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Jamie550

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Jan 29, 2007
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Introducing the HoiEditor (v0.4.2)!

Requires .NET Framework 3.5

For Doomsday and Armageddon, ModDir support

NOTE: Place .exe into the same place where the game exe is
NOTE: Requires .NET Framework 3.5
CurrentVersion: 0.4.2
Download: http://www.mediafire.com/?mnbhznwvxgm

Mirror: http://usuarios.lycos.es/reignerok/hoi2editor/index.html

Disclaimer: I guarantee nothing. Backup your files

Vista users: If your game is in Program Files, the editor will require administrative permissions



QUESTIONS:

Can anybody create or suggest an icon for the editor?

What do the last columns in provinces.csv do?

How are the map files read?
 
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Jamie550 said:
QUESTIONS:

How are initial ministers chosen? Is it always the first ten?
Answered in your other thread, but the first (by ID) available (by year) that matches your governments ideology
What is ";Replacements;;;;;;;x" and is it required?
It is needed, but doesn't do anything. The way it used to work (and still can) is that the starting cabinet would be the first ten ministers listed in the file and then you would put the "Replacements" line followed by all alternate ministers. This had the side effect of being able to force a non-compatible cabinet (regardless or Ideology) on a new government. Paradox switched to putting all of the ministers after the "Replacements" line to prevent this from happening.
Also, in province.csv, do SizeModifier, AirCapacity, and City do anything?
No...I think they are left over from the EU2 engine
Many of the later columns are left blank. Which of these are useless, and which are optional?
Some columns are left blank if they don't have a value (Port/Beach X/Ypos for an inland province), others are left blank because they aren't used by the HOI2 engine (but are left over from EU2). You still need the semi-colons, but can leave the values out.
In unitnames.csv, what values can go in the second column?
Second column is the Unit Type, so...any of the abbreviations for the different DIVISION types (brigades can't have names)...most are self-explanitory (HQ, Inf, Par, etc.) but the Light Carrier and the SSN (which is inactive since the 1.3 patch) don't have a defined abbreviation so you have the use the type number instead (27 for the CVL and 29 for the SSN).
 
xtfoster said:
It is needed, but doesn't do anything. The way it used to work (and still can) is that the starting cabinet would be the first ten ministers listed in the file and then you would put the "Replacements" line followed by all alternate ministers. This had the side effect of being able to force a non-compatible cabinet (regardless or Ideology) on a new government. Paradox switched to putting all of the ministers after the "Replacements" line to prevent this from happening.

So I could put the replacements line as a header, then the ministers?
 
Jamie550 said:
So I could put the replacements line as a header, then the ministers?
Correct, that is the way that Paradox has done it since one of the early DD patches.
Code:
AFG;Ruling Cabinet - Start;Name;Pool;Ideology;Personality;Loyalty;Picturename;x
;Replacements;;;;;;;x
54001;Head of State;Muhammed Zahir;36;FA;Autocratic Charmer;Very High;M54001;x
 
xtfoster said:
Second column is the Unit Type, so...any of the abbreviations for the different DIVISION types (brigades can't have names)...most are self-explanitory (HQ, Inf, Par, etc.) but the Light Carrier and the SSN (which is inactive since the 1.3 patch) don't have a defined abbreviation so you have the use the type number instead (27 for the CVL and 29 for the SSN).
A small correction, the ssn is not inactive, but is just not used by Vanilla Doomsday. The file can be used by any modder to introduce a new type of capitalship. The AI can also be programmed to build them since the Nuclear_submarine parameter in military build section is also still active and can be added. So you could add that to your editor for people to use. Cant remember if it could have 1 or 0 navalattachement, but i think it was 0.
 
snajper06 said:
thx for tool it's awesome, I have question did you add to you editor editing models and brigades with pics it' very useful for me please

Model editing will be added in the future. What do you mean about the pics? For pics it is just a matter of naming them a certain name, then placing them into a certain folder. I'm not sure how the editor could help with that.
 
