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Necroneocon
May 12, 2009

by Shine
April 16th? Welp time to learn how to play Victoria 2

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Fister Roboto
Feb 21, 2008

Crossposting this from the paradox forums, here's a really good example of why PDM's military changes are completely retarded and nonsensical:

quote:

Have you considered reviewing a lot of the military unit changes in this mod? The most glaring example for me is the increased maneuver value for all units. It really doesn't play well with how the engine sets up your armies in battle. Here's an example.

In 1836, for most nations, your units' maneuver values look like this:

Regular - 2
Dragoon - 5
Hussar - 9

Now how would you set up an army to take advantage of that? Let's say you're attacking an enemy army with front line 10 units wide. You would want to have 10 regulars in your own army plus 4 for the flanks, in addition to 6 dragoons and 8 hussars. That way you have your regulars hold the line while your flanks provide maximum concentrated firepower against the enemy. If you throw in artillery (maneuver 3) and mobile artillery (maneuver 5), you'd want 10+6 artillery and 4 mobile artillery. With this setup, you'd expect to be able to overwhelm even the most entrenched position. On the first day of the battle, you'd expect your line to look like this:


----MMAAAAAAAAAAAAAAAAMM----
HHHHDDDRRRRRRRRRRRRRRDDDHHHH

---------RRRRRRRRRR---------


But the problem is it doesn't work out that way, because the engine isn't designed to handle maneuver values higher than 2. Here's what it looks like in practice:



Those are hussars in the center. They have the weakest defense, and they're taking the brunt of the attack. The center will quickly collapse, and my army will end up taking disproportionate losses while they try to reorganize. I'll still win the fight, obviously, but it will cost me more manpower than it should.

I strongly suggest returning units' maneuver values to what they are in vanilla.

Friend Commuter
Nov 3, 2009
SO CLEVER I WANT TO FUCK MY OWN BRAIN.
Smellrose

Fister Roboto posted:

Crossposting this from the paradox forums, here's a really good example of why PDM's military changes are completely retarded and nonsensical:

It gets worse. PDM gives (or at least used to give) non-artillery units support values. That means they can attack from the rear lines, boosting the attack and defense stats of whatever they're standing behind. Of course, since the game was never designed to work with non-artillery units having support values, it got confused as hell and put artillery in the front lines and had infantry and cavalry support it from behind.

Fister Roboto
Feb 21, 2008

They mostly did away with that a while ago, although engineers still have >100% support. The maneuver thing is still in there, though, and it's frustrating. I understand why it looks good in theory - as the game progresses, defense values skyrocket (think trench warfare), so you'd want to be able to massively outflank an entrenched position if possible. But the reasons for why it doesn't work in practice are obvious, it's mystifying why they've kept it in for so long.

DrSunshine
Mar 23, 2009

Did I just say that out loud~~?!!!
In my modernized China V2 game, after the latest election a gang of radical conservatives in the Guomindang party took power, ousted the Emperor, declared Nationalist China, turned back all the democratic political reforms I'd made, outlawed elections and turned the country into a presidential dictatorship. They're Laissez-Faire in their economic policies, so I've lost control of my economy and it retrogressed back into little basket factories that pop up and close all the time. Tens of thousands of proletarian workers are sitting unemployed, waiting for the capitalists to finish building their factories.

This isn't what I wanted! :smith:

How do I fix this, besides reloading from a save?

DrSunshine fucked around with this message at 18:40 on Mar 29, 2013

Wolfgang Pauli
Mar 26, 2008

One Three Seven

Ghetto Prince posted:

I just played March of the Eagles, and I got to say, Victoria 2 would be a lot more fun if it just represented your soldier pops with that manpower system instead of making you micro manage every single loving soldier pop...it would also make the reinforcement speed techs worth picking up.
You don't micromanage soldier POPs. They exist and you control their salaries instead of having some abstract military spending slider. There is no more interaction beyond that. Your manpower is how many soldiers you have, it wouldn't make sense to do anything else in a game that uses POP simulation.

Fister Roboto posted:

They mostly did away with that a while ago, although engineers still have >100% support. The maneuver thing is still in there, though, and it's frustrating. I understand why it looks good in theory - as the game progresses, defense values skyrocket (think trench warfare), so you'd want to be able to massively outflank an entrenched position if possible. But the reasons for why it doesn't work in practice are obvious, it's mystifying why they've kept it in for so long.
I really don't think they have a more in-depth design process than "Wouldn't it make sense if..." and then think what it would do in theory. Practically every design choice is based on their assumptions of how the game works. Like railroads. "Wouldn't it make sense if these new terrain types reflected the difficulty of building a railroad?" Sure, that works in theory. In practice, though, they never paid attention to how they distributed terrain and most of the world can't build railroads until the very end of the game. Practically any province with a mountain near it won't be building a railroad ever, leading to dozens of places where islands of one or two provinces will have railroads surrounded by level 0 infrastructure.

