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Re: Unit sprite levels

Originally posted by Icer
How about more levels for unit sprites? There is 4 levels for tanks, 3 for fighters for example. I'd like to have lets say 5-6 tank levels and same amount of fighter levels and at least 2 levels for any other unit types. Any chance this would happen?

The optimal would be naturally to have as many sprite levels as there are model levels (basic, improved, advanced / light, medium, heavy). Bit off topic though.
 
Weather control

- Event commands for creating and eliminating weather patterns. This would give the modders the ability to recreate certain unlikely weather patterns that affected historical campaigns (ie winter of 1941 etc) or to put permanent sunshine on their home province ;) Ideally create a reserved range of weather pattern IDs that are only used through events and can be specifically assigned by event parameter.

{ type = create_pattern which = [province ID] data = [ID 900..999] value = [blizzard/snow/rain/lightning..] }

{ type = remove_pattern which = [province ID] data = [ID] }

For the remove_pattern either the ID or the province should be accepted. The first would allow destruction of mod-created storms (known ID), the second would allow destruction of normal weather patterns affecting the specified province.

Don't know enough about the weather system to know if this is feasible, but making it moddable would maybe help resolve some of the complaints about freak weather and also allow some additional historical accuracy for those who want it.
 
Re: Unit sprite levels

Originally posted by Icer
How about more levels for unit sprites? There is 4 levels for tanks, 3 for fighters for example. I'd like to have lets say 5-6 tank levels and same amount of fighter levels and at least 2 levels for any other unit types. Any chance this would happen?

Best would be sprites for each model - there were not that many...

Early panzers - the current L1 sprite is fine, a Panzer IV - the Panther, Tiger and King-Tiger - and maybe something like the E-series for advanced models... Allies basically had the Sherman for the whole war - the Soviets had the T34 then the Stalin tanks.

I think it would be better to trigger the sprite by the model - this is a lot of work for paradox - but there are plenty of sprite makers out there who would rise to the challenge...

HOI2 (if there is one...)
 
I would like to see AI build commands for separate models, so it could be directed to build different models with a certain ratio.

For example

Tanks:

light tanks = 25%
medium tanks = 55%
heavy tanks = 15%
super-heavy tanks = 5%

Fighters:

interceptors = 40%
multi-role fighters = 40%
escorts = 20%

This isn't necessary if Paradox does it by themselves, of course.
 
I think our wishlist should make paradox sweat a little by now but i'll add another one to keep up the pressure.

There needs to be a command to keep nations from sending expeditionary forces.


Ghost_dk
 
Two of my wishlist items have already been mentioned: the ability to attach JPG/MP3/AVI files to events, and to call a specific unit ID or a random unit of a specific type and modify or delete it.

Another request of mine would be to allow us to modify election dates, choices and effects, or at least let us disable the hardcoded elections. Before 1.05 I could just delete the election section of the ministers_xxx.csv file and write events to replace them like the ones used for USA, but since 1.05 the default election event fires anyway even if the csv file has been edited.
 
How about the choise of annexing single Provinces OR the complete Country.
The provinces could be chosen like in EU2.

If Provinces are chosen the Player gets the rest of the Country as a Puppet.
(only by full military Control over the targeted Country selectable).
 
Originally posted by Lordadmiral
How about the choise of annexing single Provinces OR the complete Country.
The provinces could be chosen like in EU2.

If Provinces are chosen the Player gets the rest of the Country as a Puppet.
(only by full military Control over the targeted Country selectable).
That's not a modding feature, just a wishlist item. Should be in the wishlist forum, not here. Also, it won't happen in HoI. MAYBE HoI2 if and when they decide to do one.
 
Originally posted by Fallout_Boy
Another request of mine would be to allow us to modify election dates, choices and effects, or at least let us disable the hardcoded elections. Before 1.05 I could just delete the election section of the ministers_xxx.csv file and write events to replace them like the ones used for USA, but since 1.05 the default election event fires anyway even if the csv file has been edited.
Are you sure about that? I don't think it's supposed to work like that; the election lines determine what years elections happen in. If those lines are removed how does the election know when to occur without events like USA has?
 
Are you sure about that? I don't think it's supposed to work like that; the election lines determine what years elections happen in. If those lines are removed how does the election know when to occur without events like USA has?
I have no idea where the information is saved, but it's somewhere other than the ministers_xxx.csv file. I tried testing this once again to make sure with ministers_spr.csv.

I was able to switch the A and B options by editing the csv file (since 1.05 has the wrong side as the A option for SPR), this worked fine.

Then I went back and changed the 1936 election lines to 1937, started a new game and the SPR election still happened in 1936.

Then I deleted the entire 1936 election section from the .csv file, restarted HoI and Spain STILL has an election in 1936.

