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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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# ? Dec 6, 2018 02:55 |
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# ? May 25, 2024 20:17 |
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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
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# ? Dec 6, 2018 03:13 |
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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.
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# ? Dec 6, 2018 03:32 |
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Radio Free Kobold posted:Or the Spilhaus Projection?
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# ? Dec 6, 2018 03:35 |
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Radio Free Kobold posted:Like this one? and the latter one is amazing and giving me a terrible headache
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# ? Dec 6, 2018 03:38 |
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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.
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# ? Dec 6, 2018 03:47 |
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Deceitful Penguin posted:Gimme whatever map projection makes greenland and iceland loving huge and then turn it upside down
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# ? Dec 6, 2018 03:54 |
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Yeeesssssssssssss
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# ? Dec 6, 2018 04:00 |
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stretched mexico (strexico?) makes me want to vomit
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# ? Dec 6, 2018 04:08 |
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I wanna put this on a mobius strip
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# ? Dec 6, 2018 04:14 |
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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.
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# ? Dec 6, 2018 04:31 |
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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
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# ? Dec 6, 2018 05:35 |
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Aren't there any intentionally bad ones? Like, that get everything wrong? Seems like that would be great for a videogame
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# ? Dec 6, 2018 05:44 |
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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":
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# ? Dec 6, 2018 05:46 |
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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.
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# ? Dec 6, 2018 06:35 |
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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. 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.
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# ? Dec 6, 2018 06:39 |
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Radio Free Kobold posted:
stealing this one for a fantasy setting of some description. Just need to mirror some of the landmasses to make them unrecognizable.
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# ? Dec 6, 2018 09:44 |
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https://www.youtube.com/watch?v=D3tdW9l1690
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# ? Dec 6, 2018 11:50 |
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Radio Free Kobold posted:Or the Spilhaus Projection? That's not where Detroit is.
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# ? Dec 6, 2018 15:45 |
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GrossMurpel posted:That's not where Detroit is. Nah that's right where Détroit de Béring is
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# ? Dec 6, 2018 16:12 |
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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.
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# ? Dec 6, 2018 19:33 |
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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.
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# ? Dec 6, 2018 23:18 |
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quick question is there a guide for ideal army composition in vicky 2
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# ? Dec 9, 2018 18:34 |
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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
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# ? Dec 9, 2018 18:39 |
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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
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# ? Dec 9, 2018 18:47 |
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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.
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# ? Dec 9, 2018 19:13 |
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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
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# ? Dec 9, 2018 19:15 |
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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
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# ? Dec 9, 2018 19:47 |
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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.
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# ? Dec 9, 2018 19:55 |
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When should guards be used, anyways? Seems they're not worth the pop decimation
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# ? Dec 9, 2018 23:08 |
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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.
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# ? Dec 9, 2018 23:13 |
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you switch out like 3 brigades with guards to give your stacks a little punch.
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# ? Dec 9, 2018 23:15 |
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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
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# ? Dec 10, 2018 00:10 |
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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
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# ? Dec 10, 2018 00:16 |
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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
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# ? Dec 10, 2018 00:50 |
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Senor Dog posted:You use guards early on, until you run out of the ones you started with, and then never again. 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"
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# ? Dec 10, 2018 05:09 |
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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.
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# ? Dec 10, 2018 05:34 |
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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:
Basically, I want to Leuktra. Let me Leuktra, Johan.
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# ? Dec 10, 2018 16:16 |
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Autonomous Monster posted:
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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# ? Dec 10, 2018 16:30 |
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# ? May 25, 2024 20:17 |
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Yyyeah. Feels a little awkward though. I guess anything more involved would be a leetle too much micro.
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# ? Dec 10, 2018 16:36 |