![]() ![]() It is recommended one copies the file of a very similar country, then rename and edit it. If the mod doesn't have enough dynamic countries defined, the game will crash if there is a sufficient amount of non-dynamic countries, with the last read file being marked as map/cities.txt or a savegame (Though that crash is not necessarily caused by the lack of dynamic countries).Ĭreate a new file in the /common/countries folder. This is most commonly used within civil wars, with the effect to start one auto-generating one. A dynamic country is one that doesn't have explicit data defined, but instead copies it on the fly from an original country that it branches off. While numbers can be used within country tags (such as D01), if it's entirely numeric there might be confusion whether, for example, 123 would refer to a state ID or a country tag.Ī file can have dynamic_tags = yes within of itself, which marks every country defined in that file afterwards to be marked as a dynamic country. Numbers meaning an entirely numeric country tag such as 123, although the game prevents tags from beginning with numbers. This will make every custom map mode always have 0 as the red value. Used within custom map modes as a temporary variable deciding how red the state should be. This will break the resistance system as the scripted trigger responsible for deciding when resistance must be enabled utilises this. Used for arrays in order to count the amount of elements within them. Used as an effect or a trigger that writes the specified argument within the user directory's /Hearts of Iron IV/logs/game.log file or in console if it is open. Used within country history files as an argument deciding the loaded order of battle file, deciding the amount of divisions and where they are located. Used as a trigger that checks the country being chosen. Used as a flow control tool that comes up as true when all of the triggers within are true. Used as a flow control tool that comes up as true when any of the triggers within is false. Their mere existence can cause other code to break. There are some country tags that must be avoided, as they will cause in-game confusion whether something is meant to be a reference to a country or not. To create a tag, add a new file to /common/country_tags (or edit an existing file, though creating a new one is preferable due to making the mod easier to make compatible to newer game versions) and add a line similar to SCO = "countries/Scotland.txt", where countries/Scotland.txt is the address of the country file that will be created/edited, located in /common/countries A country must not share a tag with any other country. This is how a country is referred to in all of the game's script. Optionally add the country to the game by assigning it states within the /history/states/*.txt files.Ĭountries need a 3-character country tag.Add a large, medium and small flag for each ideology to the /gfx/flags folder.Add the country's name to any /localisation/english/*_l_english.yml file that uses the UTF-8-BOM encoding.Buildings will not be assigned to the country properly otherwise. Create an OOB file in /history/units and load it within the previous country history file.txt file in the /history/countries folder, with the first three letters of the filename being the country's tag, and fill it with the starting historical information. Define the country leader and optionally advisors and unit leaders in /common/characters.Create a file in the /common/countries folder with the same name as the one that's linked in the country tag definition.Define a unique 3-character country tag in any /common/country_tags/*.txt file.10 Randomly-generated portraits (optional). ![]()
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