Useful links
Official Website
Hearts of Iron IV Wiki
Hearts of Iron IV Development Diary Archive
Useful links
Official Website
Hearts of Iron IV Wiki
Hearts of Iron IV Development Diary Archive
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
Useful links
Official Website
Hearts of Iron IV Wiki
Hearts of Iron IV Development Diary Archive
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
Useful links
Official Website
Hearts of Iron IV Wiki
Hearts of Iron IV Development Diary Archive
Useful links
Official Website
Hearts of Iron IV Wiki
Hearts of Iron IV Development Diary Archive
Useful links
Official Website
Hearts of Iron IV Wiki
Hearts of Iron IV Development Diary Archive
Useful links
Official Website
Hearts of Iron IV Wiki
Hearts of Iron IV Development Diary Archive
Useful links
Official Website
Hearts of Iron IV Wiki
Hearts of Iron IV Development Diary Archive