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Here we go, see if you can make heads or tails of this:EOOQE posted:Thanks , exact what im thinking atm about EUIV. Seelmeister posted:You posted this in the EUIV - user mods sub forum... EOOQE posted:Ahh , ok you want the game played like this here ? Seelmeister posted:First up, I am not a developer, just a humble demi-mod, and I was posting in a personal capacity. EOOQE posted:I gave up ... Seelmeister posted:It is not my decision to create new forums or not, and this is not the place to suggest it. I'd also point out that posting a rant is generally not a good way to have someone create anything for you, either. My reply was to your post which contained a rant about the lack of a user mods forum, clearly not correct, and that is why I highlighted it. EOOQE posted:Ahh , ok you call me a liar or not able to read ? There is some point reached now where it is enough ! Or have you Fun to fight this out here in public ? Castellon is an admin.
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# ? Nov 14, 2013 21:08 |
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# ? May 29, 2024 17:16 |
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DivineCoffeeBinge posted:Looks to me like fairly standard Modder Entitlement; "you need modders more than modders need you, Paradox!" as though Modders would just run off and create their own, better games if they weren't distracted by taking the obvious failures published by some Scandanavian game company and building them into something playable through the application of their sheer genius, so clearly Paradox should give them free sub-boards and pay their hosting fees or whatever the hell it is he's talking about. Paradox has employed several modders. The problem is so many of them have a complete inability to appreciate that they are standing on the shoulders of giants and start to believe the circle-jerking over their own genius.
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# ? Nov 14, 2013 21:10 |
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Modder meltdowns are amazing. I feel bad for Seelmeister trying to calmly explain things while this dude just gets more and more angry about how PARADOX IS DISRESPECTING US!!!! Still not as amusing as the one from that Skyrim modder who threatened to sue people for copyright infringement for modifying his mod, but its still pretty good.
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# ? Nov 14, 2013 21:27 |
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Pimpmust posted:Something about COPYRIGHTED MATERIAL, DO NOT STEAL and rules to... support that? Uh, gently caress if I know but Paradox modders are the kind of people to have a meltdown if their stuff shows up in some other free mod. His copyright complaints seem to be uneven enforcement of the "include no copyrighted material in your mod" rule. Which is sort of fair. There are a lot of copyright infringing mods that get away with it because they're popular. Like the GoT mod for CK2. For those mods it's a "wait for a cease and desist" policy, and with some other mods the forum staff are more proactive. Dr. Video Games 0031 fucked around with this message at 21:54 on Nov 14, 2013 |
# ? Nov 14, 2013 21:38 |
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Thank you for those quotes, I suspected it was the usual self-entitled sperging but it's always a pleasure to read the leadup to the ragequit.
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# ? Nov 14, 2013 21:53 |
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DivineCoffeeBinge posted:Looks to me like fairly standard Modder Entitlement; "you need modders more than modders need you, Paradox!" as though Modders would just run off and create their own, better games if they weren't distracted by taking the obvious failures published by some Scandanavian game company and building them into something playable through the application of their sheer genius, so clearly Paradox should give them free sub-boards and pay their hosting fees or whatever the hell it is he's talking about. Maybe he should take his business to some sort of... World Stage?
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# ? Nov 14, 2013 22:01 |
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ZearothK posted:Maybe he should take his business to some sort of... World Stage? Maybe he already did
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# ? Nov 14, 2013 23:51 |
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To be sorta fair to the guy, it looks like he genuinely has trouble reading and understanding English and its nuances, and doesn't actually know what is being said. On the other hand he's also clearly reading the worst possible interpretation into the text and acting on it as though it were absolute truth and he couldn't possibly have misunderstood the implicit insult. So gently caress 'im.
