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Goatse James Bond
Mar 28, 2010

If you see me posting please remind me that I have Charlie Work in the reports forum to do instead

Arrath posted:

Truly the problem with embargoes is that they can't access my economy, noted as "#1 producer" of...near enough every important industrial good. Sucks to suck, guys.

my lanfang game I drat near established a global rubber monopoly

Kneel before Malaysian bicycles, cars, and tanks, paleskins

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CapnAndy
Feb 27, 2004

Some teeth long for ripping, gleaming wet from black dog gums. So you keep your eyes closed at the end. You don't want to see such a mouth up close. before the bite, before its oblivion in the goring of your soft parts, the speckled lips will curl back in a whinny of excitement. You just know it.

Eiba posted:

I haven't had a chance to play, but how do you deal with production methods that require electricity when you're a big country and half your provinces have access to electricity? Do you manually have to go through and change each building's production method? Do they make it obvious where electricity is or isn't available on the building list?
Yeah, that's exactly my fuckin' concern. Right now the flow is get a new production method that needs electricity, click the button in the Building tab to switch everyone over to that. Seems like when it's state-by-state you've got to go into the building tab, expand it, click onto each one, check how much electricity switching over will need, click back into the state, click on the power plant, see how much surplus it has, compare that to what's needed, back out to the state again, click into the building, turn on the production method, open up the Buildings tab again, repeat.

And just straight get hosed to any idea of electric railroads or street lights unless I'm in some tiny 4 state country, what's the loving point.

ThatBasqueGuy
Feb 14, 2013

someone introduce jojo to lazyb


seeing all the mixed PM symbols in the lategame from the building tab is gonna drive my OCD crazy

Zeron
Oct 23, 2010

CapnAndy posted:

Yeah, that's exactly my fuckin' concern. Right now the flow is get a new production method that needs electricity, click the button in the Building tab to switch everyone over to that. Seems like when it's state-by-state you've got to go into the building tab, expand it, click onto each one, check how much electricity switching over will need, click back into the state, click on the power plant, see how much surplus it has, compare that to what's needed, back out to the state again, click into the building, turn on the production method, open up the Buildings tab again, repeat.

And just straight get hosed to any idea of electric railroads or street lights unless I'm in some tiny 4 state country, what's the loving point.

I mean, I guess you could do all that. Or you could just switch it all over and then build wherever it says you have a shortage. Sure you take a bit of a dip but it works out and you save a whole lot of time and effort! I do this all the time. Either you have enough construction capacity to manage it, or you don't have enough buildings for it to be an issue anyway.

ThatBasqueGuy
Feb 14, 2013

someone introduce jojo to lazyb


its not just a matter of construction points anymore, you can easily have areas where its not feasible due to population and/or qualifications to run electricity and whatnot now, which means you'd still either have to go back and manually adjust those states or just sit there eating the ramping imput penalty

Eiba
Jul 26, 2007


Zeron posted:

I mean, I guess you could do all that. Or you could just switch it all over and then build wherever it says you have a shortage. Sure you take a bit of a dip but it works out and you save a whole lot of time and effort! I do this all the time. Either you have enough construction capacity to manage it, or you don't have enough buildings for it to be an issue anyway.
You'd really build a power plant in every single province of your empire? Who's going to staff the power plant in Greenland to refrigerate the two fish being produced there?

Honestly, I really like local resources in principle, but I can't see how it's not going to be awkward in practice.

Arrath
Apr 14, 2011


Idea: another tier of coal/oil eating green button production method, that produces enough electricity to feed it's own building and no more.

Upside: random sawmill in bfe can run electric saws without building a whole rear end coal plant in the area.
Downside: doesn't get any bonuses to production from throughput or state traits like real deal power stations.

Radia
Jul 14, 2021

And someday, together.. We'll shine.

