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Pakled
Aug 6, 2011

WE ARE SMART

NEED TOILET PAPER posted:

And why does Belarus not exist:belarus:? And what happened between Turkey and Iraq, that the Turks managed to annex a third of the country? IMMERSION RUINED

The Turks are uniting all Kurds under one banner so that they may more effectively oppress them.

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Class Warcraft
Apr 27, 2006


Kersch posted:

Is this in NNM or Vanilla?

It was this way in POP mod and then later in NNM mod so I assumed it was vanilla, but maybe its just events common to each mod.

Still lazy though.

Westminster System
Jul 4, 2009

NEED TOILET PAPER posted:

And why does Belarus not exist:belarus:?

I believe the modern day mod starts in 1992, so its only about 3 months wrong for when Belarus's independence was actually legally established.

Although, you know, they've spent the last two decades effectively trying to reverse that.

podcat
Jun 21, 2012

ExtraNoise posted:

Tonight's Modern Age progress: Fonts! And maps! And and and...



I made the newspaper icon look like an Apple icon with a little notification bullet next to it. The fonts have (mostly) been changed to Helvetica, but they are way too big so I need to go back through and regenerate them using a slightly smaller variant. Either that or padding. I'm not sure exactly how it all works, but I will figure it out!

I'm pretty happy with the nation name font on the map. I think that turned out the best. Now I need to figure out how to manipulate the "coastline gradient" so it is a hard falloff instead of a soft one. That should make the map look much more modern.

This looks pretty good. I like the map! I hate the font for the time and topbar buttons though. If you are trying to get the size right it often helps to hand edit the font files under gfx/fonts/*.fnt as the generator tool doesnt always get it perfect.

Kavak
Aug 23, 2009


BBJoey posted:

This is a vanilla thing. It's somewhat alleviated by NNM - the addition of an extra technology (The Dark Continent, I think?) that restricts some areas of Africa (such as the interior and Namibia) until it's researched offers latecomers a fighting chance. Also, any uncivs in Africa which you've got in your sphere will eventually be annexed once the Berlin Conference fires, so if you want to make inroads into Africa getting some of the big uncivs into your sphere is a good idea.

I grabbed some, but I'll try to be more thorough next time (Which I plan to spend as the US so it's actually the time after next :v:)

DrSunshine
Mar 23, 2009

Did I just say that out loud~~?!!!
Yeah, I can't say I'm a real fan of Helvetica either, even though it is fitting with being the 90's. I'd prefer something a bit thicker. Maybe one of the Futura fonts?

YF-23
Feb 17, 2011

My god, it's full of cat!


It looks fine on the map in my opinion, but it needs to be smaller of the date and on the menu tabs, as it stands it sticks out like a sore thumb.

ArchangeI
Jul 15, 2010
Tried the Modern Day mod, but I keep crashing on initializing map logic. Reinstalled the game and the mod, didn't help. Which is a pitty, because I think it could be awesome.

Drone
Aug 22, 2003

Incredible machine
:smug:


ArchangeI posted:

Tried the Modern Day mod, but I keep crashing on initializing map logic. Reinstalled the game and the mod, didn't help. Which is a pitty, because I think it could be awesome.

Did you try deleting your map cache first?

Kersch
Aug 22, 2004
I like this internet

ArchangeI posted:

Tried the Modern Day mod, but I keep crashing on initializing map logic. Reinstalled the game and the mod, didn't help. Which is a pitty, because I think it could be awesome.

V2 mod makers should probably just start including the map cache for their mods as a download, too. Victoria 2 just doesn't work well with at least Windows 7 when it comes to building the map cache (and especially with Steam(?)). I mean, pretty much all of my friends who bought the game on Steam, I had to walk them through deleting something, and running it from the game folder and not directly through Steam just to get it to work. Many people who buy the game on steam launch it as they would any other game, and then scratch their heads because it just crashes and it takes a weird workaround to fix it. This workaround fixes vanilla, but then some people also have trouble building the map cache for mods as well, and the same workaround doesn't work for that.

But yeah, if someone who was capable of building the map cache for that mod just gives it to you, you should be able to play it fine.

ArchangeI
Jul 15, 2010

Drone posted:

Did you try deleting your map cache first?