Or dig-in. "Wouldn't it make sense dig-in could provide significant bonuses to the late game to represent trench warfare?" Yeah, sounds good, except that's not how the game represents that. Trench warfare is already abstracted into the battle system. Two armies in adjacent provinces aren't representing WWI trench warfare, they're in completely different provinces. The AI just can't handle this and will constantly throw armies against a dug-in stack that will easily annihilate it. It's a broken feature and they keep repeating that it's working as desired.

vvvvvvvvvv

Friend Commuter posted:

Use your national focuses to promote Communism, and make sure you don't garrison Beijing.
Pull your armies into your lowest population provinces, too. You don't want to have your army annihilated because of the revolution you triggered (because you can't just surrender to rebels for some reason :argh:)

Wolfgang Pauli fucked around with this message at 18:44 on Mar 29, 2013

Friend Commuter
Nov 3, 2009
SO CLEVER I WANT TO FUCK MY OWN BRAIN.
Smellrose

DrSunshine posted:

In my modernized China V2 game, after the latest election a gang of radical conservatives in the Guomindang party took power, turned back all the democratic political reforms I'd made, outlawed elections and turned the country into a presidential dictatorship. They're Laissez-Faire in their economic policies, so I've lost control of my economy and it retrogressed back into little basket factories that pop up and close all the time. Tens of thousands of proletarian workers are sitting unemployed, waiting for the capitalists to finish building their factories.

This isn't what I wanted! :smith:

How do I fix this, besides reloading from a save?

Use your national focuses to promote Communism, and make sure you don't garrison Beijing.

PBJ
Oct 10, 2012

Grimey Drawer

DrSunshine posted:

In my modernized China V2 game, after the latest election a gang of radical conservatives in the Guomindang party took power, ousted the Emperor, declared Nationalist China, turned back all the democratic political reforms I'd made, outlawed elections and turned the country into a presidential dictatorship. They're Laissez-Faire in their economic policies, so I've lost control of my economy and it retrogressed back into little basket factories that pop up and close all the time. Tens of thousands of proletarian workers are sitting unemployed, waiting for the capitalists to finish building their factories.

This isn't what I wanted! :smith:

How do I fix this, besides reloading from a save?

Well besides using the console, you could try to force a socialist/communist revolution. Max out taxes on the poor and middle class while not taxing the rich at all, and set your national focuses to either craftsman (who will turn communist if they are out of work) or to any radical leftist ideology of your liking.

Then kick back and watch as your nationalist dictatorship goes down the shitter faster than Chiang Kai-shek could ever hope to dream.

Gort
Aug 18, 2003

Good day what ho cup of tea

Soulfucker posted:

If I wanted to get some good mods for Darkest Hour and I'm not interested in Kaiserreich/Alt history scenarios, does anyone here have any suggestions? I miss SMEP.

I really dig the game, but I'm so bad at warfare in it for whatever reason which is strange to me because I've got loads of experience from AoD and regular HoI2. :v:

World in Flames gets recommendations sometimes.

As far as ground warfare tips go, it's all about using the support attack mission. Attack the enemy province that is bordered by the highest number of your own provinces, do an attack mission with a province that will no longer be bordering the enemy if you win, and do support attack from the other neighbouring provinces. Meanwhile, ground support missions from CAS or TAC on the province. Once you win, switch 'em to ground attack missions.

Mostly I see people lose the game by trying to build too many planes or tanks or ships, and ignoring the cheap poo poo like infantry.

Oh, and make sure you have one HQ for every three provinces of frontline. They affect neighbouring provinces as well as the one they're in.

Zeron
Oct 23, 2010

Wolfgang Pauli posted:

You don't micromanage soldier POPs. They exist and you control their salaries instead of having some abstract military spending slider. There is no more interaction beyond that. Your manpower is how many soldiers you have, it wouldn't make sense to do anything else in a game that uses POP simulation.

I think he means micromanagement in that you can only form a brigade if you have over a thousand soldier pop in a province...it'd be much easier to manage and handle if all soldier pops in all provinces fed into a central manpower system from which you could form units. Not being able to form a single brigade when you've got 999 soldiers in 15 provinces is ridiculous. It doesn't make all that much sense that every brigade ever in the world is formed and populated solely by locals.

