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SlothfulCobra
Mar 27, 2011

The best map is going to be the one that presents the data you want to convey best across. There's a whole field dedicated to theories about that.

I feel like I'd rather have better symbolic representation about aspects of the map than those terrain textures which at best give you a vague idea about whatever terrain type the province is supposed to be while using up GPU power.

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Deceitful Penguin
Feb 16, 2011
Gimme whatever map projection makes greenland and iceland loving huge and then turn it upside down


or that projection that radiates out from the poles: those are baller as hell

Radio Free Kobold
Aug 11, 2012

"Federal regulations mandate that at least 30% of our content must promote Reptilian or Draconic culture. This is DJ Scratch N' Sniff with the latest mermaid screeching on KBLD..."




Like this one?


Or the Spilhaus Projection?


Actually, that last one would be pretty cool for a race of sea-peoples like mermen or atlantis or the SMAC pirates or something.

Funky Valentine
Feb 26, 2014

Dojyaa~an

Radio Free Kobold posted:

Or the Spilhaus Projection?


Actually, that last one would be pretty cool for a race of sea-peoples like mermen or atlantis or the SMAC pirates or something.
I think this is how flat earthers conceive of the world.

Deceitful Penguin
Feb 16, 2011

Radio Free Kobold posted:

Like this one?


Or the Spilhaus Projection?


Actually, that last one would be pretty cool for a race of sea-peoples like mermen or atlantis or the SMAC pirates or something.
upper only properly centered on iceland and flipped upside down

and the latter one is amazing and giving me a terrible headache

Pakled
Aug 6, 2011

WE ARE SMART

Funky Valentine posted:

I think this is how flat earthers conceive of the world.

Flat Earthers think it's the other way around, with the North Pole in the center and Antarctica as an impassible wall of ice surrounding the world that the government is hiding from us.

Dr. Video Games 0031
Jul 17, 2004

Deceitful Penguin posted:

Gimme whatever map projection makes greenland and iceland loving huge and then turn it upside down


or that projection that radiates out from the poles: those are baller as hell

Deceitful Penguin
Feb 16, 2011

Yeeesssssssssssss

Radio Free Kobold
Aug 11, 2012

"Federal regulations mandate that at least 30% of our content must promote Reptilian or Draconic culture. This is DJ Scratch N' Sniff with the latest mermaid screeching on KBLD..."




stretched mexico (strexico?) makes me want to vomit

McSpanky
Jan 16, 2005







I wanna put this on a mobius strip

Arrhythmia
Jul 22, 2011

McSpanky posted:

I wanna put this on a mobius strip

You can't do that and have the polynesian islands match up. Either you'll glue on the east/west side and leave the islands divided, or you'll glue the north/south ones with the wrong orientation.

dead gay comedy forums
Oct 21, 2011


imho, the only way that you can keep nice rectangular maps that allows for a good compromise between gameplay and accuracy is to have distinct areas of play, based on world regions: of course that this would require an entire different approach to developing a paradox game and much has to be said about how well you can work on the usability of having multiple theaters of action, but otoh you could actually allow for a highly in-depth game where you could focus on your home continent/region and interact with other places in a way that doesn't requires ridiculous levels of split attention

Deceitful Penguin
Feb 16, 2011
Aren't there any intentionally bad ones? Like, that get everything wrong? Seems like that would be great for a videogame

The Cheshire Cat
Jun 10, 2008

Fun Shoe

Deceitful Penguin posted:

Aren't there any intentionally bad ones? Like, that get everything wrong? Seems like that would be great for a videogame

Well it's not technically a "projection" since it's a fantasy map but if you look at the map for Warhammer Fantasy it's pretty much just "earth but wrong":

Technowolf
Nov 4, 2009




Deceitful Penguin posted:

Aren't there any intentionally bad ones? Like, that get everything wrong? Seems like that would be great for a videogame

There's the Bünting Clover map.

A Buttery Pastry
Sep 4, 2011

Delicious and Informative!
:3:

Dr. Video Games 0031 posted:

Some Europa Engine/early Clausewitz Engine games had some truly hideous map projections, but honestly, Paradox's current map projections are basically fine. Some things are stretched out a little in EU4, but I don't find that to be a big deal. And I don't mind shifting the Americas north if there are valid gameplay reasons for it.

PittTheElder posted:

AFAIK the shifting is not really a gameplay reason, it's to make it fit into a smaller rectangular area so you need less map. It actually fucks up the game play (in a very limited way) in that colonial distances are weird as hell.
Though the bigger thing loving up colonial distances is that they're calculated on the map, rather than the globe the map represents. East-west distances at European latitudes are 50-100% greater than they should be because of that, though the fact that they shift America makes it impossible to calculate those distances correctly based off the map. (Calculations that would otherwise be super simple.)

