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Ya'll have any suggestions for Victoria 2 mods that don't cause performance issues? Its so odd that HFM/HPM case slowdowns for me. I have an extremely capable PC.
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# ? Aug 14, 2019 18:20 |
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# ? May 9, 2024 08:47 |
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It's Victoria 2 that is not running well, not your PC.
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# ? Aug 14, 2019 18:54 |
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Well I don't know if any of the other 3 people that play Imperator are around, but if they are maybe you could help! I'm trying to understand why my naval battles keep ending with me "winning" but losing 20-40% of my ships while my enemy loses like 2 ships total? Sure the enemy has no morale for a bit, but in reality im the one losing out.
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# ? Aug 14, 2019 19:39 |
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ThatBasqueGuy posted:OpenV2 will be the savior the thread needs and the V3 that paradox will never make I keep thinking about what kind of effort that would take and the answer is always "a lot". Even if you make it turn-based rather than RTS-style.
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# ? Aug 14, 2019 19:54 |
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I'd love a modern turn based take on Victoria, but I guess what I want is an Imperialism 3.
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# ? Aug 14, 2019 19:55 |
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Horse Inspector posted:Well I don't know if any of the other 3 people that play Imperator are around, but if they are maybe you could help! I'm trying to understand why my naval battles keep ending with me "winning" but losing 20-40% of my ships while my enemy loses like 2 ships total? I haven't done much naval combat but this is probably related to the makeup of your navy, some types of ships take less morale damage but that means that they get the poo poo beaten out of them, allowing you to win fights while losing more of your ships.
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# ? Aug 14, 2019 20:32 |
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ThatBasqueGuy posted:OpenV2 will be the savior the thread needs and the V3 that paradox will never make I will only like it if it is somehow combined with openTTD.
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# ? Aug 14, 2019 21:35 |
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RabidWeasel posted:I haven't done much naval combat but this is probably related to the makeup of your navy, some types of ships take less morale damage but that means that they get the poo poo beaten out of them, allowing you to win fights while losing more of your ships. So having better morale defense on your ships is worse? That seems very strange.
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# ? Aug 14, 2019 22:29 |
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Zeron posted:This province has a new tractor! This province is using dynamite! Elections! Teach which curriculum! Blood for oil! I feel like this is one of the things that makes Vicky 2 fans want a sequel so much, because Paradox has generally gotten a lot better about finding ways to handle this stuff without massive event spam. FWIW the "this province got a new tractor!" event spam goes away with the christmas patch released a while back (they just modified it so that when those inventions are unlocked it applies the bonus universally). A lot of the popular mods are not updated to work with it, though, so they end up reintroducing said spam by overwriting the changes made in their own event files.
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# ? Aug 14, 2019 22:33 |
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AnEdgelord posted:So having better morale defense on your ships is worse? That seems very strange. The ships that hit the hardest in terms of raw damage take the most morale damage, so there's something of a tradeoff between "kicks rear end" and "stays in the fight". I might have this totally backwards, I've only had one game since the new naval system where I built any meaningful amount of ships and that was during the period when pirates were bugged so I had this gigantic navy of pirate ships and didn't actually have to build anything
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# ? Aug 14, 2019 22:44 |
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RabidWeasel posted:The ships that hit the hardest in terms of raw damage take the most morale damage, so there's something of a tradeoff between "kicks rear end" and "stays in the fight". If that's the case I can see where they were coming from but it works out badly. I've even had it where I tried chasing down navies I've beaten thinking "well at least I can now inflict big damage while they are so low", except the same thing happens. I win the fight easily but lose more ships than my enemy, in theory if I kept it up I'd win every battle but end up being the one who is stack wiped. Maybe this is updated in 1.2 but for now I guess the answer is to forget the expensive ships and have masses of triemes? I'll try it out.
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# ? Aug 15, 2019 07:52 |
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How about Sengoku 2 or March of the Eagles 2
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# ? Aug 15, 2019 08:32 |
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Baronjutter posted:I'd love a modern turn based take on Victoria, but I guess what I want is an Imperialism 3. A finger curls on the monkey's paw and somewhere in the world, an AGEOD dev starts writing the first lines of code for Pride of Nations 2.
