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Havebeard

Yes
Aug 11, 2015
710
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Hi everyone,

As mentioned in last weeks diary, I wanted to go a little more into detail with a few of the changes modders can look forward to in 1.3.3.

Tech trees
A part of HOI4 we've often seen modded are the technology trees, specifically adding trees that are unique to one nation. This has so far been achieved with a clever little trick, where the first technology in a tree only is available to a certain nation. This does achieve the goal, but it also means all trees are visible, even though the player can never research them. In 1.3.3 we've added dynamic technology folders, which hides and locks any technology in the folder that does not meet the trigger. I've taken a book out of my click bait add and prepared a little before and after sample using BICE as an example of how the new mod feature looks.
before.png
after.png


Obviously they could chose to remove all the original folders and replace with country unique ones, but that's up to the BICE guys.
This does technically work with any trigger, but I recommend primarily using it for tags. Enabling during the game and and keeping it enabled for the rest of the game should not be a problem.

Industry
One of our focuses for 1.3.3 is to improve industrial balance. We will talk more about that in the future (when its actually done :D) but this has led to some new features modders have requested as well. Its now possible to separate the industrial bonuses between factories and dockyards for example (helpful for balancing concentrated vs dispersed industry also) as well as now being able to control the max number of factories assignable to production lines (some mods like to limit the max for naval construction for example so you produce more in parallel rather than serially) but so far this was only possible by limiting UI for player. Now it can be set separately for military, civilian and naval lines.

Change state names
state_before.png
state_after.png


Changing victory point names

Of course modders have also wanted to be able to change names of cities, and now you can!
Untitled.jpg


More is more!
These new features will amaze you. I can't believe no 5
Apologies if some have already been mentioned =)

-Added trigger to technology folders. Will hide tab and disable research for techs if trigger is not met.

-Split up factory modifier into a new industrial_capacity_dockyard so dockyards get their own progression

-Added local_non_core_manpower state modifier

-Added effect add_state_modifier

-Added an on action for on_annex. Fired from both effect and peaceconference.

-Fixed on_civil_war_end having a fixed random seed

-Added has_country_leader trigger

-The AI is no longer quite as emotionally attached to modded ideas. Will now consider changing non-hardcoded ideas if the ai_will_do value is higher than the existing idea.

-Added new ai strategy "template_xp_reserve" that lets you modify how much AI wants to burn or not burn its xp for division design
-Added proper error handling when reading scripted ai strategies

-Added can_join_factions rule

-Added trigger has_tech_bonus. Works with specific technology or category

-Added has_resources_amount trigger

-Added on_startup to onactions

-Added count_triggers ( same as calc_true_if on other projects )

-Added set_state_category

-Added set_state_name


The rest of the team are squashing bugs, working on late game performance and as always improving the AI.

Also don't forget to tune in at 16:00CET on www.twitch.tv/paradoxinteractive today where we will be checking out Millennium Dawn: Modern Day Mod in our series of mod highlights in World War Wednesday!
 
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So, are there any plans for the new modding features being used in the base game ?

the name change ones you see in the diary are in, as for more, maaaaaybe :3
 
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One final question, will you be able to document the new mod features in the coming patch notes? I am aware it can be tedious, but it has always been a crusade for me to push for better documentation, especially with the wiki's in such a sad state of disrepair.
Any new trigger and effect I add will come with proper documentation in trigger_docs. If they don't have it, ping me on the forum.
If We have added other features and you think they lack documentation, I will explain them on the forum. If you could then update the wiki with relevant information it would be a great help.
 
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Oh and a last aside, can we get a similar building_slot modifier for non core states as you have included for non-core manpower? This would be quite useful to enable so that we can have a conquering empire not lose out on factories due to annexing rather than puppeting.
cant you already do that by adding to the non_core modifier in static_modifiers.txt?
 
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Can the nation specific tech folders still have the same place as the original ones?

For example I change the tank tech tree only for Germany and the place of the folder stays where the generic is, just techs are different?
You just hide the original and put your folder in it's place.
 
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Hi @Havebeard

I really like the new country specific mod adds. I would like to have the UI be able to be changed base on which country is being played. I am adding & changing names of idea slots (minsters & military staffs).

I have given the slot a general title
Code:
  minister_deputy:0 "Deputy Minister"
Which works.

I want some countries to use a unique title like:
Code:
 USA_minister_deputy:0 "Vice President"
Which does not work.

Can this be done? Can it be done for 1.3.3?

Thanks for your support!
Probably not for 1.3.3, but @hiddengearz can probably add it to the wishlist and I'll have a look at how difficult it is.
 
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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.
If there is interest I can see if its possible to do. Since we are talking focus on bugs and balance now they can probably be rolled into regular diaries. I am also pretty happy with performance optimizations, but I'm not sure if there is enough stuff thats interesting to write about there. Would it be interesting to read about some of that goes on when we hunt for lag spikes and performance problems?
 
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@Havebeard

Will the snow and mud effect get a unit and/or country specific (idea) modifier? So that tracked vehicles can move/fight with less malus from the mud and the Soviet-counter offensive have a scripted idea to lower the malus from the snow / deep snow. This is really important for a proper Barbarossa campaign, the weather system is fantastic and can be tuned to really make campaigns realistic if these mud/snow things where added.

This does not need to be in the base game, I want to be able to add it by modding.
This is the kind of thing you write in the wishlist thread @hiddengearz will then add it to the list, so I can take a look at it. It sounds like a great idea for scenarios, and I would be happy to see how doable it is.
 
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