There is no mapchache in the mod folder, and the vanilla game launches fine.

Kersch
Aug 22, 2004
I like this internet
Link me to the mod and I'll generate a map cache for you

ArchangeI
Jul 15, 2010

Kersch posted:

Link me to the mod and I'll generate a map cache for you

http://www.mediafire.com/download/2gdhq0c6t1sdbia/Modern_Age_Mod_06-07-13.rar

Thanks man.

Kersch
Aug 22, 2004
I like this internet

Sorry for the wait, here it is: https://dl.dropboxusercontent.com/u/53665060/cache.rar

Mine was in C:\Users\Kersch\Documents\Paradox Interactive\Victoria II\Modern Age Mod\map

ArchangeI
Jul 15, 2010

Kersch posted:

Sorry for the wait, here it is: https://dl.dropboxusercontent.com/u/53665060/cache.rar

Mine was in C:\Users\Kersch\Documents\Paradox Interactive\Victoria II\Modern Age Mod\map

Cache transplantation successful. Poland and Denmark declared war on Germany within weeks. Great mod.

Nombres
Jul 16, 2009
As for the Modern Age Mod, is there any particular reason why Chad and Papua New Guinea are developed nations and India is undeveloped? :stare:

I love the pictures for the techs, though. Only problem is that I appear to be developing tanks in 1993, and have yet to invent artillery. Is this WaD or did I misinstall something? I'd love additional pictures for the events that flash up, but I don't know if that's possible.

EDIT: Holy poo poo. In the Grim Darkness of 1993, there is only war. :stare:

EDIT2: The Pakistanis just took Kashmir, and Turkey fought off the US and England + Syria and Iraq to annex Kurdistan. what sorcery is this

EDIT3: South Korea annexed North Korea by itself in a campaign that took literally a month. The unified Korean peninsula is in the sphere of the newly rearming Japan, which now has the fifth largest army in the world. Turkey has annexed Syria, and looks hell-bent on rebuilding the Ottoman Empire. Syria, in turn, has become a fascist dictatorship and seems to be arming for round two. Afghanistan (!) has annexed an eastern province of Iran (!!). It is 1998, the world is going off the rails and I love it. I love this mod.

Nombres fucked around with this message at 04:59 on Jul 14, 2013

PrinceRandom
Feb 26, 2013

OK, so in vanilla/NMM Vicky 2, Manifest Destiney should only fire if America managed to annex Texas right? Cause in my game as Mexico I managed to keep Texas and I just got the "Sell your land north of the Rio Grande to the US or we will invade" event and I'm a little confused.

Edit: And I really don't wanna have to fight off the US every 4 years cause they got magic cores on half of my territory.

PrinceRandom fucked around with this message at 05:42 on Jul 14, 2013

burnishedfume
Mar 8, 2011

You really are a louse...

PrinceRandom posted:

OK, so in vanilla/NMM Vicky 2, Manifest Destiney should only fire if America managed to annex Texas right? Cause in my game as Mexico I managed to keep Texas and I just got the "Sell your land north of the Rio Grande to the US or we will invade" event and I'm a little confused.

Edit: And I really don't wanna have to fight off the US every 4 years cause they got magic cores on half of my territory.

Looking at NNM, sadly America can still do it, regardless of what happens to Texas:

code:
potential = {
			tag = USA
			is_greater_power = yes
			NOT = { has_country_flag = hasmanifestdestiny }
		}
allow = {
			war = no
			romanticism = 1
			state_n_government = 1
			NOT = { truce_with = MEX }
			OR = {
				TEX = { exists = no }
				invention = manifest_destiny
				any_owned_province = { is_core = MEX }
			}
		}
So if Texas doesn't exist, it can still do the decision if it has any provinces with a Mexican core, or if they get the invention Manifest Destiny (probably what happened to you. My suggestion: add a section that goes
code:
MEX={
    AI = no
}
to the allow or potential sections.

Speaking of V2, I played a bit more of my Papal States game and had the problem where Italy appears and takes all my provinces again; this time, it happened after I forced Austria to dismantle its empire, resulting in Venice and another OPM Italian nation forming. I am positive pan-nationalists didn't take over either nation. I guess there's just an event somewhere that creates Italy if all Italian nations aren't in the sphere of a non-Italian. Really lame for my Papal States game, I'll have to find the event and disable it for that :/.