Baloogan
Dec 5, 2004
Fun Shoe
I like the POP system. If you want to play a manpower based game go play one! V2 is great, and I like the whole POP thing.


Go make some mods or something jeez!

Fister Roboto
Feb 21, 2008

Victoria 1 had POPs AND a manpower system. Checkmate, Vicky2ailures.

Doink9731
May 11, 2011

I'm living in a nightmare.
I just made a modification for Hearts of Iron Three. I'm trying to maintain the vanilla sandbox feel while adding some new content. Here's my post about it at the Paradox forums.

If you're eager and willing I'd really appreciate some help play testing it.

Fintilgin
Sep 29, 2004

Fintilgin sweeps!

Doink9731 posted:

I just made a modification for Hearts of Iron Three. I'm trying to maintain the vanilla sandbox feel while adding some new content. Here's my post about it at the Paradox forums.

If you're eager and willing I'd really appreciate some help play testing it.

I saw the name of the mod and I thought it was going to be a bit like Sunset Invasion, but this time Shaka's words were backed by nuclear weapons. :smith:

DrSunshine
Mar 23, 2009

Did I just say that out loud~~?!!!
Holy poo poo, all of a sudden China just fractured into a million weird little states and I'm losing Great Power status and the economy is making GBS threads itself, waaaahhh!!

Playing a POP Divided, by the way. Is this some kind of preorganized event? Can I disable it?

Farecoal
Oct 15, 2011

There he go

DrSunshine posted:

Is this some kind of preorganized event? Can I disable it?

Yep! No idea!

ZearothK
Aug 25, 2008

I've lost twice, I've failed twice and I've gotten two dishonorable mentions within 7 weeks. But I keep coming back. I am The Trooper!

THUNDERDOME LOSER 2021


DrSunshine posted:

Holy poo poo, all of a sudden China just fractured into a million weird little states and I'm losing Great Power status and the economy is making GBS threads itself, waaaahhh!!

Playing a POP Divided, by the way. Is this some kind of preorganized event? Can I disable it?

It was made to simulate the warlord period. You could just delete the event if you can find it. Not sure what file it is in, but look inside \A Pop Divided\Events\SomethingWithChinaInTheName.txt and see what looks promising. They are usually well documented, so a search for "warlord" should point you in the right direction.

occipitallobe
Jul 16, 2012

On the idle offchance there's someone here without EU3, there's a bundle over at Indie Gala with five bucks for Complete + HttT + DW and some other games as well.

On that note, I went back and played EU3 for a bit yesterday - and it amazes me how poorly the engine performs. CK2 runs more smoothly and more quickly, despite having a similar number of provinces and an absolute fuckload of characters to manage. I'm really looking forward to an EU that looks as good (and performs as well) as CK2.

Crameltonian
Mar 27, 2010

ZearothK posted:

It was made to simulate the warlord period. You could just delete the event if you can find it. Not sure what file it is in, but look inside \A Pop Divided\Events\SomethingWithChinaInTheName.txt and see what looks promising. They are usually well documented, so a search for "warlord" should point you in the right direction.

They railroad you into the Warlord Era even if China's a fully modernised Great Power? I thought pretty much everyone agreed after EU2 that historical railroading was a pretty awful and unfun mechanic...

Cycloneman
Feb 1, 2009
ASK ME ABOUT
SISTER FUCKING

Crameltonian posted:

They railroad you into the Warlord Era even if China's a fully modernised Great Power? I thought pretty much everyone agreed after EU2 that historical railroading was a pretty awful and unfun mechanic...
I'm looking at it now, and it's set up to knock China out especially if they're a Great Power. Being Civilized and being a Great Power are possible triggers (they're both in OR = {} brackets). I guess it's supposed to make Civilizing China not just be "I civilized a nation as large as all of Europe combined. Guess I just won."

Mister Bates
Aug 4, 2010

Cycloneman posted:

I'm looking at it now, and it's set up to knock China out especially if they're a Great Power. Being Civilized and being a Great Power are possible triggers (they're both in OR = {} brackets). I guess it's supposed to make Civilizing China not just be "I civilized a nation as large as all of Europe combined. Guess I just won."