Eiba posted:

You'd really build a power plant in every single province of your empire? Who's going to staff the power plant in Greenland to refrigerate the two fish being produced there?

the unemployed that are forced out of glorious Moscow due to automation, so they can maintain their ludicrously high standard of living? :smug:


Dr. Video Games 0031 posted:

This is more like an alpha than a beta it seems like, with some features not being properly fleshed out. I'm surprised Paradox is pushing it out in this state, to be honest. Not that it's necessarily a bad thing, but it does mean that I wouldn't take its current state as indicative for how the game will play when 1.5 is officially released.

im pessimistic about this because describing it as an eu4 mechanic tells me it'll be like..well, eu4 mechanics, where no, this is exactly indicative for how it'll play when 1.5 is officially released. ive had lots of hope paradox will flesh out features that they never, ever do, beyond the "+10% output" or whatever. fingers crossed vicky 3 (continues to?) buck that trend i guess, but it'd be unusual

Blorange
Jan 31, 2007

A wizard did it

Eiba posted:

You'd really build a power plant in every single province of your empire? Who's going to staff the power plant in Greenland to refrigerate the two fish being produced there?

Honestly, I really like local resources in principle, but I can't see how it's not going to be awkward in practice.

A lot of the state level locality would accomplish a lot of the same goals operating at a regional level instead. It'd keeps things localized for a global empire without the need to check each individual state. Heck cutting down the discrete sub-markets would make calculating adjacency or goods travel effects possible in real time.

RabidWeasel
Aug 4, 2007

Cultures thrive on their myths and legends...and snuggles!
I am about 90% sure that the companies feature isn't going to end up doing anything particularly clever, not every gameplay mechanic needs to be super complex, it just needs to enable some interesting gameplay decisions.

In the case of companies that is giving you a reason to specialise your economy more and potentially generating more opportunities for trade (both imports and exports)

My only complaint is that "companies" is a really bad name for what the feature actually does right now, plus there should be more reason to stick with a given company rather than just swapping them around constantly; in the current implementation if you really want you can just use them as a free construction boost for whatever you're working on.

RabidWeasel fucked around with this message at 08:04 on Sep 2, 2023

Fister Roboto
Feb 21, 2008

CapnAndy posted:

Yeah, that's exactly my fuckin' concern. Right now the flow is get a new production method that needs electricity, click the button in the Building tab to switch everyone over to that. Seems like when it's state-by-state you've got to go into the building tab, expand it, click onto each one, check how much electricity switching over will need, click back into the state, click on the power plant, see how much surplus it has, compare that to what's needed, back out to the state again, click into the building, turn on the production method, open up the Buildings tab again, repeat.

And just straight get hosed to any idea of electric railroads or street lights unless I'm in some tiny 4 state country, what's the loving point.

Yeah, this is the problem I have. The UI as it is just doesn't work for managing different production methods in different states.

ilitarist
Apr 26, 2016

illiterate and militarist

RabidWeasel posted:

I am about 90% sure that the companies feature isn't going to end up doing anything particularly clever, not every gameplay mechanic needs to be super complex, it just needs to enable some interesting gameplay

Still the decision would be more interesting if it's not just a bonus with no strings attached. Allowing them to influence politics might be too much, but I expect some other considerations for not selecting a company except for opportunity cost, and also different effects based on the government. Like maybe in a free market you get double bonus from them but also some sort of malus too. Like tariffs costing more or something.

RabidWeasel
Aug 4, 2007

Cultures thrive on their myths and legends...and snuggles!

ilitarist posted:

Still the decision would be more interesting if it's not just a bonus with no strings attached. Allowing them to influence politics might be too much, but I expect some other considerations for not selecting a company except for opportunity cost, and also different effects based on the government. Like maybe in a free market you get double bonus from them but also some sort of malus too. Like tariffs costing more or something.

Making the company bonuses different under different laws would be a pretty cool extension

ilitarist
Apr 26, 2016

illiterate and militarist
Different bonuses could be an overkill cause this would make law changes have crazy unpredictable effects, but something like free market doubling both good and bad effects of the company and administrative economy halves the positive impact and removes a negative (not making a political statement here, just talking about gameplay considerations) would be fun. And, again, having a negative effect would probably feel more right for the game where every decision has varied consequences. Here it feels like your choice is between good and very good.

RabidWeasel
Aug 4, 2007

Cultures thrive on their myths and legends...and snuggles!
I've had a chance to play a decent amount of 1.5 today and I'm really looking forwards to the next beta update, the game is so much more interesting while you're doing the whole industrial build up thing and the only bug I've run into so far which is really a problem is having your war goal removed if your war target decides to make itself into a vassal as a sway. Obviously there's a ton of broken stuff to do with the new war system but if you avoid abusing naval landings it seems to work ok (though some wars are unreasonably long)

ilitarist
Apr 26, 2016

illiterate and militarist
Hope the changes are integrated well into UI. Thanks to the feature bloat EU4 has extremely important things hidden behind small barely visible buttons and submenus. Hope I won't have to read devdiaries to understand what's up with the navies.