PrinceRandom
Feb 26, 2013

edit: didn't read fully

Edit2: So would I have to start a new game for it to take effect? I've tried to put it in both potential and allow and the event's still fired... I've also tried just deleting the invention allow and the Texas Exist.

Edit3: I think I fixed it? I made it NOT={ MEX = { AI = no }} under the allow section

PrinceRandom fucked around with this message at 07:03 on Jul 14, 2013

Nombres
Jul 16, 2009
Does anyone know where/how to mod wargoals? I can't find it in the Paradox Forums mod section.

What I'd like to do is add a wargoal to force a change of government - say a Communist power invading a democratic country with the explicit purpose of changing the democratic country's government into a proletarian dictatorship.

Alternatively, maybe I could create an event linked to puppeting or the "cut down to size" wargoals, where if the wargoal is pressed, an event fires off giving the loser a change of government. Does that seem like it would work?

burnishedfume
Mar 8, 2011

You really are a louse...

PrinceRandom posted:

edit: didn't read fully

Edit2: So would I have to start a new game for it to take effect? I've tried to put it in both potential and allow and the event's still fired... I've also tried just deleting the invention allow.

Edit3: I think I fixed it? I made it NOT={ MEX = { AI = no }} under the allow section

Huh... the only thing I can think of is "ai" was actually supposed to be lower case, which may be messing with the decision.

You could also add ai=no to the potential, although that would mean even if you're playing a nation that isn't the USA or Mexico, the USA still can't do Manifest Destiny which kinda hamstrings their ability to expand as far as they are normally supposed to.


Nombres posted:

Does anyone know where/how to mod wargoals? I can't find it in the Paradox Forums mod section.

What I'd like to do is add a wargoal to force a change of government - say a Communist power invading a democratic country with the explicit purpose of changing the democratic country's government into a proletarian dictatorship.

Alternatively, maybe I could create an event linked to puppeting or the "cut down to size" wargoals, where if the wargoal is pressed, an event fires off giving the loser a change of government. Does that seem like it would work?

No idea on the second idea, the first is in NNM in common/cb_types.txt. Look for "install_communism" (there's two versions, a "great war" and a regular version). It has similar CBs for installing democracies and fascism.

Nombres
Jul 16, 2009
I actually don't even have NMM, although I have no idea why. I'll have to download it!

Punished Chuck
Dec 27, 2010

Install Communist Government (and its opposite, Uninstall Communist Government, if you don't like the proles next door) should be in vanilla. I know in my game where I turned Persia into a Communist superpower, both expansions but no mods, I was able to declare an Install Commies war on the Ottomans. I got my rear end kicked because apparently they didn't decline like they should have and had a crazy web of alliances so I don't know how well it works, but the CB was definitely there.

The ones for democracies and fascism must be NNM only, though, those definitely aren't in vanilla.

Lustful Man Hugs
Jul 18, 2010

ExtraNoise posted:

Tonight's Modern Age progress: Fonts! And maps! And and and...



I made the newspaper icon look like an Apple icon with a little notification bullet next to it. The fonts have (mostly) been changed to Helvetica, but they are way too big so I need to go back through and regenerate them using a slightly smaller variant. Either that or padding. I'm not sure exactly how it all works, but I will figure it out!

I'm pretty happy with the nation name font on the map. I think that turned out the best. Now I need to figure out how to manipulate the "coastline gradient" so it is a hard falloff instead of a soft one. That should make the map look much more modern.

I know Canada's industrial sector is hurting a bit, but I thought it still existed at least.

Mister Bates
Aug 4, 2010

WeaponGradeSadness posted:

Install Communist Government (and its opposite, Uninstall Communist Government, if you don't like the proles next door) should be in vanilla. I know in my game where I turned Persia into a Communist superpower, both expansions but no mods, I was able to declare an Install Commies war on the Ottomans. I got my rear end kicked because apparently they didn't decline like they should have and had a crazy web of alliances so I don't know how well it works, but the CB was definitely there.

