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Does the modifier affect all owned forts, or only forts in core provinces? (If Norway annexed France, would it magically throw the Maginot Line into disrepair?)

Can it be used in state and province scopes, or just country scopes?
It affects every single fort, but if you wanna be more specific the modifier works in the state scope too.
 
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1) Any plans on increasing the amount of variables we gain access to? For example, we cannot access convoys.
2) Any new effects, triggers regarding the new trade system?
3) Any plans to enhance access to divisions? Some effects (e.g. history) are buggy, while accessing one specific division is very hard.

Overall, very useful changes!
They're not variables but you can access convoys as equipment, with convoy_1. I do that a lot in Norway
 
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1) Will the new international market be moddable?
2) There was in previous dev diaries a talk about improvement to designer companies through "Military industrial Orgs.", yet so far we've had no news about their development, will this not be included in the new DLC?
3) Will the special forces tree be moddable in a similar manner to how doctrines are?
Details on the features we have announced for arms against tyranny will be in future dev diaries. You can find what is included in arms against tyranny on the steam page for the expansion pack.
 
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@CarloPDX @C0RAX or any other Dev Can you take a look about this post please:


Or the next DLC will be a slaughter
posting a thread here wont get it seen to faster. bugs are tracked from the bug forum and fixed according to our internal priorities system.
 
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Something that I haven't seen yet is how the joint focus trees are defined.

Do they have to be defined in every focus tree that can access it?
Or does the Joint focus tree have it's own file that can be called within a country's focus tree if the necessary parameters are met?
It's a regular old shared national focus file, the "jointness" of them is defined focus by focus
 
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Bit late so probably won't get a response but will characters be made more dynamic/less hardcoded (probably not this DLC cycle but like maybe the next one, or an intermediate)? Stuff like allowing characters themselves to be stored in variables and checks like "is_hired_as = <advisor slot>".
Characters can already be added as variables! And I think you can get workarounds for the hired as advisor slot
 
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Theoretically, but they tend to break. I can't give any examples because it's been a while since I last tried, but in my experience variables/event targets that store characters always return null when I try to reference them later in script.
The 'is_<advisor_slot>' triggers got updates in one of the post NSB patches to only return true if the character was currently hired in that slot, BTW. Very useful, not sure why the triggers didn't originally work that way.
on_add/on_remove with character flag is_hired is probably the most robust one atm
 
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Theoretically, but they tend to break. I can't give any examples because it's been a while since I last tried, but in my experience variables/event targets that store characters always return null when I try to reference them later in script.
The 'is_<advisor_slot>' triggers got updates in one of the post NSB patches to only return true if the character was currently hired in that slot, BTW. Very useful, not sure why the triggers didn't originally work that way.
We've been definitely fixing a bunch of issues with the character system and I'm pretty confident about it nowadays so try again, specially when the patch for AAT comes out =}
 
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