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Woah, cool to actually see you here! Thanks for reading, I really appreciate that!
The balance is centered entirely around that Mod, as it is my main project.
I plan to have a line of ideas in the politics menu dedicated to the building speed of these special buildings which are added/removed by decisions so they are not a "one and done" deal.
The bigger limiting factor would be Paradox's coding itself.
for example; Azura had the wonderful idea of having Air-Academies/Schools require an airport (great minds think alike lol) to be built in that state, a limit similar to how Naval academies need to be built in coastal states.
Unfortunately, this is not possible in the ##_buildings.txt files alone.
While I could, potentially, make something similar to what I believe Black-Ice has in the scripted files or on_actions, that is unfortunately, for now, outside of my ability to make.
You made excellent points in the discussion board, several of which I've been working on since before this particular mini-mod was even made.
So kudos to you for spotting these issues right off the bat
For those asking for compat. patches and making submods for larger mods like EaW, well, I've never installed EaW, so I'm likely not the right person to ask.
TL:DR; This is something I thought would be nice to share while I work on a bigger mod
Hey, thank for taking your time to read my mess! I really appreciate the fact that you decided to read it
Like I said, it likely isn't possible to really do my air-school idea because of PDX coding. Which according to you, is correct without one major workaround that would blow the boundaries of a simple building mod.
When it comes to building balancing, I viewed it in the eyes of vanilla+ gameplay. (You know without conversion mods like Red Flood, EaW, TNO, KR, GW, etc.)
It likely will make more sense balance wise in your larger project. Where you likely will have to make some big investments to get those buildings. In that regard, stuff like a 5% boost per lab or 0.2% WS and ST per building / week is likely balanced.
But we gotta consider that this is a standalone version utilizing vanilla building mechanics.
So I humbly ask of you to consider re-balancing this one a bit to fit more with vanilla IF that doesn't take too much time from you. Else, it's fine to not do that. It is your creation after all and you can do whatever you want with it. And I'd understand that, considering that you said yourself that you are working on something much bigger and that this one is just a small component released as a standalone.
I hope you have a nice day when reading this!
A decision using <building>, and checking for an airfield level 1 or more, would do the trick. Then, after the specified time has passed, add the building via add_building_construction, and voila. Unfortunately, given how buildings work in HoI4, you'll have to make it so that building the building manually has an insane IC, to incentivise using the decision. The only problem is, you won't be able to choose the state, and you won't be able to reduce construction time with technology, unless you make a decision for each level of construction. But that will still leave ideas that affect construction speed, and dealing with those will add too much work.
EDIT: You could probably jerry-rig it so that you can still include construction cost speed, by making the building unconstructable via the interface, and I think I know of some methods to do that, but they'd involve on_actions and the such. If only Paradox devs would add a method of only allowing another building type to be built if another one has, but alas, it seems like that isn't going to happen unless we get a full economy overhaul.