The ones for democracies and fascism must be NNM only, though, those definitely aren't in vanilla.

In my Communist America game I used that CB to go Maximum Monroe Doctrine and turn pretty much every country in the Americas commie, one war at a time.

Had to go in and mod the game slightly to do that, though - in the default game, Communist Party USA is Pacifist, which means war is out of the question. I changed it to Anti-Military so I could still declare war on people.

I kinda wish that, in Proletarian Dictatorships, you could change the ruling party back and forth between the Socialists and the Communists, to represent reformist and hardliner factions.

Nombres
Jul 16, 2009
Yeah, I wasn't aware those were in vanilla for some reason. I actually first saw it when I started running test runs. I'm screwing with those a bit, though.

Basically, my "baby's first mod," is about regime change.

A democracy/HM Government can declare war on Fascist or Communist power to force them to change governments. Fascists and Communists can do the same to change those countries to their chosen governments. Great Powers and minors can all do this.

Once the war is successful, the country that got their government changed will go into a transitional phase. "Transitional Democracy" is the only one I've written so far, and there are a number of versions based off of what the original form of government is and the circumstances (each are labelled "Transitional Democracy" but have different actual names in the files - transitional_democracy_fascist, for instance). When they first get this Transitional Democracy imposed on them, an event fires almost immediately giving them them a huge hit with militancy in order to simulate popular discontent and rejection of a foreign-imposed government. I'd also like the transitions to be an actual commitment on the part of the power doing the forcing, having to stage troops in the country to prop up the regime. Think something like Vietnam or Afghanistan. I very heavily doubt the AI will do this, though.

During the Transitional Democracy period, a number of other events can fire. So far, ones I've gotten include secession movements, voter fraud, etc.. If your militancy doesn't go down fast enough, you can be hit with events like the Secession event that allows you to either release a nation or take a further hit to your militancy. That nation then becomes your puppet, although a decision (the one I'm currently writing) allows them to try and break that relationship once they've stabilized, with a certain chance that the other nation will declare war. If they don't, that nation is fully independent.

Once you get down past a certain militancy level and wait a bit, your shift to a "Post-Communist Democracy" (or a "Post-Fascist Democracy" as the case may be), which is meant to simulate your democratic institutions becoming firmer, even though your country hasn't forgotten its former one-party rule. The goal here is to increase pluralism and consciousness so you can transition to a full-fledged democracy in time. Events at this level can either raise or lower your consciousness and pluralism, representing your population becoming more or less trusting of democratic rule and confident that their voices will be heard, so more will vote along their lines of interest. A number of situations and events can lead to you becoming a Presidential/Bourgeois Dictatorship instead (think a failing democracy getting clotheslined by a guy who becomes "President for Life"), although I haven't plotted those out yet. I'd also like to be able to model coups during these two periods, leading to a Military Junta government, and allowing the possibility of Counter-Coups, which would bring the country back to Transitional Democracy.

Installing a Communist or a Fascist government will have similar patterns, although they'll work out differently - a newly forced Fascist Government might start out as, say, a Foreign Supported Fascist Government, leading up to the vanilla Fascist Dictatorship, whereas a newly forced Proletarian Dictatorship might be under Foreign Party Rule.

None of this, I know, will actually add to the game itself (it'll probably be stupendously boring/annoying), but I think it's kinda fun trying to model all this stuff as much as I can.

My biggest problem is that, as far as I can tell, the coding doesn't allow much that isn't specific - like it doesn't allow me to name "whoever pressed their wargoal on you" or even write events in another country that I've puppeted without specifying the TAG - so it doesn't seem that I can have events going "X is happening to your puppet, and he has your government style, here are your options." I guess I could add a huge OR list to each event, but gently caress, man. My stuff is shoddy as it is.

Another issue is I can't figure out how to designate how much infamy building the CB itself makes. The CBs themselves are fine and do what I want them to, but because of the small in-game effects of each (imposing on a minor makes them a puppet; imposing on a major makes them pay "reparations"), the CBs themselves only give like 4 and 10 infamy, which I don't want.

