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ilitarist posted:Great game, can't wait for quantum computers becoming a thing so that I can run it. That's how I feel about Stellaris.
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# ? Nov 1, 2019 15:04 |
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# ? May 28, 2024 15:16 |
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I reinstalled the garbage launcher for EU4 but it still refuses to do anything. Clicking play just closes the launcher and does gently caress all. Derpity derp derp. Programming be too hard. Fintilgin posted:That's how I feel about Stellaris.
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# ? Nov 1, 2019 15:21 |
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Poil posted:Um... On my computer that goes: You should have a launcherpath file in the same folder as launcher-v2 folder that shows the path it's actually using if you open it in notepad. In my case, I have a similar setup in: C:\Users\"Yeruser"\AppData\Local\Paradox Interactive\launcher-v2
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# ? Nov 1, 2019 15:28 |
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Cynic Jester posted:You should have a launcherpath file in the same folder as launcher-v2 folder that shows the path it's actually using if you open it in notepad. In my case, I have a similar setup in: I still blame paradox for it. Thing worked. Thing was changed. Thing doesn't work anymore.
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# ? Nov 1, 2019 16:34 |
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Poil posted:Thanks. I found it! (idiot mistake by me) Well, the .dll file mentioned earlier seems to be there. The launcher just refuses to... launch the game. Try uninstalling the launcher, deleting the folders you found with the various versions of the launchers and reinstalling. I had some issues launching EU4 when I had two different versions of the launcher.
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# ? Nov 1, 2019 17:32 |
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Cynic Jester posted:Try uninstalling the launcher, deleting the folders you found with the various versions of the launchers and reinstalling. I had some issues launching EU4 when I had two different versions of the launcher.
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# ? Nov 1, 2019 18:11 |
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Poil posted:I don't think even a Star Trek computer could manage the end game lag in stellaris. Huh, I figured all Paradox grand strategy games eventually slow to a crawl. Like FPS death in Dwarf Fortress, more an inevitability than anything else
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# ? Nov 1, 2019 18:15 |
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Poil posted:Thank you. I uninstalled and the folders all emptied so there was nothing to delete and after reinstalling it all got back. Sadly it still doesn't work. Am I supposed to have two launcher folders? One named launcher-v2.2019.10.3 and one launcher-v2.2019.10.4? I have those two and all the pdx map painters work for me, so I'm guessing yes. I can't really think of any other easy troubleshooting steps.
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# ? Nov 1, 2019 18:18 |
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Cynic Jester posted:I have those two and all the pdx map painters work for me, so I'm guessing yes. I can't really think of any other easy troubleshooting steps. CK2, starts normally HoI4, starts normally EU4, launcher does nothing and just closes. Starting manually from the .exe works. Stellaris, not installed. Edit I found the solution! Turning off running the game in admin mode. It seems the new launcher can't handle windows asking permission before running it. Poil fucked around with this message at 18:35 on Nov 1, 2019 |
# ? Nov 1, 2019 18:32 |
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PinheadSlim posted:Huh, I figured all Paradox grand strategy games eventually slow to a crawl. Like FPS death in Dwarf Fortress, more an inevitability than anything else EUIV runs pretty well right up until the end in my experience
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# ? Nov 1, 2019 20:11 |
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CK3 dev diary on the updated map https://www.crusaderkings.com/news/dev-diary-2-the-medieval-map quote:One of the most notable changes is how we handle Baronies. In CK2, Counties were the smallest entity we had on the map, a province if you will, with several Baronies represented through the interface of the County view. In CK3, we took the next logical step and made Baronies into their own provinces. We have been able to create a map with much more granularity and better accuracy. Most Counties will normally consist of two to five Baronies, with some exceptions. The amount of provinces will be noticeable when waging war, as it offers a larger degree of movement for you armies (more on that in the future).
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# ? Nov 6, 2019 18:22 |
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quote:No. You cannot play as a Baron.
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# ? Nov 7, 2019 03:12 |
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My contibution: Let rulers with the insane trait march through impassible terrain.
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# ? Nov 7, 2019 03:32 |
Regardless of if they're playable it seems a little weird to me that they're making a big deal of baronies being on the map but seemingly making them even less impactful on the game. I get the idea of wanting to further divide up the map, but the gameplay implications seem worse than them currently being abstracted. Hopefully something else pops up in future DDs to make use of the new system besides it just being easier to navigate armies around.
