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@Wiz @Guraan @LordMune
We really need some methods to reshape sector borders... Sometimes it's necessary to combine 2-planet sector with another small one, at least wia some moddig tools. It could be within the sector scope, or a cluset, doesn't matter.

And, please, could you explain some code from the sector types:

Code:
core_sector = {

    system_scores = {
        base = 100
    }

    local_capital_scores = {
        base = -1
        modifier = {
            mult = -100
            is_capital = yes
        }
    }

    resource_conversion_table = {
        energy = 1
        minerals = 1
    }

    max_jumps = 2
}

Whad does system_scores means? As far as I understood, local_capital_scores selects the capital and establishes entire sector. Does max_jumps mostly corresponds to core sector outlining it's possible area?
Yep, local_capital_score will be used for selecting the sector capital, system_scores will be used to decide what systems will be included to this sector (<0 in score is do not use in both cases). When the system is creating new sectors it will create the one with best total score first.
The max_jumps is just for since you cannot scope into the non created sector, <0 is no limit there as well.

Sector scope has to be fixed...
7ZeHZ6ljSM_aqbfax9ajpw.png
Well we newked it from orbit and reimplemented it so it is kinda bare bone now, so create suggestions in the bug forum and we will address the need O;)
I will eventually read this entire thread but I've encountered some weird changes and I need clarification.

Q1) Are the modifiers leader_cost, influence_cap, subject_influence_gain, rivalry_influence_gain, immigration_pull, emmigration_push, shipsize_colonizer_build_cost_mult, shipsize_research_station_build_cost_mult still available or no longer? Or some equivalent of hydroponics_farm_build_cost_mult?
Anything regarding resources is most likely replaced with auto generated modifiers from the new economics system, its all based on economic categories right now (`common/economic_categories` for reference)

I have a new question too. Is there an equivalent for the pops_have_happiness trigger that checks basically the same thing (i.e. the pops are not gestalt pops, nerve stapled, or otherwise modded to have no happiness / impact on stability)?
Well we have scriptable triggers so should not be impossible, @LordMune is more qualified for this question than me O;)
I'd really like to mod the planet view such that the planet summary is joined with the population view, since I spend an inordinate amount of time tabbing between those two views. But I've been unable to successfully port anything from the population view into the summary view, and from what I can read it's because you can't change the order of elements. Or rather the elements are there (most of the time), but they're inactive with the defaults values and no tooltips. But is there some way around it? Is it for example possible to make a custom window that triggers when you click a planet, or some other way?
Have to check how it is made, when it comes to GUI you have the freedom to add/remove/move etc elements as you wish, but you cannot ever create root elements without the same type and name as the ones shipped in vanilla, basically the system is retarded and binds code to elements by name, hierarchy and type...
Same as all our games so google "ui modding hoi4" or similar you should get a rough tutorial O;)

And sorry for re-posting this question from the thread I started earlier, but I figure I might catch LordMune's attention here. If this doesn't work, I'll shut up about it, promise. :)
Not sure @LordMune has done that much GUI or am i out on a stretch here? (GUI is usually between UX designer/2D artist/programmer for the PDS games)

//Guraan