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Merge pull request #206 from Kaiserreich/master
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Update Hoi4 CWTools config (DLC_043)
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Pelmen323 authored Nov 14, 2024
2 parents e37807c + b6f2bc6 commit 772035c
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Showing 49 changed files with 4,312 additions and 357 deletions.
2 changes: 1 addition & 1 deletion Config/common/abilities.cwt
Original file line number Diff line number Diff line change
Expand Up @@ -14,7 +14,7 @@ ability = {
icon = <spriteType>

## cardinality = 0..1
sound_effect = scalar
sound_effect = scalar #<soundeffect> does not properly check for voices and other misc sounds and soundefects in mods since those are dlc files

type = enum[ability_unit_leader_types]

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88 changes: 85 additions & 3 deletions Config/common/ai_strategy.cwt
Original file line number Diff line number Diff line change
Expand Up @@ -119,15 +119,27 @@ alias[ai_strategy_rule:ai_strategy] = {
alias[ai_strategy_rule:ai_strategy] = {
type = enum[unit_strats]
id = <unit>
id = enum[unit_types]
id = enum[equipment_category]
id = value[ai_template_roles]
id = value[ai_equipment_roles]
value = int
}

alias[ai_strategy_rule:ai_strategy] = {
type = equipment_production_min_factories
id = enum[equipment_category]
value = int
}
alias[ai_strategy_rule:ai_strategy] = {
type = equipment_production_min_factories_archetype
id = <equipment.archetype_equip>
value = int
}
alias[ai_strategy_rule:ai_strategy] = {
type = enum[equipment_strats]
id = <equipment>
id = enum[unit_types]
id = enum[allowed_ai_type_planes]
id = enum[equipment_category]
value = int
}
alias[ai_strategy_rule:ai_strategy] = {
Expand Down Expand Up @@ -166,6 +178,11 @@ alias[ai_strategy_rule:ai_strategy] = {
target = <ai_area>
value = int
}
alias[ai_strategy_rule:ai_strategy] = {
type = recruit_scientist
id = <specialization>
value = int
}
alias[ai_strategy_rule:ai_strategy] = {
type = dont_join_wars_with
id = enum[country_tags]
Expand Down Expand Up @@ -202,6 +219,7 @@ alias[ai_strategy_rule:ai_strategy] = {
alias[ai_strategy_rule:ai_strategy] = {
type = enum[state_strats_with_id]
id = <building>
## cardinality = 0..1
target = int
value = int
}
Expand Down Expand Up @@ -356,6 +374,68 @@ alias[ai_strategy_rule:ai_strategy] = {
value = int
}

alias[ai_strategy_rule:ai_strategy] = {
type = force_concentration_front_factor
### Target a specific country. Can specify multiple.
## cardinality = 0..inf
tag = scope[country]
### Target a state. Can specify multiple.
## cardinality = 0..inf
state = <state>
### Target a strategic region. Can specify multiple.
## cardinality = 0..inf
strategic_region = <strategic_region>
### Target a specific ai area. Can specify multiple.
area = <ai_area>
### Trigger to check against a specific country. Scope is enemy country, FROM scope is our country.
## replace_scope = { this = country root = country from = country }
country_trigger = {
## cardinality = ~1..inf
alias_name[trigger] = alias_match_left[trigger]
}
### # Trigger to check against a state. Scope is state. FROM scope is enemy country FROM.FROM scope is our country.
## cardinality = 0..1
## replace_scope = { this = state from = country fromfrom = country }
state_trigger = {
## cardinality = ~1..inf
alias_name[trigger] = alias_match_left[trigger]
}
### The strategy is enabled only if ratio of the front covered by this strategy's targets is greater than this ratio.
ratio = float
### Factor for the normal priority. 40 means +40 %, -60 means -60 %.
value = int
}

alias[ai_strategy_rule:ai_strategy] = {
type = force_concentration_target_weight
### Target a specific country. Can specify multiple.
## cardinality = 0..inf
tag = scope[country]
### Target a state. Can specify multiple.
## cardinality = 0..inf
state = <state>
### Target a strategic region. Can specify multiple.
## cardinality = 0..inf
strategic_region = <strategic_region>
### Target a specific ai area. Can specify multiple.
area = <ai_area>
### Trigger to check against a specific country. Scope is enemy country, FROM scope is our country.
## replace_scope = { this = country root = country from = country }
country_trigger = {
## cardinality = ~1..inf
alias_name[trigger] = alias_match_left[trigger]
}
### # Trigger to check against a state. Scope is state. FROM scope is enemy country FROM.FROM scope is our country.
## cardinality = 0..1
## replace_scope = { this = state from = country fromfrom = country }
state_trigger = {
## cardinality = ~1..inf
alias_name[trigger] = alias_match_left[trigger]
}
### Factor for the normal priority. 40 means +40 %, -60 means -60 %.
value = int
}

