Closed Thread
Page 149 of 154 FirstFirst ... 49 74 99 124 139 147 148 149 150 151 ... LastLast
Results 2,961 to 2,980 of 3064

Thread: Questions to the Developers

  1. #2961
    On Probation thrashing mad's Avatar

    Join Date
    Dec 2006
    Location
    Polska
    Posts
    2,479
    Quote Originally Posted by k_merse View Post
    Yes, although it's not one of the easiest tasks
    Are you sure? Would we still need $15,000 worth EmotionFX to edit actual meshes (like it is in all clausewitz engine games), or would they actually be moddable (accessible/convertable for more common formats/3d software)?

  2. #2962
    Quote Originally Posted by thrashing mad View Post
    Are you sure? Would we still need $15,000 worth EmotionFX to edit actual meshes (like it is in all clausewitz engine games), or would they actually be moddable (accessible/convertable for more common formats/3d software)?
    We are not using EmotionFX. Models use eu3:in format (pdxa) and a similar one we implemented for animation support. Also, we have experimental FBX model support, but I'm not sure if we will include it in the release version or not.

  3. #2963
    On Probation thrashing mad's Avatar

    Join Date
    Dec 2006
    Location
    Polska
    Posts
    2,479
    Quote Originally Posted by Ignatich View Post
    We are not using EmotionFX. Models use eu3:in format (pdxa) and a similar one we implemented for animation support. Also, we have experimental FBX model support, but I'm not sure if we will include it in the release version or not.
    So can I import/export meshes (retaining texture assignment and animation information) to 3dsmax format for example? As a former M2TW modder/modeller/texturer, I would gladly work on 3d 'sprites' for various nations/eras.

  4. #2964
    Quote Originally Posted by thrashing mad View Post
    So can I import/export meshes (retaining texture assignment and animation information) to 3dsmax format for example? As a former M2TW modder/modeller/texturer, I would gladly work on 3d 'sprites' for various nations/eras.
    AFAIK we have a converter to our format. But it doesn't work that good and the models loose a lot of detail. For this reason we added experimental FBX support, but in the end we couldn't deliver new models on time. So we may have to go back to EU3:IN models for release version. For modders we can at least fully document the format and provide our internal converters for community to improve on.

  5. #2965
    On Probation thrashing mad's Avatar

    Join Date
    Dec 2006
    Location
    Polska
    Posts
    2,479
    Quote Originally Posted by Ignatich View Post
    AFAIK we have a converter to our format. But it doesn't work that good and the models loose a lot of detail. For this reason we added experimental FBX support, but in the end we couldn't deliver new models on time. So we may have to go back to EU3:IN models for release version. For modders we can at least fully document the format and provide our internal converters for community to improve on.
    OK, thanks - sounds promising.

  6. #2966
    Quote Originally Posted by k_merse View Post
    In short: Yes, no but you can mod it, no.
    Ah I see, then the question is: diplomatic options are just like decisions now, with "ai_will_do" and factors, so it should be possible to mod them so AI will use them, right?

  7. #2967
    previous mm member
    EU3 OwnerCrusader Kings IICrusader Kings II Holy Knight

    Join Date
    Apr 2008
    Location
    Stockton, CA, USA
    Posts
    372
    Sorry to bug, was wondering if anyone had the time they could answer the other two questions, would really apprecaite it - thanks, JWSIII

    1: On the Magna Mundi webpage, it mentions that colonies can have specializations (as seperate from the colonial policy)... can someone explain this to me?

    2: Will the building system allow for per province administrative burden reduction?
    Sad at the demise of MMtG; excited for EU4
    Avid reader of Chris Taylor's England MMU AAR http://forum.paradoxplaza.com/forum/...ngland-MMU-AAR

  8. #2968
    Colonel dskod1's Avatar
    Victoria: RevolutionsEU3 CompleteRome GoldHearts of Iron IIIMajesty 2
    Supreme Ruler 2020 GoldFor The GloryHeir to the ThroneMount & Blade: WarbandVictoria 2
    Divine WindSword of the StarsCrusader Kings IIMount & Blade: With Fire and SwordPride of Nations
    For the MotherlandSengokuHearts of Iron: The Card GameSword of the Stars IIVictoria II: A House Divided
    King Arthur IICrusader Kings II Holy Knight

    Join Date
    Apr 2009
    Location
    Brisbane, Queensland, Australia
    Posts
    853
    Quote Originally Posted by gliomarto View Post
    Ah I see, then the question is: diplomatic options are just like decisions now, with "ai_will_do" and factors, so it should be possible to mod them so AI will use them, right?

    i found this in the modding wiki about diplomatic scripting, hope its useful

    ai_desirability = <formula> This determines how much the AI will value a particular relation with another country (FROM). Diplomatic overtures are made by considering all options of a particular type. If ai_desirability is > 0, this may be sent. If ai_desirability < 0, an existing relation may be revoked.
    MCP - A Victoria 2 Modification [AHD]
    MCP - A Divine Wind Mod
    NLS - New Loading Screens (Victoria 2: AHD)
    A Big Shout out to all modders who made MCP possible. Thank you again for allowing your mod to be Integrated.