FPyat
Jan 17, 2020
The new war visuals are nice but I appear to have airplanes circling above in 1841.

Star
Jul 15, 2005

Guerilla war struggle is a new entertainment.
Fallen Rib
It might just be a coincidence but the AI feels more aggressive in 1.5. It’s almost 1865 and Prussia has already fought Austria twice for leadership and is now fighting France and Russia for unification. Russia has also invaded Persia and Sweden has tried to puppet the southern puppets of Denmark.

Fister Roboto
Feb 21, 2008

As Colombia I managed to take British Guinea by asking for it in exchange for joining a war that Britain absolutely didn't need me for (a revolt in India). Thanks :confused:

Mandoric
Mar 15, 2003
Reverse-sway is tuned a bit high, yeah, especially with greater war enthusiasm from the AI. I started up a Qing run yesterday that I probably made unplayable in the first 10 minutes by getting a second institution going, but also has recognition, Singapore, and Dutch Guiyana solely off what the AI will pay to borrow my army.

Radia
Jul 14, 2021

And someday, together.. We'll shine.
uh am i missing something in the beta or is there no way to have barracks demand artillery, fleets demand manowars, etc.

FPyat
Jan 17, 2020
I haven't been able to figure out how to raise conscripts myself.

ro5s
Dec 27, 2012

A happy little mouse!

Conscripts don't work at all right now since that system's changing. I tried building some artillery and I think I had it work with one army group, while for all the others it just built the barracks then didn't recruit anyone. The beta looks interesting but it's very rough around the edges to actually play - I poked around a little but I'm waiting for the second beta version to actually put some time into.

RabidWeasel
Aug 4, 2007

Cultures thrive on their myths and legends...and snuggles!
You just right click on the province to raise conscripts now, I'm not entirely sure if this does anything though?

The current beta is fine if you just want to gently caress around with laws / economy stuff but there's so many issues with the military (and surprisingly diplomacy which I was not expecting in 1.5) that you can't really play a normal game

BBJoey
Oct 31, 2012

Re the production method/electricity thing, I feel like a simple? solution would be to separate buildings in states which have electricity from those which don't. This doesn't quite solve the problem of making sure you have enough power plants in each state, but at least you'd be able to flick the switch only on those places which have some chance of meeting the electricity demand.

Radia
Jul 14, 2021

And someday, together.. We'll shine.
ya i went back to mainline, the economy changes are exciting though!

Gort
Aug 18, 2003

Good day what ho cup of tea
That's basically how I feel about the beta - it's full of interesting and generally good ideas, but it's not a game you can play.

RabidWeasel
Aug 4, 2007

Cultures thrive on their myths and legends...and snuggles!
Luckily "just loving around with the economy" is my preferred playstyle so 1.5 works great for me

Scrublord Prime
Nov 27, 2007


For artillery, you can build explicit artillery/cavalry units via the army tab. It all gets aggregated into barracks, but building it this way will get you artillery demand at least instead of building barracks itself. I'm guessing its the same deal with light/capital ships, but I didn't experiment that far. I think army is also where you set if a commander is on the offensive or defensive. It's definitely alpha/early beta stuff with a mess warfare is, but I'm glad they're tackling the current war issues at least and am happy to wait and see how it turns out.

Also had a front hell appear for a sec in a Russia 1.4 game. It wasn't a problem here, but I've never seen fronts fracture so hard like this.

Radia
Jul 14, 2021

And someday, together.. We'll shine.