Nombres fucked around with this message at 18:12 on Jul 14, 2013

ExtraNoise
Apr 11, 2007

ChaosSamusX posted:

I know Canada's industrial sector is hurting a bit, but I thought it still existed at least.

I've been thinking about releasing an update for Scythlyr in his absence (it's been a little over a week since anyone has heard from him as far as I'm aware) and it would fix a lot of this kind of stuff, in addition to my handful of visual improvements thus far.

The one that really bothers me the most is that the Yankee culture was changed to "American" but they didn't add that new culture to the localisation file so now it shows up as "noculture" in the game and the US quickly becomes all African-American.

I got to thinking about it, and there's no reason that various new cultures couldn't be added for the US. We have Yankee and Dixie, of course, that can carry over - but we also have like Midwestern, Texan, Cajun, Latino, Mormon, New England, Appalachian, Cascadian, and Californian off the top of my head.

There are dozens and dozens of cultures in the base game for Europe and I think it could be justified the creation of more for North America (not just the US as I mentioned) for the Modern Age mod.

Defeatist Elitist
Jun 17, 2012

I've got a carbon fixation.

Yeah, Canada starting in like 50th place is a little disheartening. We're on the G8 goddamnit! At least let us be a secondary power! :canada:

edit: Problem is, we definitely wouldn't have a particularly high military score, our industrial score would be nothing too amazing, so really it would have to be all prestige or something.

Defeatist Elitist fucked around with this message at 21:34 on Jul 14, 2013

KOGAHAZAN!!
Apr 29, 2013

a miserable failure as a person

an incredible success as a magical murder spider

ExtraNoise posted:

I've been thinking about releasing an update for Scythlyr in his absence (it's been a little over a week since anyone has heard from him as far as I'm aware) and it would fix a lot of this kind of stuff, in addition to my handful of visual improvements thus far.

The one that really bothers me the most is that the Yankee culture was changed to "American" but they didn't add that new culture to the localisation file so now it shows up as "noculture" in the game and the US quickly becomes all African-American.

I got to thinking about it, and there's no reason that various new cultures couldn't be added for the US. We have Yankee and Dixie, of course, that can carry over - but we also have like Midwestern, Texan, Cajun, Latino, Mormon, New England, Appalachian, Cascadian, and Californian off the top of my head.

There are dozens and dozens of cultures in the base game for Europe and I think it could be justified the creation of more for North America (not just the US as I mentioned) for the Modern Age mod.

You really don't want to be adding cultures to Vicky unless there's a very good reason for it, because more cultures means more POPs and more POPs means more per-tick operations. Also, Texan is already in the game.

ExtraNoise
Apr 11, 2007

Autonomous Monster posted:

You really don't want to be adding cultures to Vicky unless there's a very good reason for it, because more cultures means more POPs and more POPs means more per-tick operations. Also, Texan is already in the game.

Ahh, fair point.

Magissima
Apr 15, 2013

I'd like to introduce you to some of the most special of our rocks and minerals.
Soiled Meat
In recent months, an inexplicable sense of unease has settled over the residents of Bosnia-Herzegovina.

The Modern Age mod is great fun.

ExtraNoise posted:

Ahh, fair point.

I think the Americas need less cultures if anything. The Yankee-Dixie divide hasn't relevant in any real way since the Civil War anyway. For a modern USA, I would suggest Anglo/European-American (white, basically), Afro-American, and Hispanic (or maybe just Mexican, for simplicity's sake), with Anglo and Afro-American accepted by default, and Mexican made accepted by a decision. In fact, I might go write some stuff now.

And I would definitely appreciate if you could release an update so I can get that sweet Helvetica.

burnishedfume
Mar 8, 2011

You really are a louse...

Puella Magissima posted:

I think the Americas need less cultures if anything. The Yankee-Dixie divide hasn't relevant in any real way since the Civil War anyway. For a modern USA, I would suggest Anglo/European-American (white, basically), Afro-American, and Hispanic (or maybe just Mexican, for simplicity's sake), with Anglo and Afro-American accepted by default, and Mexican made accepted by a decision. In fact, I might go write some stuff now.

And I would definitely appreciate if you could release an update so I can get that sweet Helvetica.