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# ? Nov 15, 2013 00:15 |
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Alchenar posted:Supply thoughts... I don't think it really even needs to be that complicated. Supply should tie into the already existing organizational hierarchy. The current "all supplies come from Berlin" design is pretty nonsensical. Divisions should draw supplies from the corps headquarters. Corps draw supplies from Armies. Armies from Army Groups. Army Groups from Theaters, then theaters from the capital. The provinces where HQs are located should act as supply depots. Forces out of command range are also out of resupply range. Add a negative modifier to move supplies up the chain of command. IE, if a Corps in France is oversupplied, it will take a long time to move those supplies to a Corps on the Eastern Front. Voila, you've created a much more realistic and challenging supply model. Add another button so you can pick and choose which units to prioritize for supply and you're done. This way, if you are on the offensive and move too fast, you might outrun your supply chain which has to leapfrog from location to location. Likewise, a defensive collapse may result in losing your precious supply stockpiles.
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# ? Nov 15, 2013 11:11 |
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Posting in here because Paradox Devs actually read this thread. Can you tell me if the new Appointment succession law can be modded so that non Holy Orders can use it? The possibility of representing nonfeudal states in CK2 is just too tempting to pass up.
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# ? Nov 16, 2013 03:37 |
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All this modder meltdown reminded me that I never released my balkanized-North America mod I was working on last month. So without too much fanfare, I present... Divided We Stand Version 0.01! It doesn't have the Mexican states broken up yet, but the pops and starting militaries have been adjusted (protip: your neighbors will sell their starting armies to save a buck, so don't hesitate to wipe them out). It's interesting to see the alliances that spring up and the the nations that grow each game. I've not been able to predict a clear "super power" that rises each time I play - usually it's someone different. Cores have been modified so that borders should keep moving and changing hands. Keep an eye on your insurgency, though, as rebels are bound to rise up demanding that you become the United States again. Or, you know, try reforming the United States? It's up to you. I haven't had a game where Canada was created yet, but I'm hoping that by releasing this and letting you guys play with it, you'll be able to explore avenues I haven't discovered yet in my own mod. Please help with the development by offering critique and comment. I'd like to release this officially on the Paradox forums before year's end. Let me know what you think. Download the mod: http://www.mediafire.com/download/ru9xioexh2678hg/DWS.zip
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# ? Nov 16, 2013 07:23 |
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I made a mod for HOI2 once that was good enough and simple enough that it was actually incorporated into the later patches for Armageddon, and still appears today in their successors (DH and AOD). When this happened I was thrilled that my work was good enough for the developers to include in everyone's game, not disappointed that they had taken my stuff. Then again I've never been able to understand the fanaticism displayed by some of Paradox's more hardcore fans, especially about borders in the Balkans.
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# ? Nov 16, 2013 16:46 |
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Also, I feel like I've discovered a pretty serious flaw in the latest version of Kaiserreich. For ships, the game can't decide if its Defence stats are a Vulnerability stat (i.e. lower numbers are better) or a Defensiveness stat (i.e. higher numbers are better). Based on the terms used (Air/Sea/Land Defence, rather than Air/Sea/Land vulnerability in vanilla DH) and the fact that land units seem to work as intended, with better units getting higher numbers and defending better, it seems like they're going for a defensiveness approach. But for ships they've implemented it backwards. Ships get lower defence numbers as they improve in class, and better ships seem to sink much faster. Supercarriers will go down to naval bombers in one hour because adding a CAG to them reduces their Air Defence stat to 1. And just in case you think I've done something wrong, I can guarantee that something isn't implemented right because if you're adding a new carrier build, adding a CAG brigade decreases the Air Defence stat, while adding an AA or Improved Hull brigade increases it. This is actually a pretty gamebreaking bug when you get to the really late game, because the more you research ships, the more fragile they get. e: in fact there are a lot of anomalies in the system. Adding glider artillery or tanks to paratroops lowers their defensiveness, for example. Seems like restoring the old HOI2 system of high numbers making good defence might have been more trouble than it was worth. vyelkin fucked around with this message at 05:30 on Nov 17, 2013 |
# ? Nov 17, 2013 05:20 |
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ExtraNoise posted:All this modder meltdown reminded me that I never released my balkanized-North America mod I was working on last month. So without too much fanfare, I present... For some reason the mod doesn't seem to activate! I put the game files in My Documents/Paradox Games/Victoria II/mod/ folder, and checked the box at startup, but none of the new nations appear at the start! I just get the regular default Mexico/USA situation.
