Some new VERY IMPORTANT modding features :D

scylfing
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Re: Some new VERY IMPORTANT modding features :D

Postby scylfing » Thu Oct 31, 2013 11:55 pm

Putting five overrides into the same .ini causes the fifth override to fail. It doesn't crash like a misformatted override does, it just doesn't function. Sticking that override into another .ini makes it work. In any case, if there's an extra linebreak between overrides in one file, it will stop processing. That limited me to one override per .ini until I figured it out.

I'm getting some erratic impact from inertia, as well. Sometimes modifying inertia works, sometimes it doesn't. Out of four times I've tried to make an override that increased the inertia of a policy's impact on a stat, only one of them worked. It was the first override in the .ini, in case that matters.
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bankrot
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Re: Some new VERY IMPORTANT modding features :D

Postby bankrot » Tue Nov 05, 2013 1:40 pm

when will the 1.08 for mac be coming?
and will it be possible to override mission policies, like adding policies that a country has from the start?
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cliffski
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Re: Some new VERY IMPORTANT modding features :D

Postby cliffski » Tue Nov 05, 2013 6:28 pm

mac and linux will be skipping 1.08 and going to 1.09 which I plan to release this week on PC, and then there will be a few days delay porting it to mac.
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Re: Some new VERY IMPORTANT modding features :D

Postby bankrot » Tue Nov 05, 2013 6:37 pm

awesome, thanks
Celebi
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Re: Some new VERY IMPORTANT modding features :D

Postby Celebi » Sat Nov 09, 2013 12:07 pm

It would be good to be able to mod existing events, dilemmas and assassinations without modifying original game.
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Thinker_Rus
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Re: Some new VERY IMPORTANT modding features :D

Postby Thinker_Rus » Sun Jan 05, 2014 2:44 pm

Is it possible to add new line of state revenues as 'Revenues from national reserve fund'? For example, i have paid all state debt and my surplus is being accounted as reserves without any profit for me. I think it will be interesting option for modding different countries (especially for states of Persian Gulf) and additional way of resolving missions.
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Thinker_Rus
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Re: Some new VERY IMPORTANT modding features :D

Postby Thinker_Rus » Tue Jan 07, 2014 5:03 am

I don't want to change original file 'policies.csv'. Can i reduce state revenue from Income Tax by using overrides? For example, i would like to add some new tax policies but then i must to reduce revenues from Income Tax for balance. Could you help me write override which reduce revenues from Income Tax at 50%?
I was trying to use such code but i don't understand its full effects. This code reduces revenues from Income Tax but...

Code: Select all

[override]
TargetName = "IncomeTax"
HostName = "IncomeTax"
Equation = "0-(1*x)"
Inertia = 0


Second question. Can overrides change 'mincost' and 'maxcost' of original policies?
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ryancstl23
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Re: Some new VERY IMPORTANT modding features :D

Postby ryancstl23 » Thu Jan 14, 2016 4:46 pm

Seems topic is dead. I want to override all base policies and simulations. Can I just erase them some how from the games files?
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Re: Some new VERY IMPORTANT modding features :D

Postby ryancstl23 » Sat Jan 16, 2016 7:54 pm

So how do I put multiple overrides into the same .ini file? I can't figure it out..
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dcosta
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Re: Some new VERY IMPORTANT modding features :D

Postby dcosta » Tue Aug 01, 2017 5:07 pm

Cliff could you add the ability to modify the partynames.txt depending on the country being played.

Would love to add or delete parties depending on which country is selected.

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