Gameplay aside, shifted Americas also make the world map uglier.

Koramei posted:

It way overinflates the size of Europe, which directly affects how regions get addressed, since people's interest in province density is generally based on how big the provinces look in game rather than the actual land area in reality. When I was doing my Korea suggestion (and a bunch since too) there were a lot of comments about how tiny the provinces are there now; it's got 20, on a peninsula that in reality is larger than Great Britain, which in game has 40, and not even super tiny ones either, whereas a lot of Korea's are. The same sorts of comments for places like Japan and Java; if you adjust those to the sizes they are in reality, their provinces be huge compared to most places in Europe, but because in game they look tiny, people think they're represented just as well.

Now there's an argument that this is fine considering most of Paradox's games' focus, but it definitely has an impact.
Yeah, at this point the map itself is probably an impediment to the continuing improvement of the representation of the rest of the world.

double nine
Aug 8, 2013

Radio Free Kobold posted:



Actually, that last one would be pretty cool for a race of sea-peoples like mermen or atlantis or the SMAC pirates or something.

stealing this one for a fantasy setting of some description. Just need to mirror some of the landmasses to make them unrecognizable.

NoNotTheMindProbe
Aug 9, 2010
pony porn was here
https://www.youtube.com/watch?v=D3tdW9l1690

GrossMurpel
Apr 8, 2011

Radio Free Kobold posted:

Or the Spilhaus Projection?


That's not where Detroit is.

BabyFur Denny
Mar 18, 2003

GrossMurpel posted:

That's not where Detroit is.

Nah that's right where Détroit de Béring is

The Cheshire Cat
Jun 10, 2008

Fun Shoe

double nine posted:

stealing this one for a fantasy setting of some description. Just need to mirror some of the landmasses to make them unrecognizable.

Invert the land and the water and you’d have a really interesting fantasy continent shape.

Family Values
Jun 26, 2007


Radio Free Kobold posted:

Or the Spilhaus Projection?


This one makes it really visually obvious how gently caress off huge the Pacific is. The other oceans would all fit into the Pacific.

Stairmaster
Jun 8, 2012

quick question is there a guide for ideal army composition in vicky 2

Raskolnikov38
Mar 3, 2007

We were somewhere around Manila when the drugs began to take hold

Stairmaster posted:

quick question is there a guide for ideal army composition in vicky 2

rushing machine gun tech followed by rushing gas attack tech

Enjoy
Apr 18, 2009

Stairmaster posted:

quick question is there a guide for ideal army composition in vicky 2

Half infantry and half artillery, plus a hussar and engineer if it's a small stack or 2 of each if it's a big stack

Radio Free Kobold
Aug 11, 2012

"Federal regulations mandate that at least 30% of our content must promote Reptilian or Draconic culture. This is DJ Scratch N' Sniff with the latest mermaid screeching on KBLD..."




Stairmaster posted:

quick question is there a guide for ideal army composition in vicky 2

Equal parts artillery and infantry (rearline, frontline respectively), plus two to four each of cavalry and engineers to hold the flanks. This is because cavalry have a maneuver of 2, allowing them to attack more than just the unit directly in front of or beside them.

cool dance moves
Aug 27, 2018


Enjoy posted:

Half infantry and half artillery, plus a hussar and engineer if it's a small stack or 2 of each if it's a big stack

This. Personally I've heard that dragoons get better techs than hussars in the long term but it's a wash imo. Also, toss in a couple of tanks if you want, but iirc they won't make too much of a difference. Also maybe swap out one or both of your cavalry for aircraft once those become available.

I also like to keep a handful of artillery-only armies ready so I can merge then with whatever units come up from mobilization to give them a little extra oomph--assuming that I can afford to

Yaoi Gagarin
Feb 20, 2014

Hussars are important because they add a lot to your recon stat, which affects how fast you siege/occupy. You want that to be at or near 100%. All cav types add some recon but hussars add the most. Excess recon is useless though so you don't want to go overboard

I usually like to throw in 1-2 extra infantry than I have art b/c undefended art gets shredded

Eng affects siege %, which does NOT affect the speed of "sieging" a province. It has some ability to nullify the defender's fortifications but I'm not sure exactly how that works

Don Gato
Apr 28, 2013

Actually a bipedal cat.
Grimey Drawer
Just use nothing but Guards all the time and then wonder why your solider pops immediately disintegrate after a battle. That's what I did learning the game, and also how I managed to depopulate a large chunk of Russia on accident.

