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Havard

Dark Power
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Jun 28, 2001
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In line with my EU editing website I've started on a website about editing HoI:

Havard's HoI Hacking Haven is released in beta ;)

Good:
- Scenario Scripting Guide
- OOB Generator!
- More editing stuff!

Bad:
- I have a nagging feeling the server is a bit slow...
- OOB Generator doesn't handle nested units (like airunits on carriers) yet...

Any comments are appreciated :)
 
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Neato!
 
Well, this is definitely getting a link on my site when I get the scenarios section going... and if you start making flags Havard, I would love to catalog them....

M
 
Originally posted by Havard
In line with my EU editing website I've started on a website about editing HoI:

Havard's HoI Hacking Haven is released in beta ;)

Good:
- Scenario Scripting Guide
- OOB Generator!
- More editing stuff!

Bad:
- I have a nagging feeling the server is a bit slow...
- OOB Generator doesn't handle nested units (like airunits on carriers) yet...

Any comments are appreciated :)
i will wait to say anything about this until i have the game....:( :rolleyes:
for now, i can only say, GOOD WORK :D
 
comments

Nice page Havard, you have done it again. I assume you will add more stuff as well?

Some comments:
Scenario-page, "Alliances", you say that the only changes here are adding or removing countrie, but afaik removing alliances are possible as well. Check the 41 scenario, if i`m not mistaken the comintern is not listed. Not sure what happens if you leave an alliance in, but with no members, you might wanna see if that crashes the game, and if it does maybe advice ppl not to try it.

Scenario-page, "Wars" Dont think type has to be unique, all wars in the scenario have the same type, id must be unique.

Scenario-page, "Province definitions", many other posibilites

Country-page, "Political alignment and diplomacy", Puppet and control should perhaps be mentioned. Are there any others?
You should perhaps make it clear that warentry and dissent is not part of the diplomacy object. Syntax example for dissent would be nice, and perhaps a few words on what it simulates, and what its effects are.

Country-page, "Starting resources and convoys", In the second paragraph you call transports and escorts "naval resources", I think calling them transports and escorts might be better to avoid confusion with "normal" resources.
I think you should have used another convoy as example, since this one tries to ferry resources from one country to another, a feature that is covered by the worldmarket feature, and could therefore cause confusion.
At the bottom of the page there is a ???, I think what you meant to say was that the areas a convoy passes through is marked purple(ish) on the map when in convoy mode.
 
Re: comments

Originally posted by Ktarn
Nice page Havard, you have done it again. I assume you will add more stuff as well?
I'll try to keep up to date, possibly add new stuff. (e.g. nothing on graphics yet...)



Some comments:
Scenario-page, "Alliances", you say that the only changes here are adding or removing countrie, but afaik removing alliances are possible as well. Check the 41 scenario, if i`m not mistaken the comintern is not listed. Not sure what happens if you leave an alliance in, but with no members, you might wanna see if that crashes the game, and if it does maybe advice ppl not to try it.
I'll have to test that, yes.

Edit: Removing or emptying the axis has the side-effect that it ends the game when you load... :p


Scenario-page, "Wars" Dont think type has to be unique, all wars in the scenario have the same type, id must be unique.
type/id combinations have to be unique... ;)


Scenario-page, "Province definitions", many other posibilites
Indeed. Seems I might be missing something there...


Country-page, "Political alignment and diplomacy", Puppet and control should perhaps be mentioned. Are there any others?
Not that I can remember...


You should perhaps make it clear that warentry and dissent is not part of the diplomacy object. Syntax example for dissent would be nice, and perhaps a few words on what it simulates, and what its effects are.
Clarification on the list... syntax too. I hadn't planned to write much about the other stuff though... Only refer to the game (and manual).


Country-page, "Starting resources and convoys", In the second paragraph you call transports and escorts "naval resources", I think calling them transports and escorts might be better to avoid confusion with "normal" resources.
Maybe some bad wording there yes... :eek:

I think you should have used another convoy as example, since this one tries to ferry resources from one country to another, a feature that is covered by the worldmarket feature, and could therefore cause confusion.
At the bottom of the page there is a ???, I think what you meant to say was that the areas a convoy passes through is marked purple(ish) on the map when in convoy mode.
Yes :eek:


Thank you for useful comments. I'll use your post as a checklist for the next update :)
 
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Re: Re: comments

Originally posted by Havard
Thank you for useful comments. I'll use your post as a checklist for the next update :)
I`m honored, but please be advised that I`ve prolly missed some stuff.
I`ve read through the rest of your site, the event scripting part was higly informative (even for me :)), and clearly the cornerstone of the site.

I have some more comments.
The fact that everything after # on a line will be ignored should be mentioned early on. I suggest changing the event structure example to include "# this a typical event" or something, and then a short description of commenting not far below.
While this might be considered common knowledge, it might not be known to all prospective HoI scripters.
In the same vein, more syntax examples would be welcomed.

Events 3.3, you refer to setting a probability trigger being mentioned above, it might be just me, but I cant find that.

The name examples in 3.5 and 3.6 are kinda outdated...

Some commands
does the civil_war command work?
does province_revoltrisk work, i`m pretty sure it has no effect it it does
What exactly does the regime_falls command do?

File-editing
Ai, there is an object that determines % of unittypes the country produces, that should be mentioned.

At the end of the country.csv entry it seems to be a link missing.

3.1 - 3.5 all have links to other documents missing.

Ministers
Perhaps a few words about what historical parties and groups of parties that the ideologies represent.
Syntax example would be nice.

Leaders
The list of what the skill levels represents might be useful.
The traits section is empty, i`m guessing this section isnt finished.
Syntax example would be nice.

OOB section
I suggest placing this in the "Country definition" section. It might be obvious, but you dont say where the OB info is located...

Other stuff:
May I suggest adding useful cheatcodes and tricks of the trade somewhere. F12 showid and event # comes to mind as very useful, but the fact that you can search for provinces by their id number is also quite useful when editing. Not doing too many changes before you check that its working is another tip, atleast until you get a hang of it.

I`m guessing a add new country guide is coming?
Another thing the masses will ask for is savegame editing.
 
Re: Re: Re: comments

Originally posted by Ktarn
Events 3.3, you refer to setting a probability trigger being mentioned above, it might be just me, but I cant find that.
Its just me...
 
Re: Re: comments

Originally posted by Havard
I
type/id combinations have to be unique... ;)
I guess this is a bit nitpicky, but only id has to be unique, type can be the same for all wars.
 
Re: Re: Re: comments

Originally posted by Ktarn
I guess this is a bit nitpicky, but only id has to be unique, type can be the same for all wars.
Well... I don't knwo who the nitpicker is... ;)

As I said, the combination has to be unique. This means that for each type there can only be instance of a certain id. You can change the type and get a whole new range of ids...

That said, I'll change the text to explain this a little better :)

You mention:
does the civil_war command work?
does province_revoltrisk work, i`m pretty sure it has no effect it it does
What exactly does the regime_falls command do?

civil_war is used in the Spanish civil war event. I'm not sure what it does in other countries though... I have assumed this was the event script equivalent to the hardcoded EU2 "civil war" event.
province_revoltrisk should have been deleted from the list. :eek: There are other EU2 commands that is recognised by the game but have no effect anymore (like the 'relation' command and the 'mine' command) but I thought I had removed these...
regime_falls does not appear to have any effect at all... (Bugzilla bug 4182).

Lots of other good comments. Thank you :)