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# ? Nov 17, 2013 05:49 |
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DrSunshine posted:For some reason the mod doesn't seem to activate! I put the game files in My Documents/Paradox Games/Victoria II/mod/ folder, and checked the box at startup, but none of the new nations appear at the start! I just get the regular default Mexico/USA situation. Oh, right - it's all the same in the 1836 start. Click on A House Divided for the 1861 start.
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# ? Nov 17, 2013 06:40 |
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Got a really weird glitch in a DH mod project which I can't figure out. Equatoria (EQA) can't render its shield and flag correctly in-game, but it can render them correctly in the country select bit of the menu and all that. If a shield and flag from a country I know works properly is copied over for Equatoria (making a copy of shield_ENG as shield_EQA for example), the problem persists and the game won't properly render the graphics. I'd rather not switch all the work over to another tag and hope that all works and renders there properly-- anyone know what's up with this? In-game:
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# ? Nov 17, 2013 06:50 |
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ExtraNoise posted:Oh, right - it's all the same in the 1836 start. Click on A House Divided for the 1861 start. Ah. I found the problem. I had to put it in the actual game folder, instead of the Paradox mod folder in My Documents. I tried it for a bit and I have some basic suggestions:
Are you thinking of adding new decisions and events and things? I'm a reasonably decent scripter with experience in Ck2, so I'm quite familiar with Paradoxese.
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# ? Nov 17, 2013 07:20 |
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In case anyone was having the Kaiserreich instability I was, I found the reason: DH it seems doesn't play nice with giant gently caress-off resolutions. When I toned it down to 1024x768 it stopped crashing.
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# ? Nov 17, 2013 07:23 |
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Kavak posted:Someone made a good theme song for a modern day Paradox game. This is loving perfect
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# ? Nov 17, 2013 07:49 |
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Got this video in the sidebar for that one. https://www.youtube.com/watch?v=JheaxfTaY3Q
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# ? Nov 17, 2013 14:00 |
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vyelkin posted:e: in fact there are a lot of anomalies in the system. Adding glider artillery or tanks to paratroops lowers their defensiveness, for example. Seems like restoring the old HOI2 system of high numbers making good defence might have been more trouble than it was worth. Ofaloaf posted:Got a really weird glitch in a DH mod project which I can't figure out. Equatoria (EQA) can't render its shield and flag correctly in-game, but it can render them correctly in the country select bit of the menu and all that. You should be using 24bit BMP for it. Have you done that? You should also check if the TAG is correct as well.
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# ? Nov 17, 2013 15:14 |
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vyelkin posted:Also, I feel like I've discovered a pretty serious flaw in the latest version of Kaiserreich. For ships, the game can't decide if its Defence stats are a Vulnerability stat (i.e. lower numbers are better) or a Defensiveness stat (i.e. higher numbers are better). Based on the terms used (Air/Sea/Land Defence, rather than Air/Sea/Land vulnerability in vanilla DH) and the fact that land units seem to work as intended, with better units getting higher numbers and defending better, it seems like they're going for a defensiveness approach. But for ships they've implemented it backwards. Ships get lower defence numbers as they improve in class, and better ships seem to sink much faster. Supercarriers will go down to naval bombers in one hour because adding a CAG to them reduces their Air Defence stat to 1. And just in case you think I've done something wrong, I can guarantee that something isn't implemented right because if you're adding a new carrier build, adding a CAG brigade decreases the Air Defence stat, while adding an AA or Improved Hull brigade increases it. I noticed it too. Don't worry, that should be fixed in the next Beta if they include the fixes I proposed- they won't be perfect, but new stuff will no longer be weaker than old stuff. I think someone else fixed the battleship thing.
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# ? Nov 17, 2013 15:24 |
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Supeerme posted:The 1.03 patch added the "Air/Sea/Land vulnerability" as text. there is no real change in the defense stats, just the way it's described. That's in Darkest Hour vanilla. Kaiserreich restores the old Defence system, complete with high stats being better.