cool dance moves
Aug 27, 2018


When should guards be used, anyways? Seems they're not worth the pop decimation

The Cheshire Cat
Jun 10, 2008

Fun Shoe

cool dance moves posted:

When should guards be used, anyways? Seems they're not worth the pop decimation

The main difference between guards and infantry is that guards are stronger on attack and infantry are stronger on defense. I'm not really sure if the difference is significant and by the time machine guns roll around defense ends up being much, much better than attack. Guards are meant to be shock troops basically, so you'd probably want to have a couple of guard armies you use to lead the charge when pushing in to enemy territory and then have your main infantry armies come up behind to hold it but honestly the war game isn't so complicated that you need that level of tactics.

Stairmaster
Jun 8, 2012

you switch out like 3 brigades with guards to give your stacks a little punch.

feller
Jul 5, 2006


You use guards early on, until you run out of the ones you started with, and then never again.

My easy army comp is 4inf+1hussar+5 artillery. It works until i'm chucking 8 of these in a single battle and the lines get all messed up

Agean90
Jun 28, 2008


the real pro strat is to have like, one or two stacks that can act on their own and then a bunch of stacks that are artillery and horse that you can add mobilized units too for balance

cool dance moves
Aug 27, 2018


Agean90 posted:

the real pro strat is to have like, one or two stacks that can act on their own and then a bunch of stacks that are artillery and horse that you can add mobilized units too for balance

This is p much what I do unless I'm playing as a big country. Then I build a couple extra armies for regional rebel suppression

GrossMurpel
Apr 8, 2011

Senor Dog posted:

You use guards early on, until you run out of the ones you started with, and then never again.

My easy army comp is 4inf+1hussar+5 artillery. It works until i'm chucking 8 of these in a single battle and the lines get all messed up

This. And then later on it turns into "who has the best railroads to most quickly throw as many of these 30k stacks into battle as possible"

The Cheshire Cat
Jun 10, 2008

Fun Shoe

GrossMurpel posted:

This. And then later on it turns into "who has the best railroads to most quickly throw as many of these 30k stacks into battle as possible"

Victoria warfare is interesting because it's ALMOST a good simulation of how warfare was actually conducted in the era - where you'd have a relatively small trained force supplemented by a large conscripted army, meaning early mobilization could be incredibly important. It doesn't work super well in practice (you often don't even need to mobilize at all if you're large enough since you'll have enough soldier pops for a significant standing army that can easily roll over 3x their numbers in conscripted chaff that the AI will happily throw into your entrenched defenders), but I can't really think of another game that even comes close to working like that.

KOGAHAZAN!!
Apr 29, 2013

a miserable failure as a person

an incredible success as a magical murder spider

Watching your regulars tear through twice their weight in conscripts without breaking a sweat is one of the best parts of Vicky. The game desperately needs a mobilisation planner, though.

Anyway:

https://forum.paradoxplaza.com/forum/index.php?threads/development-diary-10th-of-december.1136021/

Here it is lads, the secret sauce that has everyone thinking Imperator is gonna be good.

Random thoughts:

  • I don't know if I like my skirmish line holding "until their morale breaks". I think, actually, I'd rather my archers hit and faded rather than stuck around to get chewed up?
  • Gonna keep my armies in tiger mode 100% of the time, whatever the hell that is.
  • Not sure how I feel about flankers only being able to roll up the line if their manoeuvre is high enough. What are we saying here, that heavy infantry can't do envelopments? Maybe manoeuvre should determine how quickly an unopposed flank moves on the centre?
  • I wonder if the system supports uneven flanks/oblique order?
  • This system seems like it might not work so well with smaller armies that don't have a lot of regiments to divvy up between positions. Considering how small some nations are in Imperator, maybe regiments should be smaller than 1000 men? So even OPMs can have 6 or 7 regiments to play with.

Basically, I want to Leuktra. Let me Leuktra, Johan.

WhiskeyWhiskers
Oct 14, 2013


"هذا ليس عادلاً."
"هذا ليس عادلاً على الإطلاق."
"كان هناك وقت الآن."
(السياق الخفي: للقراءة)

Autonomous Monster posted:

  • I don't know if I like my skirmish line holding "until their morale breaks". I think, actually, I'd rather my archers hit and faded rather than stuck around to get chewed up?

That's presumably why archers take 25% more morale damage, so they break and fall back well before they take actual casualties.

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KOGAHAZAN!!
Apr 29, 2013

a miserable failure as a person

an incredible success as a magical murder spider

Yyyeah. Feels a little awkward though.

I guess anything more involved would be a leetle too much micro.

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