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# ? Aug 24, 2019 15:02 |
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Mr Luxury Yacht posted:A finger curls on the monkey's paw and somewhere in the world, an AGEOD dev starts writing the first lines of code for Pride of Nations 2. unironic purchase
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# ? Aug 24, 2019 17:09 |
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PoN did markets and economy well. It did everything else astoundingly badly.
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# ? Aug 24, 2019 18:44 |
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have the updates to europa universalis rome 2 made it any good
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# ? Aug 24, 2019 22:00 |
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It's making progress but not yet imo
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# ? Aug 24, 2019 22:13 |
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Pride of Nations in the new engine would actually be cool and good.
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# ? Aug 24, 2019 22:33 |
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Paradox needs to hire this guy or buy/copy/steal whatever script he wrote to make flags https://twitter.com/FlagsMashupBot/status/1168501336280903681 https://twitter.com/FlagsMashupBot/status/1168667431239344128 https://twitter.com/FlagsMashupBot/status/1168169147840249857 https://twitter.com/FlagsMashupBot/status/1166392868501643264 https://twitter.com/FlagsMashupBot/status/1168607034624921600
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# ? Sep 3, 2019 02:49 |
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"27 people are talking about this" "20 people are talking about this" "23 people are talking about this" "2,101 people are talking about this" "32 people are talking about this" I wonder how automated this script is.
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# ? Sep 3, 2019 03:26 |
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catlord posted:"27 people are talking about this" it posts a new one every 30 minutes, bound to be some hilarious/touchy ones https://twitter.com/FlagsMashupBot/status/1167863409418727424 https://twitter.com/FlagsMashupBot/status/1168682561985552384
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# ? Sep 3, 2019 03:32 |
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420 Gank Mid posted:Paradox needs to hire this guy or buy/copy/steal whatever script he wrote to make flags That account is basically designed to inflame national and cultural tensions, which is what every online discussion about paradox games ends up being without moderation. So yeah basically I agree
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# ? Sep 3, 2019 03:54 |
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420 Gank Mid posted:it posts a new one every 30 minutes, bound to be some hilarious/touchy ones hahahaha this flag is amazing! Surely there aren't any that are better than this? (Maybe something related to the Crimean flag?) EDIT: Actually, there's a "Virgin Chad" one - the name alone makes it top three, at least Major Isoor fucked around with this message at 04:10 on Sep 3, 2019 |
# ? Sep 3, 2019 04:06 |
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420 Gank Mid posted:it posts a new one every 30 minutes, bound to be some hilarious/touchy ones Lmao
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# ? Sep 3, 2019 04:15 |
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420 Gank Mid posted:Paradox needs to hire this guy or buy/copy/steal whatever script he wrote to make flags This is now the politically loaded flags thread. Welcome, friends.
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# ? Sep 3, 2019 16:34 |
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DrSunshine posted:This is now the politically loaded flags thread. Welcome, friends. Great to be here https://twitter.com/FlagsMashupBot/status/1168682561985552384
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# ? Sep 3, 2019 16:52 |
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420 Gank Mid posted:Paradox needs to hire this guy or buy/copy/steal whatever script he wrote to make flags pretty cool
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# ? Sep 3, 2019 16:58 |
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Don’t think Paradox would touch that with a 10ft Russian Ukrainian to be honest.
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# ? Sep 3, 2019 17:21 |
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This is a question for the Paradox Devs in this thread: Could you tell us something about the game design documents you make for your games? How is the process done? How detailed do you get in the planning stages? I know that you're probably not allowed to post them online for others to see, but could you give us any summaries about them in general?
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# ? Sep 3, 2019 19:19 |
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DrSunshine posted:This is a question for the Paradox Devs in this thread: The GDD itself (for HoI at least) is usually fairly high level, and each individual feature has its own separate design document. These go pretty in-depth and often include UI sketches. These are circulated for comments from the devs (like "Last time I looked at the code for this system I started weeping blood" or "these two details seem to contradict each other" or "How will this interact with this specific set of dlc-locked game mechanics?"). The feedback from these comments is then implemented. The GDD is supposed to be continuously updated throughout development when we change stuff around or come across a detail we didn't think about. We are extremely good at this and we have never been told off by QA for not keeping the document up to date, nor has there ever been any confusion in the dev team steming from outdated information in the GDD. From what I understand other teams have different approaches.
