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Apologies for the repost, feel like it was lost among other posts.

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! ^_^
 
Cheers for the DD Havebeard, and love your work :D. Will be sooooo good to be able to manage dockyards in a less smoke-and-mirrors way (and in a way that forces the AI to use it as well), as well as have separate modifiers for dockyards vis-a-vis military and civilian industry :). Tech changes and state modifiers also great, as is everything else. Thank you very much for all your work :D.



Quoted you so you see the method below :).



Unfortunately, this only works if the MTTH check happens to be on the 14th - it'll work in your mod because you've got the MTTH checking every day, but for the default event offset of 20, it'd be less likely.



We don't have an on_game_start action at the moment (it's on the wishlist though), but what is possible is a trick that @Chondrite taught me - an event with tag = GER as the trigger and an MTTH as 0 will fire at the end of the first day. Giving you an 'anchor' event, the day of which is known (probably best this is hidden). You can then use immediate from this event to trigger any other events at a specific day - these events will still only trigger if the specific conditions for those events are met. Example of the one I'm using (with a days = added, I don't use it m'self here at the moment as the purpose of this is to give an 'intro to the mod with choices' on day 0, but syntax should help those looking to trigger at other dates) in spoiler below.

country_event = {
id = shipvariants.99

hidden = yes

trigger {
tag = GER
date < 1936.1.4
}

mean_time_to_happen = { days = 0 }

immediate = {
every_country = { country_event = { id = shipvariants.1 days = 100} }
}

option = {}
}


Axe you can hook it into the yearly pulse ones, and they tend to fire either at game start or on January 1st 1937. Either way, the point I was making is still valid, you specify the exact date of things in the trigger event, and it gives you a de-facto specific date trigger.
 
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Axe you can hook it into the yearly pulse ones, and they tend to fire either at game start or on January 1st 1937. Either way, the point I was making is still valid, you specify the exact date of things in the trigger event, and it gives you a de-facto specific date trigger.

Cheers for the info :). I just haven't played around with the yearly pulses yet (that's waiting for when I get into my tech modding) and am not familiar with when they fire (for example, I didn't know whether they reliably fired on game start) so couldn't provide an example of syntax that Gamengervi could pinch and use. It was definitely a valid point, but there may have been some confusion about how to get an on_action to trigger on game start. Don't get me wrong, I'm not in any way, shape or form being critical (you're multiple times the modder I am :)), just trying to add some extra info.
 
@Havebeard

I recall that a previous announcement included mention of dynamic flags. Will that come in a later update, or has it been implemented already?

Also, I've read that minimum national unity is 10%. If that's true, you might want to know that in defines.lua there's a define for max NU but not for the min. Seems like a bit of an oversight.
 
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?

I love these dev diaries, they make sitting in front of a computer screen staring at excel a bit more bareable. I am interested in all parts of the development you guys do on the game. I'd sure like to read about performance problems, or less direct gameplay related things.

That being said, if I had to choose between a back end dev diary or one about new features I would choose a new feature! I of course don't choose and I am happy regardless of what the content of the dev diary is so long as I get one.

Variety is good too, there were new feature diaries, ai/bug diaries, now modding diaries. Seeing snippets of all aspects is great. Hearing from art, audio, balance, Clausewitz engine, whatever; I just love how open you are with your work and how close you guys are with the community!
 
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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?

I would find it interesting to get a recap of the HoI team. Also, I got the sense that some of you have a personal interest in WW2 too- if so, stuff like what area of the war it is and why.

No idea how widespread that interest is; so we're all waiting for a road map too ;)
 
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the name change ones you see in the diary are in, as for more, maaaaaybe :3

Excellent news!
(Please don't forget my suggestion that Soviet city names be changed in the event that the USSR changes alignment.)
 
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Can the vanilla counter edge boundary colors be modded to display different colors that can be tied to nation or faction so as to help the player distinguish own units from those of other countries?

If so, that might help a workaround for a bug that arose a some months back making all counters grey
(That was [1.3.1][8152] All Division are displayed grey)

Thanks.
 
@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.
 
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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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It's in 1.3.3 (Did I forget it in the patchlog?)


See @Axe99 I knew there was some reason I kept thinking there was one! I probably muddied the current state and the future state of the game in my head :D
 
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Its now possible to separate the industrial bonuses between factories and dockyards for example (helpful for balancing concentrated vs dispersed industry also)

Thats huge, dispersed was really imbalanced even after it was buffed. So I hope separating industry bonus and dockyard bonus would apply to base game as well?
 
@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.

I have recently had two fairly challenging AI games by using a mod and maxing either Germany and or Soviet bonuses. As Germany, this is part of what I thought they needed to bounce back from crushing encirclements.

I also thing some trigger to boost AI production for a desperate defence of homeland could help.

And a trigger or stock levels check to tell the AI to go over to mostly strategic defensive.
 
It's in 1.3.3 (Did I forget it in the patchlog?)

Woohoo! :D. Sorry, I must have missed it - I just had a look and it's there. I looked carefully (well, I thought so) this morning, but a bit buggered today, so must have had brain fade. Thank you very much, on_startup is much goodness :D.

See @Axe99 I knew there was some reason I kept thinking there was one! I probably muddied the current state and the future state of the game in my head :D

:D.