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Groogy posted:Wouldn't be Paradox game if there was fancy tools. How are you guys doing this in the Clausewitz engine, by the way? Is the procedural generation thing like what you used to make the random New World in EUIV? What does the provinces.bmp file look like after you've generated a new galaxy?
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# ? Jan 11, 2016 16:20 |
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# ? May 16, 2024 17:28 |
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The answer is probably that provinces aren't part of the engine. Back when they started working on the RPG using the engine people were all confused until they pointed out that Clausewitz really has nothing to do with the gameplay mechanics of their games, just the graphics, controls, script file parsing and loading, etc.
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# ? Jan 11, 2016 16:42 |
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Yeah, there's no provinces file as such, instead there's rules about how systems are generated plus some custom system scripting, e.g. for Sol.
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# ? Jan 11, 2016 17:11 |
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But it will be possible to set up pre-defined scenario maps? Thinking mostly for modding.
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# ? Jan 11, 2016 17:17 |
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Yeah they said it would be. Here's the dev diary: https://forum.paradoxplaza.com/forum/index.php?threads/stellaris-dev-diary-16-colony-events.901906/ I'm really looking forward to the next one.
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# ? Jan 11, 2016 17:22 |
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Let's be real. Nobody is ever going to click the second option.
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# ? Jan 11, 2016 17:35 |
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Demiurge4 posted:
It's there for when an AI empire gets the event, there is a chance they don't unleash a plague of death and destruction every single time.
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# ? Jan 11, 2016 17:39 |
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All that will come out is the Lone Wanderer, who starts off fairly insignificant but if left alone will become the Avatar of Death that can crush entire empires if befrended or do the same to you if angered.
Psychotic Weasel fucked around with this message at 18:01 on Jan 11, 2016 |
# ? Jan 11, 2016 17:57 |
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Demiurge4 posted:
If the RNG hands you five deadly vault plagues in a row you might not click it a sixth time.
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# ? Jan 11, 2016 18:25 |
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vyelkin posted:If the RNG hands you five deadly vault plagues in a row you might not click it a sixth time. This time it might be different!!
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# ? Jan 11, 2016 18:27 |
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Demiurge4 posted:If Stellaris comes with a good map editor I'll be spending stupid amount of time building scenarios. Hopefully modding won't be confined to editing text files. One of the strengths of the Clausewitz engine (and also its predecessor(s)) is how much of it is compiled from text files as the engine initializes. This makes it incredibly moddable. Compare the moddability of EU4 / CK2 to pretty much any other game out there and realize this is a blessing. If notepad++ isn't an expressive enough tool, there are tools you can write to live on top of that layer, but Paradox' fans benefit more from every hour they spend extracting some mechanic into a moddable text file than every hour they spend building authorship tools.
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# ? Jan 11, 2016 18:27 |
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They should at least provide some debugging info because sometimes the engine's behaviour is just bizarre.
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# ? Jan 11, 2016 18:47 |
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Riso posted:They should at least provide some debugging info because sometimes the engine's behaviour is just bizarre. Yes, definitely. Well, there is some already, but there are plenty of errors that produce no informative message. It looks like there are plenty of uncaught exceptions, possibly because any dev working on the engine would look at that case and think "there's no way someone's that stupid". I will disappoint you.
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# ? Jan 11, 2016 18:50 |
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I seem to recall they mentioned they were adding some improved debugging capabilities for HOI4, so hopefully instead of just getting hard crashes so much you'll just be seeing Debug Dog instead.
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# ? Jan 11, 2016 18:58 |
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Autonomous Monster posted:If HOI3 pre-orders are a free rub on the Paradox genie lamp I'll take that majestic Turing portrait, tia. I'll take an alt-history event where the meeting between William Lyon Mackenzie King and Hitler results in Canada joining the Nazi Reich. Okay I'll take any Canadian related event, i don't care anymore
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# ? Jan 11, 2016 19:13 |
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Have any of you tried the magical -debug command line argument? In CK2 it turns on something I made a few years ago called script asserts, will make the scripts run a bit slower but it will output to he error log the exact piece of code that failed when it tried to execute the trigger/effect and sometimes even have a informative message on what went wrong.
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# ? Jan 11, 2016 19:36 |
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Groogy posted:Have any of you tried the magical -debug command line argument? In CK2 it turns on something I made a few years ago called script asserts, will make the scripts run a bit slower but it will output to he error log the exact piece of code that failed when it tried to execute the trigger/effect and sometimes even have a informative message on what went wrong. Whoa, that's super useful and I wish I'd known about it the last time I was making a mod.
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# ? Jan 11, 2016 19:37 |
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Groogy posted:Have any of you tried the magical -debug command line argument? In CK2 it turns on something I made a few years ago called script asserts, will make the scripts run a bit slower but it will output to he error log the exact piece of code that failed when it tried to execute the trigger/effect and sometimes even have a informative message on what went wrong. Empress Theonora posted:Whoa, that's super useful and I wish I'd known about it the last time I was making a mod. Goddammit groogy
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# ? Jan 11, 2016 19:42 |
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As usual, actual useful information for modding is not available without digging. Sticky that in the mod forum together with the other stuff! Or the FAQ area. Somewhere visible at least!