Jamie550 said:
Model editing will be added in the future. What do you mean about the pics? For pics it is just a matter of naming them a certain name, then placing them into a certain folder. I'm not sure how the editor could help with that.
I mean like leaders and minister when you editing you see the pics
 
Jamie550 said:
Leaders, ministers, and tech teams do have their pics show up currently.
I wish when you add model and brigades editing they are look like ministers and leaders editing, means when you edit the brigades you see the pics this brigades. I now tech leaders and minister have pics.
 
Gormadoc said:
A small correction, the ssn is not inactive, but is just not used by Vanilla Doomsday. The file can be used by any modder to introduce a new type of capitalship. The AI can also be programmed to build them since the Nuclear_submarine parameter in military build section is also still active and can be added. So you could add that to your editor for people to use. Cant remember if it could have 1 or 0 navalattachement, but i think it was 0.
As I look around in my current testing game (Modern Day Scenario 1.5), I notice that unitnames.csv has many numbers, besides just 27 and 29 (For example, 21, 22, 25).

Is there any reason for this, or can the editor change those numbers to abbreviations?
 
Gormadoc said:
A small correction, the ssn is not inactive, but is just not used by Vanilla Doomsday. The file can be used by any modder to introduce a new type of capitalship. The AI can also be programmed to build them since the Nuclear_submarine parameter in military build section is also still active and can be added. So you could add that to your editor for people to use. Cant remember if it could have 1 or 0 navalattachement, but i think it was 0.
ANY Division can have at least 1 attachment...even the SS and CVL, they just don't have any defined as being allowed. If you add an allowed brigade, they (probably) won't be able to add it during construction (except the AI) but could after construction. Many mods allow the Transport and CAS to have escort brigades, for example, but you have to add them after construction.
 
Jamie550 said:
As I look around in my current testing game (Modern Day Scenario 1.5), I notice that unitnames.csv has many numbers, besides just 27 and 29 (For example, 21, 22, 25).

Is there any reason for this, or can the editor change those numbers to abbreviations?
Those numbers are the Division Type...
0 - Infantry
1 - Cavalry
2 - Motorized Infantry
3 - Mechanized Infantry
4 - Light Armor
5 - Armor
6 - Paratroop
7 - Marines
8 - Mountain
9 - Garrison
10 - HQ
11 - Militia
12 - Fighter
13 - Interceptor
14 - Strategic Bomber
15 - Tactical Bomber
16 - Naval Bomber
17 - CAS
18 - Transport Plane
19 - Flying Bomb
20 - Rocket
21 - Battleship
22 - Light Cruiser
23 - Heavy Cruiser
24 - Battlecruiser
25 - Destroyer
26 - Carrier
27 - Escort Carrier
28 - Submarine
29 - SSN
30 - Transport Ship
 
xtfoster said:
Those numbers are the Division Type...
0 - Infantry
1 - Cavalry
2 - Motorized Infantry
3 - Mechanized Infantry
4 - Light Armor
5 - Armor
6 - Paratroop
7 - Marines
8 - Mountain
9 - Garrison
10 - HQ
11 - Militia
12 - Fighter
13 - Interceptor
14 - Strategic Bomber
15 - Tactical Bomber
16 - Naval Bomber
17 - CAS
18 - Transport Plane
19 - Flying Bomb
20 - Rocket
21 - Battleship
22 - Light Cruiser
23 - Heavy Cruiser
24 - Battlecruiser
25 - Destroyer
26 - Carrier
27 - Escort Carrier
28 - Submarine
29 - SSN
30 - Transport Ship
OK, is there a reason to use the number instead of the abbrevation (EDIT) in unitnames.csv?

And also, how does the game know what unit files to open? Example: In MDS, there is a file called helicopter_brigade.txt. How does it know what this represents?
 
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