enums = {
enum[ai_diplo_strats] = {
alliance
Expand All @@ -373,6 +453,7 @@ enums = {
dont_join_wars_with
equipment_market_trade_desire
force_defend_ally_borders
force_concentration_factor
front_armor_score
ignore
ignore_claim
Expand Down Expand Up @@ -422,6 +503,8 @@ enums = {
wanted_supply_trains
ai_wanted_divisions_factor
equipment_market_spend_factories
force_concentration_factor
raid_target_country
}
enum[pp_strats] = {
pp_spend_amount
Expand All @@ -441,7 +524,6 @@ enums = {
}
enum[unit_strats] = {
equipment_production_factor
equipment_production_min_factories
template_prio
unit_ratio
}
Expand Down
149 changes: 134 additions & 15 deletions Config/common/buildings.cwt
Original file line number Diff line number Diff line change
Expand Up @@ -9,25 +9,32 @@ types = {
desc = "$_desc"
}
subtype[provincial] = {
provincial = yes
}
subtype[state] = {
provincial = no
level_cap = {
## cardinality = 1..inf
province_max = scalar
}
}
subtype[state] = {
}
}
type[spawn_point] = {
path = "game/common/buildings"
skip_root_key = spawn_points
}
}

building = {
base_cost = int
## cardinality = 0..1
per_controlled_building_extra_cost = int
## cardinality = 0..1
base_cost_conversion = int
## cardinality = 0..1
per_level_extra_cost = int

## cardinality = 0..1
max_level = int
missing_tech_loc = single_alias_right[bindable_loc]

## cardinality = 0..1
value = int

Expand All @@ -40,21 +47,22 @@ building = {
always_shown = bool
## cardinality = 0..1
has_destroyed_mesh = bool

## cardinality = 0..1
dlc_allowed = {
## cardinality = 0..1
has_dlc = enum[dlc]
}

## cardinality = 0..1
allied_build = bool
## cardinality = 0..1
centered = bool
## cardinality = 0..1
supply_node = bool

## cardinality = 0..1
shares_slots = bool
## cardinality = 0..1
infrastructure_construction_effect = bool
## cardinality = 0..1
provincial = bool
## cardinality = 0..1
damage_factor = float

## cardinality = 0..1
Expand Down Expand Up @@ -95,17 +103,128 @@ building = {
rocket_launch_capacity = int
## cardinality = 0..1
air_defence = int
## cardinality = 0..1
gun_emplacement = yes

# Yes is default
## cardinality = 0..1
is_buildable = bool

# no is default
## cardinality = 0..1
only_display_if_exists = bool
# no is default
## cardinality = 0..1
need_supply = bool
# no is default
## cardinality = 0..1
need_detection = bool

## cardinality = 0..1
detecting_intel_type = enum[intel_types]

## cardinality = 0..1
show_modifier = yes
## cardinality = 0..1
fuel_silo = yes

level_cap = {
## cardinality = 0..1
state_max = int
## cardinality = 0..1
province_max = int
## cardinality = 0..1
shares_slots = bool
## cardinality = 0..1
group_by = enum[building_group]
## cardinality = 0..1
exclusive_with = <building>
}
## cardinality = 0..1
country_modifiers = {
## cardinality = 0..1
enable_for_controllers = {
## cardinality = ~1..inf
enum[country_tags]
}
modifiers = {
## cardinality = ~1..inf
alias_name[modifier] = alias_match_left[modifier]
}
}

## cardinality = 0..inf
local_resources_<resource> = int

subtype[state] = {
## cardinality = 0..1
state_modifiers = {
## cardinality = ~1..inf
alias_name[modifier] = alias_match_left[modifier]
}
## cardinality = 0..1
state_damage_modifier = {
## cardinality = ~1..inf
<dynamic_modifier>
}
## cardinality = 0..1
province_damage_modifiers = {
## cardinality = ~1..inf
<static_modifier>
}
# no is default
## cardinality = 0..1
hide_if_missing_tech = bool

## cardinality = 0..1
show_modifier = yes
spawn_point = <spawn_point>

## cardinality = 0..1
max_fuel_building = float
special_icon = <spriteType>

## cardinality = 0..1
fuel_silo = yes
tags = {
## cardinality = ~1..inf
value_set[building_tag]
}

## cardinality = 0..1
specialization = {
<specialization>
}
## cardinality = 0..1
fuel_gain_from_states = float
repair_speed_factor = variable_field

## cardinality = 0..1
construction_speed_factor = {
trigger = {
alias_name[trigger] = alias_match_left[trigger]
}
factor = float
}

# No is default
## cardinality = 0..1
disable_grow_animation = bool
}

spawn_point = {
type = enum[state_prov]
max = int
# No is default
## cardinality = 0..1
only_costal = bool
# No is default
## cardinality = 0..1
disable_auto_nudging = bool
}

enums = {
enum[building_group] = {
reactors
special_project_facility
}
enum[state_prov] = {
state
province
}
}
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