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# ? Nov 17, 2013 16:47 |
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DivineCoffeeBinge posted:Looks to me like fairly standard Modder Entitlement; "you need modders more than modders need you, Paradox!" as though Modders would just run off and create their own, better games if they weren't distracted by taking the obvious failures published by some Scandanavian game company and building them into something playable through the application of their sheer genius, so clearly Paradox should give them free sub-boards and pay their hosting fees or whatever the hell it is he's talking about. Hey, Ubik ran off and made his own game, and last I checked he technically owns EUIV.
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# ? Nov 17, 2013 16:56 |
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Supeerme posted:You should be using 24bit BMP for it. Have you done that? You should also check if the TAG is correct as well. e: Oh! I had a loose flag_ext = _14 line in there that didn't align with any shield_TAG file. Ofaloaf fucked around with this message at 18:35 on Nov 17, 2013 |
# ? Nov 17, 2013 18:06 |
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For anyone downloading the new Kaiserreich beta, please go to the misc.txt file and change the combat mode variable (What controls the Toughness and Defensiveness vs. Offensive Vulnerability and Defensive Vulnerability) from 0 to 1.
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# ? Nov 18, 2013 01:16 |
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Did the new Kaiserreich beta fundamentally change any of the combat? I'm playing Russia and I can't for the life of me win a battle (defensive or offensive, doesn't matter) unless I've got at least 10 divs more. I even lost a battle with 3 INF against 1 CAV that wasn't even dug in for heaven's sake. Also, is the Worker's Strike event supposed to be triggerable during the Civil War? poo poo's ridiculous. Edit: Reloaded as Mongolia because they annexed the guys to their south real quick and their cavalry is moving at 2.7 km/h through mountains. What the gently caress? GrossMurpel fucked around with this message at 00:33 on Nov 19, 2013 |
# ? Nov 18, 2013 23:54 |
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GrossMurpel posted:Did the new Kaiserreich beta fundamentally change any of the combat? I'm playing Russia and I can't for the life of me win a battle (defensive or offensive, doesn't matter) unless I've got at least 10 divs more. I even lost a battle with 3 INF against 1 CAV that wasn't even dug in for heaven's sake. Always bet on the Khan!
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# ? Nov 19, 2013 00:43 |
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GrossMurpel posted:Did the new Kaiserreich beta fundamentally change any of the combat? I'm playing Russia and I can't for the life of me win a battle (defensive or offensive, doesn't matter) unless I've got at least 10 divs more. I even lost a battle with 3 INF against 1 CAV that wasn't even dug in for heaven's sake. Did you implement the fix I mentioned? I don't know what they did to the unit stats specifically, but I'm not seeing anything in the PDox forums thread about combat being bizarre. The strike sounds like it's WAD- why wouldn't the proletariat elsewhere in Russia sympathize with the Soviets and try to help them? It probably does need a different version though, that part of the mod is old as hell. EDIT: Are you saying that speed is too fast or too slow? Because it sounds about right for guiding a few thousand horses through mountain passes. Kavak fucked around with this message at 01:35 on Nov 19, 2013 |
# ? Nov 19, 2013 01:22 |
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Kavak posted:Did you implement the fix I mentioned? I don't know what they did to the unit stats specifically, but I'm not seeing anything in the PDox forums thread about combat being bizarre. In the file it says the "combat mode" variable only governs a few names, whether it's called toughness or offensive vulnerability, for example. About the strike, turns out it's just a generic event as long as you're above 20 dissent . And I meant speed is too fast, in my beta 2 games it would always go down to the minimum of 0.8 when cavalry or armored divs crossed jungle or mountains.
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# ? Nov 19, 2013 02:30 |
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GrossMurpel posted:In the file it says the "combat mode" variable only governs a few names, whether it's called toughness or offensive vulnerability, for example. No, it governs the entire logic of combat, not just the names. You need to switch it to 1 for everything to work. As for the speed, I kind of agree, but the people complained nonstop about things being too slow, so we gave them want they wanted. Units will only slow to the minimum speed when in combat. EDIT: poo poo, you're right. Holy crap I hate this stupid vulnerability system. Kavak fucked around with this message at 02:57 on Nov 19, 2013 |
# ? Nov 19, 2013 02:54 |
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Movement before this update was hellishly slow. It's still not exactly fast, it took months to march across Siberia as Russia, but it feels like it's a thing I can achieve before the game's timeframe ends. I've not had any particular battle troubles personally but I've not played terribly much of the new version yet.
