3.
Many great mods where existing in hoi2 extending the life of the game still played after 5 years. The mods teams are working to port those mods to hoi3 system.
Reading the actuel hoi3 scripting guide http://forum.paradoxplaza.com/forum/showthread.php?t=416126 i think that some commands, sometimes existing in hoi2, are missing to give the modders the oportunity to make great mods based on hoi3.
I am very aware that the correction of bugs was the priority number 1 of the dev team until now, but i also sure that modding capacity is a necessity to have great mods for hoi3. So i am proposing you to add some commands on the decision and event mechanism.
Event trigger (no scope)
- day = x # True if the day is greater than x
Event trigger (country scope)
- escort_pool = x # True is the number of escort is greater than x
- transport_pool = x # True is the number of transport is greater than x
- is_tech_active = name # True is the technologie <name> is active
- tech_level { name = "name" value = x } # True is the technologie <name> is greater than x
- practical_level { name = "name" value = x } # True is the practical <name> is greater than x
- theory_level { name = "name" value = x } # True is the theory <name> is greater than x
- total_amount_of_brigade { type = "name" value = x } # True if the number of brigade of the type <name> is greater than x (land, air or naval)
- embargo = tag # True if the specified country <tag> make embargo
- mobilization # True if the mobilization has begun
- officer = x # True is the % of officer is greater than x
- nuke = x # True is the number of nuclear bomb is greater than x
Event trigger (province scope)
- has_building_level { name = "name" value = x } # True is the building <name> is greater than x
- country_units_in_region = x # True if the number of units in region is greater than x
Event effect (country scope)
- escort_pool = +/- x # Increase/Decrease number of escort by x
- transport_pool = +/- x # Increase/Decrease number of transport by x
- activate_tech = name # Activate the technology <name>
- desactivate_tech = name # Desactivate the technology <name>
- gain_tech = name # Increase from one point the technology <name>
- gain_tech { name = "name" value = x } # Technology <name> is set to level x
- gain_practical = name # Increase from one point the practical level <name>
- gain_practical { name = "name" value = x } # Practical <name> is set to level x
- gain_theory = name # Increase from one point the theorical level <name>
- gain_theory { name = "name" value = x } # Theory <name> is set to level x
- remove_unit = name # Remove unit <name>
- remove_unit_type = name # Remove an unit from the brigade type <name> (land, air or naval)
- sleepevent = x # Disable event x
- embargo = tag # Begin an embargo with <tag> country
- end_embargo = tag # End an embargo with <tag> country
- mobilization # Begin the mobilization
- end_mobilization # End the mobilization
- officer = +/- x # Increase/Decrease the % of officer by x
- nuke = +/- x # Increase/Decrease the number of nuclear bomb by x
- song = name # Play the song <name> if the country of the player is the same of the event
Event effect (provine scope)
- add_armygroup { name = "name" historical_model = x/current reserve=0/1 } # Add an armygroup HQ <name2>
- add_army { hierarchy = "name1" name = "name2" historical_model = x/current reserve=0/1 } # Add an army HQ <name2> to the hierarchy <name1> (the hierarchy here is armygroup)
- add_corps { hierarchy = "name1" name = "name2" historical_model = x/current reserve=0/1 } # Add a corps HQ <name2> to the hierarchy <name1> (the hierarchy here is army, armygroup)
- add_division { hierarchy = "name1" name = "name2" } # Add a division <name2> to the hierarchy <name1> (the hierarchy here is corps, army, armygroup)
- add_regiment { hierarchy = "name1" name = "name2" type = "type_brigade" historical_model = x/current reserve=0/1 } # Add a brigade <name2> to the hierarchy <name1> (the hierarchy here is division, corps, army, armygroup)
- add_air { hierarchy = "name1" name = "name2" } # Add an air <name2> to the hierarchy <name1> (the hierarchy here can be a carrier, a corps, an army, an armygroup)
- add_wing { hierarchy = "name1" name = "name2" type = "type_wing" historical_model = x/current } # Add a wing <name2> to the hierarchy <name1> (the hierarchy here is air)
- add_navy { hierarchy = "name1" name = "name2" } # Add a navy fleet <name2> to the hierarchy <name1> (the hierarchy here can be a corps, an army, an armygroup)
- add_ship { hierarchy = "name1" name = "name2" type = "type_ship" historical_model = x/current } # Add a ship <name2> to the hierarchy <name1> (the hierarchy here is navy)
Feel free to comment those propositions, add new ones or indicate if some of this commands are already existings, the scripting guide is incompete in certain ascpect (command for adding level in building not describe for exemple)
Thanks