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Could you tell me which changes and I'll have a look. I may have just forgotten to tag them with [Modding] in our patch notes, and therefore I can't find them.
Some are here. I'll have to dig around the thread to see if there are any others; it was the stuff you and @Divine added before Christmas -- IIRC, you said you had some time to add modding stuff, but 1.3 had already gone into QA so none of it would be included at that time.

Also, if you could possibly mention the field marshal cap AI issue... perhaps @SteelVolt could take a look at it? :oops:

Oh, and wasteland (impassable) terrain type!
 
@ Havebeard and crew, read thru this week's diary and drooled all over my tablet. Thanks for all the hard work gang.
 
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Great job! I'm looking forward to these additions.

Would these be considered new features or could you see these things being moddable in the (near :p) future?

- the first one is really difficult. Its something that would take much time to do. We will probably end up doing it one day, but it is such a big task that it is likely to happen when we ourselves need it
- second I think is on our list of stuff we will get to eventually in the long list of mod support (correct me if I'm wrong Havebeard)
 
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Any chance for more AI DDs like the ones Steelvolt did leading up to 1.3. They were absolutely fascinating regarding how the AI was thinking the way it would.
 
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- the first one is really difficult. Its something that would take much time to do. We will probably end up doing it one day, but it is such a big task that it is likely to happen when we ourselves need it
- second I think is on our list of stuff we will get to eventually in the long list of mod support (correct me if I'm wrong Havebeard)

Thanks for the reply!

eventually in the long list of mod support

Mod-support until 2020 confirmed? Hehehe :)
 
@Havebeard so no chance of sneaking in a non_core_local_building_slots modifier then? :D
 
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Thank you for adding: local_non_core_manpower
I've been dying for it since I asked! :)

Quick question though, will it work like conscription does?
so when I alter the conscription value instead of: conscription = 0.025
it would be: local_non_core_manpower = 0.025 or non_core_manpower = 0.025?

Would be excellent to know so I can modify some quick things in anticipation for the update, great work! ^_^
 
@podcat
@Havebeard

You know, one thing I really miss from previous HoI games is the division and ship lists from the Ledger. (Well, the Ledger is another story... :D)

Still, sometimes it is very difficult to find a particular ship; I often want to see where one is, or even if it still exists. There is of course a list of fleets, and indeed a list of how many ships of each class I have, but there is no list of individual ships with associated info (class, fleet, location, etc.) and the ability to click on them to take me to it.

If that feature does exist, I've certainly not yet been aware of. If it doesn't exist, it would be awesome if you could add it. I know that you don't want everything bundled together in a ledger in HoI IV, but it does annoy me that certain useful features are missing as a result.

Perhaps the most logical way to implement this would be to expand the naval equipment list (which shows classes and number of ships per class) to include individual ships.

EDIT: Also, please add proper dynamic division naming. :oops::oops::oops:
 
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Will there be any adjustments regarding the state amount for Asian countries (India,China,Japan) they seem to not have enough states for me if i look at the western part of Russia to compare, why not China is like that?
 
I posted in the other thread, but this thread was made right around that time, so it may of been missed. I was wondering if it will ever be possible to have triggers fire on exact dates (and maybe exact times) in the future? Rather than the way it works now, where events fire in a general area around the date you set it to. Because, as far as I'm aware, there's no direct way to do this. Though there are workarounds, like Ted52 managed to do to trigger 9/11 in his mod.

Something like this is what I imagine:
Code:
date = 1949.1.3

Or with an exact time, which also could be extremely useful for historical events if possible:
Code:
date = 1949.1.3.13

Will we ever see something like this?
 
I still never fires at the right time for me. Maybe I did something wrong, but I used that for an event once and it always fired around nineteen days after the first date.

As I recall, if you use a weight_multiplier it should trigger at the specified time. IF there is a weight_multiplier option for event triggering :D
 
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