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# ? Nov 7, 2019 03:45 |
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Anno posted:Regardless of if they're playable it seems a little weird to me that they're making a big deal of baronies being on the map but seemingly making them even less impactful on the game. I get the idea of wanting to further divide up the map, but the gameplay implications seem worse than them currently being abstracted. Hopefully something else pops up in future DDs to make use of the new system besides it just being easier to navigate armies around. It seems to me like baronies and terrain combined are acting as a sort of "development" of a county. The amount of potential baronies means more potential development, which would be replacing holding slots. That's how I saw it, at least, which seems nice to me.
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# ? Nov 7, 2019 03:49 |
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Anno posted:Regardless of if they're playable it seems a little weird to me that they're making a big deal of baronies being on the map but seemingly making them even less impactful on the game. I get the idea of wanting to further divide up the map, but the gameplay implications seem worse than them currently being abstracted. Hopefully something else pops up in future DDs to make use of the new system besides it just being easier to navigate armies around. I agree, the border gore is a problem and all but I rather liked the CK2 way where baronies in a county could belong to different realms.
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# ? Nov 7, 2019 03:49 |
trapped mouse posted:It seems to me like baronies and terrain combined are acting as a sort of "development" of a county. The amount of potential baronies means more potential development, which would be replacing holding slots. That's how I saw it, at least, which seems nice to me. But now they're kind of hardcoded, right? Or at least with any given map revision. I don't know a ton about CK2 to be honest but aren't there ways to expand your holdings in any given county above the baseline? That doesn't really seem like an option here unless more features are introduced, which is completely possible. And there's also a new development score as well. That seems like the kind of abstraction I'd like to be added to the base system depending on how it works.
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# ? Nov 7, 2019 03:56 |
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Anno posted:But now they're kind of hardcoded, right? Or at least with any given map revision. I don't know a ton about CK2 to be honest but aren't there ways to expand your holdings in any given county above the baseline? That doesn't really seem like an option here unless more features are introduced, which is completely possible. in ck2 every province has at minimum 3 slots for your 1 castle, 1 city, 1 church but some provinces will have 1 or 2 extra empty slots beyond that to build additional holdings. there's nothing we've seen from ck3 so far that indicates that won't be carried over
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# ? Nov 7, 2019 04:32 |
Brother Entropy posted:in ck2 every province has at minimum 3 slots for your 1 castle, 1 city, 1 church but some provinces will have 1 or 2 extra empty slots beyond that to build additional holdings. there's nothing we've seen from ck3 so far that indicates that won't be carried over Hmmm ok. I thought that I maybe remembered (rare) options for increasing the settlement count within a county even beyond that but maybe I’m mistaken. I guess either way I was kind of hoping that would be more of a focus in CK3. And I guess maybe it could be just by making the settlements on the map more dense, I guess. Hopefully they talk about that soon.
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# ? Nov 7, 2019 04:46 |
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There were some events and things that added extra holding slots yes. Tied into the prosperity system IIRC?
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# ? Nov 7, 2019 05:09 |
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Brother Entropy posted:in ck2 every province has at minimum 3 slots for your 1 castle, 1 city, 1 church No, they don't.
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# ? Nov 7, 2019 05:11 |
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SnoochtotheNooch posted:My contibution: Let rulers with the insane trait march through impassible terrain. And build a castle in the marsh.
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# ? Nov 7, 2019 07:44 |
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Brother Entropy posted:in ck2 every province has at minimum 3 slots for your 1 castle, 1 city, 1 church but some provinces will have 1 or 2 extra empty slots beyond that to build additional holdings. there's nothing we've seen from ck3 so far that indicates that won't be carried over this isn't true, especially in starts before 1066. there are plenty of provinces with fewer holdings, especially in northeastern europe and north asia. Westminster System posted:There were some events and things that added extra holding slots yes. Tied into the prosperity system IIRC? the main ways to get more holding slots are a (very rare) MTTH event after reaching max prosperity in a province with your crown focus. you need reaper's due for this. you can also get a holding slot from a somewhat squirrelly event that fires 50 years after building a great work, but it only triggers once per province and you need to be at peace for it to trigger at all. i don't think great works are tied to a DLC but i could be wrong.
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# ? Nov 7, 2019 08:18 |
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Brother Entropy posted:some provinces will have 1 or 2 extra empty slots beyond that to build additional holdings. there's nothing we've seen from ck3 so far that indicates that won't be carried over If holdings are now provinces then to add extra holdings would mean either some provinces start off empty or the game map somehow adds provinces (which I don't think a Paradox game has ever done).