There actually seem to be multiple 'gently caress China' events, because while playing PDM/APD as other countries and sitting back and watching, the country fragments into new, just-appeared-out-of-nowhere revolters every single time it manages to reform and become a Great Power again. I've seen it civilize, become a GP, fragment into the warlord states, reunite, fragment into Qing China and Beiyang China, stabilize, had one of them reach Great Power status, and then they immediately fragmented again into Qing China and Nationalist China. Cyclone's probably right in that they exist to keep China from being too powerful and loving everyone, but you know what, in a single-player game, I don't really have a problem with the player being able to become ridiculously powerful and gently caress everyone. Maybe keep the events in, but make it so they only have a chance to fire for an AI-controlled China?

burnishedfume
Mar 8, 2011

You really are a louse...
I would say another good solution is to just fire off when MIL is high. Makes no sense at all to me even for an AI China for the nation to fragment to hell and back when nobody really wants to/everyone's pretty happy with the current government.

Fintilgin
Sep 29, 2004

Fintilgin sweeps!
Hey, Victoria 2 experts! I see there is an event command to secede a province to another nation, is there a similar command to secede an entire state?

EDIT: Figured out what I was trying to do. :c00l:

Fintilgin fucked around with this message at 00:47 on Mar 31, 2013

Crameltonian
Mar 27, 2010

Mister Bates posted:

There actually seem to be multiple 'gently caress China' events, because while playing PDM/APD as other countries and sitting back and watching, the country fragments into new, just-appeared-out-of-nowhere revolters every single time it manages to reform and become a Great Power again. I've seen it civilize, become a GP, fragment into the warlord states, reunite, fragment into Qing China and Beiyang China, stabilize, had one of them reach Great Power status, and then they immediately fragmented again into Qing China and Nationalist China. Cyclone's probably right in that they exist to keep China from being too powerful and loving everyone, but you know what, in a single-player game, I don't really have a problem with the player being able to become ridiculously powerful and gently caress everyone. Maybe keep the events in, but make it so they only have a chance to fire for an AI-controlled China?

Yeah, I get that Paradox games need some way to restrain China (except HoI where history did the job nicely for them) but I don't like the trend of making China more or less unplayable and then repeatedly slapping the player in the face if they dare to try and have fun playing it. If someone wants to play as China and utterly break the game I don't see why they should be punished for it.

Lustful Man Hugs
Jul 18, 2010

I'm getting a weird glitch in a game of DH (Kaiserreich). I'm playing as Socialist Mexico, mainly focusing on helping out the CSA. The war is going well (USA cedes land to Pacific States, and the Union is crushed - USA about to follow), when I notice that the CSA isn't finishing off the USA - they simply aren't making any attacks. So I load up a the save file as the CSA and see what's going on, and it is impossible to attack. Everything else works fine, and units can move around, but every time I command a unit to move into US territory, it just gives me the red x signifying an impossible command, even though it's an adjacent land territory. Any idea what could cause this?

Raskolnikov38
Mar 3, 2007

We were somewhere around Manila when the drugs began to take hold
They're either not at war anymore or more likely a event trigger non aggression pact between them happened.

Mirdini
Jan 14, 2012

So if anyone was following it and then unsubscribed when it turned into Tropico 4/Crete chat central have I got news for you:

Azerbaijan is back, baby.

gradenko_2000
Oct 5, 2010

HELL SERPENT
Lipstick Apathy

Mirdini posted:

So if anyone was following it and then unsubscribed when it turned into Tropico 4/Crete chat central have I got news for you:

Azerbaijan is back, baby.

loving sweet! I stopped following that thread after it descended into "remember Crete?", but this is like some kind of Easter miracle.

Wolfgang Pauli
Mar 26, 2008

One Three Seven
New East vs West dev diary

Jesus christ, this looks like a mess :psyduck:

Wolfgang Pauli fucked around with this message at 06:59 on Mar 31, 2013

Alikchi
Aug 18, 2010

Thumbs up I agree

Yeah maybe it's just the bad layout of the dev diary but I'm getting "OVERREACH" klaxons going off in my head.

burnishedfume
Mar 8, 2011

You really are a louse...
I look forward to making my national decision as France.

I mean I'm seeing a lot of V2 in there so guess I want to say this is a good thing (although I'm not quite sure if tracking what religion everyone is is so important anymore, so much as tracking state athiesm, state religion or secular state) but this HoI3/Vic2 fusion is looking a bit horrifying. Still, I guess I have to say this overall raises my interest in EvW in terms of holding out hope for it being a good game, so good job there?