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# ? Jan 11, 2016 19:49 |
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Riso posted:As usual, actual useful information for modding is not available without digging. Sticky that in the mod forum together with the other stuff! Or the FAQ area. Somewhere visible at least! Think I did that one point long time ago, I know AGOT and EK uses it at least. Korbah usually complains that the errors aren't descriptive enough. Essentially it just outputs something like this: code:
Groogy fucked around with this message at 19:58 on Jan 11, 2016 |
# ? Jan 11, 2016 19:56 |
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Groogy posted:Have any of you tried the magical -debug command line argument? In CK2 it turns on something I made a few years ago called script asserts, will make the scripts run a bit slower but it will output to he error log the exact piece of code that failed when it tried to execute the trigger/effect and sometimes even have a informative message on what went wrong. Dibujante posted:Goddammit groogy Both "-debug" and "-debugscripts" add extra script logging to CK2 (one of them was even in the changelog when it was introduced) and they have been godsends but frankly I've never been sure which does what, and I don't remember seeing anything quite that exact in the logs but possibly I haven't been looking in the right place. What's been more useful is being able to include logging in events and CBs so it's easier to see when some hypercomplicated event chain goes off the rails. But all in all CK2 is much nicer about access debug logging than it USED to be, phew. edit: oh, okay, THAT script assert log. That was in the changelog for the patch that introduced it, and I had high hopes for it but it would be a lot more useful if it wasn't swamped with weird false-positive assert failures every time you manipulate variables in some mysterious way that the game itself seems to handle fine but the assert tracker doesn't like. Dallan Invictus fucked around with this message at 20:03 on Jan 11, 2016 |
# ? Jan 11, 2016 19:58 |
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Oh this is so long time ago I had to look up how it worked again. The script asserts are enabled by running -debugscripts when you launch the game (through a shortcut or cmd.exe) and will make it output the errors to logs/error.log Why you haven't seen it Dallan is probably because I think that the script rarely fails now days. I've made the language smart enough recently to deduce types/objects itself. So if you give it a title and the trigger/effect wants a character it will automatically convert it into the owner of the title. It can still happen on some occasions where it can't deduce it like if you use an unknown modifier with the has_character_modifier trigger, then it should output something in style with: code:
e: Yes I just noticed I've misspelled occured, Groogy fucked around with this message at 20:16 on Jan 11, 2016 |
# ? Jan 11, 2016 20:08 |
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Groogy posted:Have any of you tried the magical -debug command line argument? In CK2 it turns on something I made a few years ago called script asserts, will make the scripts run a bit slower but it will output to he error log the exact piece of code that failed when it tried to execute the trigger/effect and sometimes even have a informative message on what went wrong. Wow, gosh, I wish I'd known this existed when I was making a mod! That would've saved a lot of headache!!
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# ? Jan 11, 2016 22:58 |
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Groogy posted:Wouldn't be Paradox game if there was fancy tools. Well you've improved as a studio for so many years, why stop now?
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# ? Jan 11, 2016 23:11 |
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Dreylad posted:I'll take an alt-history event where the meeting between William Lyon Mackenzie King and Hitler results in Canada joining the Nazi Reich. Things happened in Canada after the War of 1812? Huh. Who knew.
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# ? Jan 12, 2016 17:20 |
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ZombieLenin posted:Things happened in Canada after the War of 1812? Huh. Who knew. Yeah, Michael J. Fox was born.
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# ? Jan 12, 2016 17:26 |
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Canada's contribution to the world is celeberties whose career's peaked in the mid 80s to 90s.
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# ? Jan 12, 2016 17:28 |
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Gwyrgyn Blood posted:I seem to recall they mentioned they were adding some improved debugging capabilities for HOI4, so hopefully instead of just getting hard crashes so much you'll just be seeing Debug Dog instead. Why not the Debug Duck?
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# ? Jan 12, 2016 17:31 |
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Psychotic Weasel posted:Canada's contribution to the world is If there was any reason to invade Canada during WWII, it would be to prevent that.
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# ? Jan 12, 2016 18:13 |
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America consistently takes our best comedians and our worst musicians.
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# ? Jan 12, 2016 18:20 |
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Antti posted:Why not the Debug Duck? now I'm imagining a paradox developer explain the victoria 2 code to a real life dog. the dog starts whining and howling when they get to the economy
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# ? Jan 12, 2016 21:34 |
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Dreylad posted:now I'm imagining a paradox developer explain the victoria 2 code to a real life dog. I don't think mortal minds were meant to comprehend it.
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# ? Jan 13, 2016 00:29 |
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Finland is the sole legitimate successor to Rome. CONFIRMED
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# ? Jan 13, 2016 16:54 |
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Riso posted:Finland is the sole legitimate successor to Rome. As Finland, we receive several bonuses...
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# ? Jan 13, 2016 16:58 |
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Wait why is the Soviet Union illegitimate?
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# ? Jan 13, 2016 17:33 |
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It's Senatus POPULUSQUE Romanus
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# ? Jan 13, 2016 17:34 |
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Riso posted:Finland is the sole legitimate successor to Rome. Second Golden Horde at most.
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# ? Jan 13, 2016 17:38 |
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# ? Jan 13, 2016 17:47 |
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See, this is the problem. The USSR died, and we don't know what succession law they had. Presumably every one of his children has a claim, but only one got the title. But did it go by primogeniture? Ultimogeniture? Elective? Seniority? Unlikely to be open, since they weren't muslim, but who knows?
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# ? Jan 13, 2016 17:49 |
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# ? May 16, 2024 17:28 |
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Enjoy posted:Wait why is the Soviet Union illegitimate?
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# ? Jan 13, 2016 19:18 |