Yeah I would only bother with the Dixie/Yankee thing if you wanted to add in a Civil War II event chain if the USA looses status in the world and stops being a GP or SP, but barring that, I don't think it would make much sense and it would save system resources to keep it simple where possible.

YouTuber
Jul 31, 2004

by FactsAreUseless

DrProsek posted:

Yeah I would only bother with the Dixie/Yankee thing if you wanted to add in a Civil War II event chain if the USA looses status in the world and stops being a GP or SP, but barring that, I don't think it would make much sense and it would save system resources to keep it simple where possible.

There is a huge cultural difference between "red states" and "blue states." Generally blue states are all urban centers and full of liberal people while red are either small town or agrarian based leading to conservative types. The Yankee/Dixie divide just merely took on a different name and swapped political parties after the Civil Rights issues.

Magissima
Apr 15, 2013

I'd like to introduce you to some of the most special of our rocks and minerals.
Soiled Meat

YouTuber posted:

There is a huge cultural difference between "red states" and "blue states." Generally blue states are all urban centers and full of liberal people while red are either small town or agrarian based leading to conservative types. The Yankee/Dixie divide just merely took on a different name and swapped political parties after the Civil Rights issues.

That is most certainly true, but I don't think it has much significance in game terms. You could just give southern pops different ideologies and issues than northern ones. And I don't think that the difference between northern and southern whites is comparable to the divide between, say, French and English-speaking Canadians, or even between northern and southern Germans or Italians.

Kersch
Aug 22, 2004
I like this internet
I've been wondering. When you first finish settling a colony, it is a 'colony'. Then, you can upgrade its status to (I think) a protectorate. Finally, you can turn it into a full fledged state. I understand that making it a state is what allows you to build factories there, counts them in your literacy score, allows its population to vote, etc. What I don't know is: what is the difference between a colony and a protectorate?

GrossMurpel
Apr 8, 2011

Kavak posted:

I grabbed some, but I'll try to be more thorough next time (Which I plan to spend as the US so it's actually the time after next :v:)

I don't see what's stopping you from colonizing Africa as the USA. Colonizing while half of your states have an average population of 2000 is hilarious.

KOGAHAZAN!!
Apr 29, 2013

a miserable failure as a person

an incredible success as a magical murder spider

YouTuber posted:

There is a huge cultural difference between "red states" and "blue states." Generally blue states are all urban centers and full of liberal people while red are either small town or agrarian based leading to conservative types. The Yankee/Dixie divide just merely took on a different name and swapped political parties after the Civil Rights issues.

Right, but, a cultural divide isn't actually the way to make this happen in Vicky. Culture only affects how POPs vote if it's a non-accepted culture; otherwise it's mostly down to poptype, consciousness and whether they're getting their needs or not. So, if you wanted to make the red states vote, uh, laissez faire/free trade/moralism/limited citizenship/jingoism (?), you'd want to...

Man, it is really hard to parse the issues weightings in /poptypes/*.txt. :confused:

I think I'd need to make up a spreadsheet to work out who prefers what when. But I think the general idea is that poor pops vote for more socialist positions if they have high consciousness and more conservative positions when low.

ExtraNoise
Apr 11, 2007

Might the Yankee and Dixie cultures be retooled to be Urban-American and Rural-American? It's a rough idea, but it wouldn't be based on political ideology and keeps the cultures simplified.

The big problem I see here is that the game basically forces you to pick "light man"/"dark man" when setting up a culture, and those two umbrella terms contain a lot of different cultures and ethnicity.

Fister Roboto
Feb 21, 2008

The "red state/blue state" thing isn't anywhere close to "a huge cultural divide" in either real life or gameplay terms.

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ExtraNoise
Apr 11, 2007

Fister Roboto posted:

The "red state/blue state" thing isn't anywhere close to "a huge cultural divide" in either real life or gameplay terms.

I don't think anyone said it was a huge cultural divide, though a cultural divide exists. Couldn't the "cultural divide" between Yankee and Dixie in the base game be questioned in the same way -- that it doesn't exist and never existed?

I agree with you on gameplay, though. There's no real reason for it. I think a lot of cultures of the 19th century could be removed from the game for the same reason, but then it would be hard to define what a culture is in the "modern world". Some are more easily definable than others.

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