A Buttery Pastry
Sep 4, 2011

Delicious and Informative!
:3:

Alikchi posted:

Yeah maybe it's just the bad layout of the dev diary but I'm getting "OVERREACH" klaxons going off in my head.
I never even got the point that I could decide they were overreaching, my eyes just slid of the page trying to read it.

V for Vegas
Sep 1, 2004

THUNDERDOME LOSER

A Buttery Pastry posted:

I never even got the point that I could decide they were overreaching, my eyes just slid of the page trying to read it.

quote:

Your story begins in 1946, in a world recovering from the horrors of World War 2. In politics, as in nature, there are many plants that take advantage of wildfires to grow out of the ashes into new, wider spaces. Quickly seeds and ideas take root in the purging flames, and blossom following the devastation. Ash and decay rapidly turns into a fauna of diversity but also one of tense competition. Will you be able to adapt and take control or will you just be another witness to a freshly burning world?

Nothing like adverbs, mixed tenses and awkward metaphors to clearly and concisely explain a new game.

Fist of Foucault
Jul 4, 2012

Discipline and punish
Never mind the crap writing, the talk about the "essence of your people", unchanging monolithic religions and how you play as ~the nation~ just gives me the strong impression they don't have any real understanding of politics or how the Cold War worked in the first place. I've been following the East vs West forum on-off -- I work in political history so it's morbidly interesting to see what misconceptions people have if nothing else -- and some of the most clueless posts are being made by devs far too often for my liking.

Achernar
Sep 2, 2011
The only way that dev diary could be more Magna Mundi is if the screen shots looked like they were from 1995.

Alchenar
Apr 9, 2008

Achernar posted:

The only way that dev diary could be more Magna Mundi is if the screen shots looked like they were from 1995.

It's classic 'complexity is not depth' syndrome.

Guildencrantz
May 1, 2012

IM ONE OF THE GOOD ONES
Yep. I had high hopes for EvW, but was mainly because I'm fascinated by ideology as a motor of politics, and the Cold War as a game of balance between said ideology and national interest. Apparently, though, it's going to be all about the glory of the nation state with ideology as a tool or limiting factor that creates the dividing lines. Much like HoI3 with its big, awesome, detailed political system that you can't interact with at all.

Disappointing, but I'm out. Hopefully HoD will give me my fix of LF-esque class struggle gaming.

Bold Robot
Jan 6, 2009

Be brave.



In theory, having a complex political system is exactly what EvW needs, since the Cold War was a lot more about politics than about actual combat. So, at least they're barking up the right tree. But yeah, reading between the lines this just looks clunky. There's clearly a bunch of calculations going on here, but they're not telling us anything about how the player actually interacts with them. How much control do we have over internal politics? How much ability is there to meddle in the politics of other nations? It doesn't matter what's under the hood if there's nothing fun for the player to actually do.

red mammoth
Nov 3, 2011

Stupid sexy Stalin!
I'm disappointed that EvW won't have any Vicky-style demographic system. They seem to be focusing mostly on culture groups while avoiding stuff like ethnicity, race, religion, and class. All of that was very important during this time period. Civil rights, religious conflicts, race riots, ethnic nationalism, and that sort of thing.

The combat looks decent. I've never really gotten into a Hearts of Iron game, so I'm not sure how it measures up.

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Wolfgang Pauli
Mar 26, 2008

One Three Seven

V for Vegas posted:

Nothing like adverbs, mixed tenses and awkward metaphors to clearly and concisely explain a new game.
Hey guys, we found this great new guy called Machiavelli and he's telling us how to run our AI. We're even naming it ~~Nicolo~~ after him :swoon:

Guildencrantz posted:

Yep. I had high hopes for EvW, but was mainly because I'm fascinated by ideology as a motor of politics, and the Cold War as a game of balance between said ideology and national interest. Apparently, though, it's going to be all about the glory of the nation state with ideology as a tool or limiting factor that creates the dividing lines. Much like HoI3 with its big, awesome, detailed political system that you can't interact with at all.

Disappointing, but I'm out. Hopefully HoD will give me my fix of LF-esque class struggle gaming.
I'm convinced that all you need is HoI-like airplanes to modernize Vicky 2.

red mammoth posted:

I'm disappointed that EvW won't have any Vicky-style demographic system. They seem to be focusing mostly on culture groups while avoiding stuff like ethnicity, race, religion, and class. All of that was very important during this time period. Civil rights, religious conflicts, race riots, ethnic nationalism, and that sort of thing.
My ears piqued when I saw Identity under the culture mess, but then I realized that it was just some kind of National Idea thing and not actual identity politics. Goodbye functional Africa.

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