Then I even deleted the 1940 and 44 elections, so all that was in ministers_spr.csv is the ruling cabinet, shadow cabinets, and replacement ministers. Ran the game again and there was still an election in 1936 with the same choice of ministers as before.

This only happens since I installed 1.05, before that I could successfully change the election years, or delete them completely to replace them with events. Since 1.05 if I use my election event and edit the csv file I get two elections in 1936.
 
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Another feature I would really like to see in HoI is one that ends a war between two countries and maintains the current borders. Right now you can only end a war with annexation, puppeting, sue for peace which returns to pre-war borders except for territorial claims, or the peace command which returns to pre-war borders.
 
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Originally posted by Fallout_Boy
Another feature I would really like to see in HoI is one that ends a war between two countries and maintains the current borders. Right now you can only end a war with annexation, puppeting, sue for peace which returns to pre-war borders except for territorial claims, or the peace command which returns to pre-war borders.

Maybe this is more for the diplomatic options wishlist. Im not trying to come down on you but lets try and keep this sticky for Modding options only.

keep those comming guys/(girls?) :D

Ghost_dk
 
Actually what I was suggesting is an end_war event command, not an in-game diplomatic option. If you want to end an ongoing war through events the only commands usable currently are inherit (annex), make_puppet, and peace.

If you want to end a state of war between two nations without destroying or puppeting one of them, the only option is the peace command, which forces a return to pre-war borders.

Lets say just as an example you want to make an event where China surrenders when they lose 80% of their home territory. Now lets say when the event triggers Chinese provinces are being occupied by USSR, Japan, UK, Mongolia and Manchukuo. The only choices you have when writing an event are:

A) Use inherit to give ALL of China to one of these nations.

B) Use peace to end the war, giving China back all of its original territory. Then secedeprovince to give each Chinese province to a specific nation. Whether USSR controls 20 provinces or 2 doesn't matter, the division is the same every time unless you write a dozen events with different triggers.

There is currently no way to pull China out of the war and let the occupying nations keep the provinces they have occupied.
 
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Originally posted by Fallout_Boy
I have no idea where the information is saved, but it's somewhere other than the ministers_xxx.csv file. I tried testing this once again to make sure with ministers_spr.csv.

I was able to switch the A and B options by editing the csv file (since 1.05 has the wrong side as the A option for SPR), this worked fine.

Then I went back and changed the 1936 election lines to 1937, started a new game and the SPR election still happened in 1936.

Then I deleted the entire 1936 election section from the .csv file, restarted HoI and Spain STILL has an election in 1936.

Then I even deleted the 1940 and 44 elections, so all that was in ministers_spr.csv is the ruling cabinet, shadow cabinets, and replacement ministers. Ran the game again and there was still an election in 1936 with the same choice of ministers as before.

This only happens since I installed 1.05, before that I could successfully change the election years, or delete them completely to replace them with events. Since 1.05 if I use my election event and edit the csv file I get two elections in 1936.
I eliminated the ministers_spr.csv 1936 election section and did not have an election in 1936 with 1.05 or 1.05b. I assume you started a new game after modifying the minister file. The minister and leader data are stored in the savegame file so they are not re-read from the csv files after the start of the game.
 
Originally posted by Fallout_Boy
Actually what I was suggesting is an end_war event command, not an in-game diplomatic option. If you want to end an ongoing war through events the only commands usable currently are inherit (annex), make_puppet, and peace.

If you want to end a state of war between two nations without destroying or puppeting one of them, the only option is the peace command, which forces a return to pre-war borders.

Lets say just as an example you want to make an event where China surrenders when they lose 80% of their home territory. Now lets say when the event triggers Chinese provinces are being occupied by USSR, Japan, UK, Mongolia and Manchukuo. The only choices you have when writing an event are:

A) Use inherit to give ALL of China to one of these nations.

B) Use peace to end the war, giving China back all of its original territory. Then secedeprovince to give each Chinese province to a specific nation. Whether USSR controls 20 provinces or 2 doesn't matter, the division is the same every time unless you write a dozen events with different triggers.

There is currently no way to pull China out of the war and let the occupying nations keep the provinces they have occupied.

Ok thanx for clerifying. I can go for that as well then :D
 
I eliminated the ministers_spr.csv 1936 election section and did not have an election in 1936 with 1.05 or 1.05b. I assume you started a new game after modifying the minister file. The minister and leader data are stored in the savegame file so they are not re-read from the csv files after the start of the game.
I was exiting the program, editing the file, and starting a new game each time. I ended up wiping and reinstalling HoI with 1.05 and CORE and now it's working ok. I still have no idea why this was happening but it is fixed, thanks for testing it for me jdrou. Sorry for spamming the modding wishlist thread with my strange bug :)