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# ? Sep 3, 2019 21:25 |
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EU4 works by that Jake proclaims that a feature will be good, then I write down how that feature is good for the lesser mortals.
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# ? Sep 4, 2019 17:29 |
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I see, this is god-incarnate and his prophet approach.
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# ? Sep 4, 2019 18:22 |
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ArchangeI posted:The GDD itself (for HoI at least) is usually fairly high level, and each individual feature has its own separate design document. These go pretty in-depth and often include UI sketches. These are circulated for comments from the devs (like "Last time I looked at the code for this system I started weeping blood" or "these two details seem to contradict each other" or "How will this interact with this specific set of dlc-locked game mechanics?"). The feedback from these comments is then implemented. The GDD is supposed to be continuously updated throughout development when we change stuff around or come across a detail we didn't think about. We are extremely good at this and we have never been told off by QA for not keeping the document up to date, nor has there ever been any confusion in the dev team steming from outdated information in the GDD. Nice! Thanks for this explanation. It's fascinating to get a little glimpse into the world of professional game design! In every PDS game it seems like there's a kind of "fundamental unit" that the player is concerned about - in CK2, it's the player's head of the dynasty/the player character, in EU4, it's the nation in general, in Victoria 2 it's the pops - and so on. So when you get the team together to make a new game, do you start off designing the game around that fundamental mechanic or unit, or is it more of an evolutionary process? How do you start? What kind of brainstorming do you guys do?
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# ? Sep 4, 2019 20:29 |
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"It seems in this game where you play a country, the entire game is designed around a fundamental unit (the country)"
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# ? Sep 4, 2019 22:02 |
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Making things sound fancier than it is, though I guess us being used to it, I don't see it like that. Terms I hear a lot more when we talk is "loops" to feed the addiction that is our games so you keep doing the "Just one more year". I'm not good at articulating these things but something generic like: Get resources -> perform action using those resources -> reward from action -> get more resources -> rinse repeat So in EU4 you could construct a chain of actions where each leads into the next one: You get money, you use that money to build a manpower building, you get manpower, now you can fight that war and spend the manpower resource... etc. etc... Each action builds into the next one sort of? A lot is also like learning lessons from past. I've learned for instance timers, like cooldowns etc breaks these kind of loops in our games in the game since you as player is no longer in control of it. Hence why I removed interactions in estates for something entirely different. e: Though should also point out sometimes only way to solve a problem is a boring timer Groogy fucked around with this message at 22:28 on Sep 4, 2019 |
# ? Sep 4, 2019 22:19 |
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Groogy posted:Get resources -> perform action using those resources victoria 3 confirmed ????
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# ? Sep 5, 2019 01:34 |
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Groogy posted:Get resources -> perform action using those resources -> reward from action -> get more resources -> rinse repeat One problem is that some of those actions (buildings) aren't really worth spending resources on. The game could probably do with more levels of buildings or a re balance of their costs and effects.
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# ? Sep 5, 2019 05:58 |
One area I think PDX could make some easy gains for the reward loop is visual representation of progress. I love seeing the little soldier models get more modern over time, especially for the cool / fanciful ones, and would love to see something similar for cities and ports etc. Related: the CoT upgrade art is great but I wish it was bigger. KOEI’s historical games use background art quite well.
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# ? Sep 5, 2019 06:58 |
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Tahirovic posted:One problem is that some of those actions (buildings) aren't really worth spending resources on. The game could probably do with more levels of buildings or a re balance of their costs and effects. Other than sailors and state maintenance, what buildings do you feel aren't worth spending money on?
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# ? Sep 5, 2019 08:42 |
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# ? May 9, 2024 08:47 |
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YF-23 posted:Other than sailors and state maintenance, what buildings do you feel aren't worth spending money on? Is the breakeven point for some of those income boosting buildings not measured in centuries or something? I’m at work so I can’t check.
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# ? Sep 5, 2019 11:24 |