They are used a bit here and there but mostly for graphical appearance and text. That is interface textures and naming, the purpose of it is to have different flavor of things that are the same for each country gameplay wise.Oooh, nice. are those country specific hooks mainly for units, or are they potentially for things like tech/UI as well? No need to answer, but interested if you can/feel like it.
Hahaha It is a team effort, we all agreed that moddability should always be one of the main focuses (if/when possible) when designing the different systems.I'm almost more excited about that -debug flag than I am about all the other modding features combined. Praise be to whoever is/are responsible for it making it out to modders.
* The construction system do not use it as it is but it has support for it at least when it comes to naming, you could easily rename the generic "Trade Goods" for GER (and germany only) to "Sauerkraut" just by adding something like 'GER_TRADE_GOODS: "Sauerkraut"' (where default 'TRADE_GOODS: "Trade Goods"') in the localization files.
etc...
Hahaha It is a team effort, we all agreed that moddability should always be one of the main focuses (if/when possible) when designing the different systems.
In theory yes, trade goods are a pseudo resource (loss of civilian production) so I cannot say if the "material" resources are country specific right now... But that is a <5min fix if they are not OThat's pretty cool - thank you very much for the extra info. So, if I get this right, we could have Aluminum for the USA and Aluminium for the UK?
(suggestion partly a joking reference to discussion of which spelling to use for it from a DD a ways back
).
Thanks for the feedback, but darn. I have to say, I'm a bit disappointed. I wasn't so much thinking about events changing the player's templates, but rather the AI controlled nation's templates. Such an event effect would really allow a modder to leverage one of the coolest features of HoiIV -- the ability to make changes to potentially hundreds of divisions by just changing the template and allowing the game mechanics to automatically adjust the manpower and equipment for you. I was hoping to give nations historically accurate OOB's for 1936 and then have their division structures change over time to be like the divisions that eventually fought in the war. For example, the US infantry divisions would start with four regiments but by the time the war rolls around they had three regiments, and later would add an independent tank battalion. Or Italian infantry divisions could start in 1936 with three regiments, be reduced to two regiments in 1938, then have two battalions of infantry (a legion of CCNN) added back in 1940. Or the early SS divisions starting out as modest brigades and morphing over time into bloated uber divisions by late war.You can add more templates , like a smaller but not change existing or change what templates some units use. Understand that player might have several different templates for infantry or armor so there wouldnt be a way of targeting the right one.
Any support for having proxy wars, instead of the full-on ww2 type war?
I mean a war that is less than a war, like a border skirmish, with the country carrying on as if it is still at peace, since the war is in foreign lands or such small scale as not to matter much.
Any way to have submarines fire missiles for a modern day type mod?
Have you added any modern abilities to the game, which can be accessed by modders, in addition to the usual ww2 stuff.
Have you in any way future-proofed the game to allow modders to add modern day type units / abilities
Thanks
There is a Border War mechanic, it's used in the Chinese Civil War, should be able to apply it elsewhere
I would love if someone made a mod to spilt large cities into 4 or 5 different provinces eg. North Berlin, East Berlin, South, West, central etc. would really simulate the battles for cities as a much more part by part process of bitter fighting and resistance. [...]
We only have limited stuff like that unfortunatly so you need to hack around with events. Its something i would like to improve but its very technically difficult. We spent a week on suppoting dynamic tag changes but atm its much too unstable. I hope we can sort it out in the future. Just flag change is easier i guess.
This could instead be created as a scripted trigger which we would define in the scripted_triggers folder in the game files as the following:Code:any_neighbor_country = { tag = GER } NOT = { is_in_faction_with = GER }
Code:is_neighbor_not_in_german_faction = { any_neighbor_country = { tag = GER } NOT = { is_in_faction_with = GER } }
There's flag changing in HoI4? Is there also name changing?Just flag change is easier i guess.
They are used a bit here and there but mostly for graphical appearance and text. That is interface textures and naming, the purpose of it is to have different flavor of things that are the same for each country gameplay wise.
Ex:
* Naming and textures used for techtree interface are using the system for both of them for appearance.
* The construction system do not use it as it is but it has support for it at least when it comes to naming, you could easily rename the generic "Trade Goods" for GER (and germany only) to "Sauerkraut" just by adding something like 'GER_TRADE_GOODS: "Sauerkraut"' (where default 'TRADE_GOODS: "Trade Goods"') in the localization files.
etc...
There's flag changing in HoI4? Is there also name changing?