Gort posted:

That's basically how I feel about the beta - it's full of interesting and generally good ideas, but it's not a game you can play.

makes sense, they warned it was still in the dev cycle. I’ll pick it back up after an iteration or two

RabidWeasel
Aug 4, 2007

Cultures thrive on their myths and legends...and snuggles!
The next update is in 2 weeks and I assume that it will be significantly more "playable"

Gort
Aug 18, 2003

Good day what ho cup of tea
Hotfix just hit

quote:

Fixes include:

* Time of day (unrelated to Day/Night cycle) is now visible in the top-right timekeeper widget again, with icons instead of numbers
* AI is now even less inclined to overuse Anchorages in Ports
* Import/export buttons are now available when observing goods in other markets
* Taino Statue mystic smoke is now less frequent (but equally mysterious)
* Fixed a crash related to CreateNewBuilding
* Fixed a crash related to Windows error 0xc0000409
* Fixed an Out of Sync in Additional Income calculations
* "SETTING_TEXTURE_STREAMING_TOOLTIP" is now properly localized also in non-English languages

Nothing too interesting except the AI port fix

Radia
Jul 14, 2021

And someday, together.. We'll shine.
is it just me or is the sun rising in the west and setting in the east??

StashAugustine
Mar 24, 2013

Do not trust in hope- it will betray you! Only faith and hatred sustain.

Lady Radia posted:

is it just me or is the sun rising in the west and setting in the east??

Apparently their original lighting model doesn't work if the sun rises correctly lol

Grizzwold
Jan 27, 2012

Posters off the pork bow!
It’s not just you. Phoneposting right now so I don’t have a link handy but apparently paradox set it up that way because otherwise the lighting looks like poo poo.

e; beaten

Admiral Joeslop
Jul 8, 2010




Is there a list of common exploits? Stuff like sending dual naval invasions to get a foothold.

Radia
Jul 14, 2021

And someday, together.. We'll shine.

StashAugustine posted:

Apparently their original lighting model doesn't work if the sun rises correctly lol


Grizzwold posted:

It’s not just you. Phoneposting right now so I don’t have a link handy but apparently paradox set it up that way because otherwise the lighting looks like poo poo.

e; beaten

Excuse me

Arrath
Apr 14, 2011


Look you play the game on a giant map table, obviously it's set up such that "map up" is South in the council room.

Grizzwold
Jan 27, 2012

Posters off the pork bow!

https://forum.paradoxplaza.com/forum/threads/sun-rises-in-the-west.1597847/post-29123619

PDX_H4n1baL Victoria 3 Game Design Lead posted:

The short answer remains if we "fixed" the sun lighting direction, the map and all objects on it would look worse in most situations and that's not something we're willing to do.

So, an attempt from me, a non 3D Art person mind you, to clarify it a bit more:
In order to have our beautiful map be as beautiful as it currently is, we have created a lighting setup in the past (loooong before day/night cycle) that takes care of a couple of things. For example, we actually don't have one sun, but two. One is shining somewhat from the direction that you're looking at the map by default, creating a nice kind of backlight which makes reflections, terrain and building lighting etc. work the way it does (because that looks better). That one also creates shadows, which we rotate so they're facing away from the player (because that looks better). The other sun was added at a later stage to improve visual quality and is there to create lighting from the direction you're looking at objects, but doesn't actually have an effect on the terrain or shadow generation. It has a different light intensity etc. just so the objects are also illuminated from the view that you're looking at the objects (because that looks better).
So if we were to let the sun move from east to west as it would in the real world, it'd move over the point where the player's camera is located and would create a completely different light scene, which looks worse in the vast majority of situations. Late afternoons or sunrises might still look great (because the sun is behind the objects, providing that nice backlighting etc.), but all other would look significantly worse because the scene has simply not been built for it.
Also our assets are all modeled with these specific lighting situations in mind to make them look good in these situations, allowing us to focus on a couple of lighting angles which we then can make look better compared to needing them to work well in all around lighting.
Btw, the sun doesn't rise in the west and sets in the east if you look at it. The arc actually only goes to "north" because of everything I've just said. Simply flipping it would also not work because of that.

So we're not doing this because we didn't think of it or wouldn't know how to do it, and it has absolutely nothing to do with "the game's mechanics" but if we did it, it would reduce our visual quality drastically in the vast majority of situations. I've seen how it would look like by letting the artists fiddle around with it for demonstration's sake and by that I've personally been convinced that it would be a bad call to change it.

I hope this clears up at least a little bit why there's more going into this decision than "sun rises in the east, make it so".

Which makes me wonder why they decided to do day/night cycles at all if this is the only way you can make it work.

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Super Jay Mann
Nov 6, 2008

Should have set the lighting model to Wumbo.

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