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# ? Nov 19, 2013 02:58 |
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Mister Adequate posted:Movement before this update was hellishly slow. It's still not exactly fast, it took months to march across Siberia as Russia, but it feels like it's a thing I can achieve before the game's timeframe ends. Well you aren't really supposed to march across Siberia anyways, that's what strategic redeployment is for. Unless that's not a thing in Kaiserreich (I never played it)
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# ? Nov 19, 2013 03:35 |
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Dr. Video Games 0031 posted:Well you aren't really supposed to march across Siberia anyways, that's what strategic redeployment is for. Unless that's not a thing in Kaiserreich (I never played it) Just going from province to province during war could take months, especially in mountainous regions, so it was really hard to fight in places like Mongolia like GrossMurpel said.
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# ? Nov 19, 2013 03:46 |
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Dr. Video Games 0031 posted:Well you aren't really supposed to march across Siberia anyways, that's what strategic redeployment is for. Unless that's not a thing in Kaiserreich (I never played it) Strategic redeployment is in KR, but the thing is there's quite a bit of potential for fighting in areas like Siberia, the hinterlands of South America, and sub-Saharan Africa due to the setup, and obviously you can't strat deploy into enemy territory, so it's a bit more acute.
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# ? Nov 19, 2013 04:16 |
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What I did in the most recent beta, when movement speeds were so slow that advancing into any of these territories meant arriving with 0 org and getting immediately bounced, was to attack with only a few divisions at a time and leave the rest behind on support attack. Those divisions would rest up, and when the province was finally taken by the attacking unit which got immediately bounced, the supporters would strategically redeploy into the province, which would only take a few days. They would arrive with only half org, but that was usually enough to withstand the counterattack and hold the province. This strategy probably wouldn't work against a country with a big and powerful army, but playing as Russia and having pretty overwhelming land superiority it was more than enough to beat the Central Asian and Chinese countries, Mongolia, Transamur, and Manchuria. I assume it'll still be viable in the new patch, if the movement speeds still aren't high enough.
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# ? Nov 19, 2013 04:30 |
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vyelkin posted:What I did in the most recent beta, when movement speeds were so slow that advancing into any of these territories meant arriving with 0 org and getting immediately bounced, was to attack with only a few divisions at a time and leave the rest behind on support attack. Those divisions would rest up, and when the province was finally taken by the attacking unit which got immediately bounced, the supporters would strategically redeploy into the province, which would only take a few days. They would arrive with only half org, but that was usually enough to withstand the counterattack and hold the province. That is what I had to do when playing as Brazil in KR. The front between La Plata and Brazil has several large provinces with low infrastructure, so the AI tends to stalemate and they spend entire playthroughs not doing much at all.
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# ? Nov 19, 2013 05:09 |
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I wish someone would mod Darkest Hour so you had three movement speeds for going into enemy territory: 1. Blitz: 100% speed, lose organisation as you go. 2. Advance: 75% speed, no organisation loss. 3. Cautious advance: 50% speed, regain organisation at half stationary rate. It's pretty dumb that there are numerous provinces you can't enter without losing all your organisation, and often the terrain and weather in these provinces are fine, it's just the arbitrarily-decided size of the province that's the problem.
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# ? Nov 19, 2013 13:38 |
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Kavak posted:No, it governs the entire logic of combat, not just the names. You need to switch it to 1 for everything to work.
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# ? Nov 19, 2013 18:45 |
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# ? May 29, 2024 17:16 |
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Ofaloaf posted:Why not just stick with the default DH values? That was working out well enough before whatever patch it was made everything move at a snail's rate and values starting yo-yo-ing up and down with all the following patches and hotfixes. I don't know, I'm not in charge of unit design, but I think the problem had just as much to do with Darkest Hour itself changing things around as us. I haven't heard any complaints on the KR or Paradox forums, so I think we're good now, though.
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# ? Nov 19, 2013 18:56 |