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Kadur
19.05.11, 01:35
For the Motherland - DD 8 – Modding

Well, it's Wednesday and that means it's time for a dev diary! Today I am going to talk about the various new triggers and effects that we're adding to FTM. I expect this is mostly of interest to modders, but the rest of you can imagine what we're doing with these effects.

First up, here's some useful commands we added for battle scenarios:


add_division = {
name = "Test Division"
where = 5589
bergsjaeger_brigade = "cool mountain dudes"
}
This adds a division called “Test Division” in province 5589 with one Bergsjaeger brigade called "cool mountain dudes". While you can't script command chains this way, the created division is automatically attached to the theatre it's placed in. Some other scenario commands are:

brigade_exists = <name> - checks if a named brigade exists.
brigade_in_combat = <name> - checks if said brigade is currently in combat
remove_brigade = <name> - removes that brigade.
Also, supplies = x /fuel = x can now be used in a province scope to add those goods to that province.
What else? Oh, we can check and modify leadership per province too.

There is a new static modifier, government_in_exile = {}, which you probably won't be surprised to learn can be used to affect all GiE nations.

For strategic resources he we have:
has_strategic_resource =<yes/no> - A trigger to check if a province has any strategic resource.
strategic_resource = <resource_name> - A trigger to check if a country/province has a specific resource.
strategic_resource = <resource_name>/none – An effect to add or remove a strategic resource from a province.

And here is the list of strategic resource effects:


aluminium = {
air_build_speed = -0.25
}
rubber = {
amm_movement_speed = 0.25
}

heavy_water = {
nuke_research = -0.4
}

uranium = {
nuke_research = -0.4
}

tungsten = {
hard_attack = 0.25
}

fur = {
winter_effects = -0.33
}

black_soil = {
global_manpower_modifier = 0.10
}

cinchona = {
jungle_effects = -0.33
}

helium = {
rocket_build_speed = -0.25
}

gold = {
global_money = 0.33
}

horses = {
supply_throughput = 0.10
}

antibiotics = {
casualty_trickleback = 0.05
}

ballbearings = {
unit_repair = 0.25
}

prefab_ship_facilities = {
naval_base_efficiency = 0.33
}

dockyard_facilities = {
naval_build_speed = -0.25
}

oil_refinery = {
fuel_conversion = 0.5
}

automotive_industry = {
tank_build_speed = -0.25
}Some misc stuff:
fire_election – Effect to trigger an election.
The government = X effect can now use THIS and FROM.
<Tag1> = { has_wargoal = <Tag2> } - Checks if one nation has any wargoals set against another nation.

Finally we have wargoals. These are very moddable too, here's the lebensraum wargoal as an example:


# lebensraum!
aquire_territory = {
sprite_index = 5
is_triggered_only = yes

always = yes

is_valid = {
this = {
faction = axis
}
}

allowed_regions = {
owned_by = FROM
}

po_demand_region = yes
}
It's always available to Axis nations, and allows you to take regions from whoever you use it against. For those of you who have played Victoria 2, it works much the same; you pick what region you want when you add the goal, although unlike V2, only pre-scripted regions are selectable.

You can also do some neat new things with wargoals with on_add and on_completion effects. If you want adding a wargoal to add extra threat, or completing one to give someone else a counter-CB on you or fire an event, that is fully scriptable :)
http://forum.paradoxplaza.com/forum/attachment.php?attachmentid=36042&d=1305717196

Next week we will have a report from Podcat about how much faster the game is with multi-threading enabled.


http://forum.paradoxplaza.com/forum/showthread.php?537451-For-the-Motherland-Developer-Diary-8-Fun-with-modding

X_MasterDave_X
23.05.11, 15:25
Scheint ein Modder-Paradies zu werden.

Dann stehen die Chancen gut, daß bald Mods ohne Ende aus dem Boden schiessen....und die schon bestehenden wesentlich verbessert werden.