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# ? Nov 7, 2019 08:52 |
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it is a little silly that reaper's due lets you build a new venice or paris somewhere ridiculous like lapland or the middle of the sahara desert then again it's the expansion where you can cure tuberculosis by cutting your dick off Cease to Hope fucked around with this message at 09:48 on Nov 7, 2019 |
# ? Nov 7, 2019 09:00 |
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fuf posted:If holdings are now provinces then to add extra holdings would mean either some provinces start off empty or the game map somehow adds provinces (which I don't think a Paradox game has ever done). Stellaris can add entire star systems from events.
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# ? Nov 7, 2019 09:10 |
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NoNotTheMindProbe posted:Stellaris can add entire star systems from events. I meant the world map games
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# ? Nov 7, 2019 09:15 |
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The primary gameplay purpose of on-map baronies seems to be military, not economic. Them being on the map means you can't build more like with holdings, so in that way the map's gonna be static. I feel like if they'd made a system by which you can "add" provinces to the map, they have talked about it in this dev diary, what with it being about the map and all.
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# ? Nov 7, 2019 10:02 |
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fuf posted:If holdings are now provinces then to add extra holdings would mean either some provinces start off empty or the game map somehow adds provinces (which I don't think a Paradox game has ever done). Some provinces start off empty. Not uncontrolled, but without a settlement. Check out Suffolk here: There are clearly four divisions of the county but only three structures (castle, temple and I'm guessing town). trapped mouse posted:It seems to me like baronies and terrain combined are acting as a sort of "development" of a county. The amount of potential baronies means more potential development, which would be replacing holding slots. That's how I saw it, at least, which seems nice to me. Which is even worse. Paradox games already have problems where you can't add detail to a region without also making it more powerful; now they want to lean into that? Well, at least they're adding a bunch of impassables.
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# ? Nov 7, 2019 10:17 |
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KOGAHAZAN!! posted:Some provinces start off empty. Not uncontrolled, but without a settlement. Check out Suffolk here: Oh yeah, cool, good spot. I love how the map looks. I hope the little towns grow and the castles get bigger walls etc. as they develop. It's really good visual feedback. Also lots of scope for cultural variations.
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# ? Nov 7, 2019 10:32 |
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Anno posted:Hmmm ok. I thought that I maybe remembered (rare) options for increasing the settlement count within a county even beyond that but maybe I’m mistaken. I guess either way I was kind of hoping that would be more of a focus in CK3. And I guess maybe it could be just by making the settlements on the map more dense, I guess. Hopefully they talk about that soon. There is in fact a mechanic for adding additional holding slots. I believe this can happen rarely when a county is at max prosperity, possibly with other conditions that I'm forgetting. It's super rare. However, it's true that the potential for that specific kind of growth appears much more limited in CK3. There do appear to be empty baronies, but maybe one or zero per county is pretty low compared to what we're used to with CK2. Usually there's at least 1 or 2 empty holding slots in each county, and sometimes more. Empty baronies seem less frequent here. It's not as though they need empty holding slots in CK3 in order to peacefully grow your holdings though. I'm sure they'll come up with new growth mechanics too.
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# ? Nov 7, 2019 13:38 |
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Dr. Video Games 0031 posted:There is in fact a mechanic for adding additional holding slots. I believe this can happen rarely when a county is at max prosperity, possibly with other conditions that I'm forgetting. It's super rare. I'd hold judgement until we see somewhere else, where we're seeing now does start with more holdings filled in during Old Gods right?
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# ? Nov 7, 2019 13:52 |
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Vivian Darkbloom posted:CK3 dev diary on the updated map I'm interested.
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# ? Nov 8, 2019 08:11 |
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lmfao that you can't type "Vicky 3" in Paradox's twitch chat.
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# ? Nov 8, 2019 15:43 |
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Edgar Allen Ho posted:lmfao that you can't type "Vicky 3" in Paradox's twitch chat.
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# ? Nov 8, 2019 16:14 |
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Edgar Allen Ho posted:lmfao that you can't type "Vicky 3" in Paradox's twitch chat.
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# ? Nov 8, 2019 19:54 |
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I don't even want Vicky 3 at this point because I have zero faith that paradox's current management could pull it off.
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# ? Nov 8, 2019 20:05 |
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Baronjutter posted:I don't even want Vicky 3 at this point because I have zero faith that paradox's current management could pull it off.
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# ? Nov 9, 2019 11:30 |
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Baronjutter posted:I don't even want Vicky 3 at this point because I have zero faith that paradox's current management could pull it off. Yeah, Stellaris seems to have been experimenting with stuff that could be used in V3 (internal politics, economy) and it failed miserably in almost every way.
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# ? Nov 9, 2019 15:02 |
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# ? May 28, 2024 15:16 |
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As much as I love Vicky 2, even it failed at living up to being Vicky 2.
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# ? Nov 9, 2019 20:28 |