  9. #2969
    Grand Master videonfan's Avatar
    Deus Vult!EU3 CompleteRome: Vae VictisRome GoldHeir to the Throne
    Victoria 2Divine WindDarkest HourCrusader Kings IIMount & Blade: With Fire and Sword
    For the MotherlandSupreme Ruler: Cold WarSengokuHearts of Iron III CollectionVictoria II: A House Divided
    Crusader Kings II Holy KnightHOI3: Their Finest Hour

    Join Date
    Feb 2011
    Location
    Where no man has gone before!
    Posts
    2,419
    About warfare system
    a well equiped morrocan army with a good leader will be able to defeat an iberian army?or did ubik made portugal lucky like paradox made sweden lucky? :P
    It is said that if you spell my name wrong,a ghost will haunt you for the rest of your life

  10. #2970
    Lt. General k_merse's Avatar
    EU3 OwnerEuropa Universalis III: In NomineSupreme Ruler 2020Victoria 2

    Join Date
    Jul 2008
    Location
    Budapest, Hungary
    Posts
    1,435
    There is no lucky nation. Arbus cheated to be able to create a huge army to show a simple example of land warfare. Portugal wouldn't be able to produce an army of that size and invade Morocco without any resistance.
    Officially EU4 (but not Euro) skeptic.
    Former MMtG staff member.

  11. #2971
    Major LYNCHY's Avatar
    Deus Vult!Victoria: RevolutionsRome: Vae VictisRome GoldMount & Blade: Warband
    Victoria 2MagickaEU3: ChroniclesSword of the StarsDarkest Hour
    Crusader Kings IIPride of NationsSengokuSword of the Stars IIHearts of Iron III Collection
    Victoria II: A House DividedMarch of the Eagles

    Join Date
    Aug 2011
    Location
    Beál Fierste
    Posts
    750
    How important will naval combat be in this game? i think it would be interesting to create a naval superpower but in games like victoria 2 and EU3 it just doesnt seem important
    Nationality: Irish
    Religion: Catholic
    Ideology: Socialist
    Issues: I dont know, let me think about it
    Militancy: 8.50
    Consciousness: 5.75

    We fight for The One, True, Catholic, Apostolic, Penguin Faction, for the glory of all the true Penguins, VIVA REY PENGÜISMO!

  12. #2972
    Lt. General k_merse's Avatar
    EU3 OwnerEuropa Universalis III: In NomineSupreme Ruler 2020Victoria 2

    Join Date
    Jul 2008
    Location
    Budapest, Hungary
    Posts
    1,435
    Try to control your colonies without a proper navy then
    Naval forces will be very important in warfare as well, because you can effectively cripple a nation which heavily relies on sea trade.
    Officially EU4 (but not Euro) skeptic.
    Former MMtG staff member.

  13. #2973
    Major LYNCHY's Avatar
    Deus Vult!Victoria: RevolutionsRome: Vae VictisRome GoldMount & Blade: Warband
    Victoria 2MagickaEU3: ChroniclesSword of the StarsDarkest Hour
    Crusader Kings IIPride of NationsSengokuSword of the Stars IIHearts of Iron III Collection
    Victoria II: A House DividedMarch of the Eagles

    Join Date
    Aug 2011
    Location
    Beál Fierste
    Posts
    750
    Quote Originally Posted by k_merse View Post
    Try to control your colonies without a proper navy then
    Naval forces will be very important in warfare as well, because you can effectively cripple a nation which heavily relies on sea trade.
    Ok, thanks, i have EU3, just havnt played it yet, but in viccy2 navies are pointless apart from transport, good to hear they are that important
    Nationality: Irish
    Religion: Catholic
    Ideology: Socialist
    Issues: I dont know, let me think about it
    Militancy: 8.50
    Consciousness: 5.75

    We fight for The One, True, Catholic, Apostolic, Penguin Faction, for the glory of all the true Penguins, VIVA REY PENGÜISMO!

  14. #2974
    Quote Originally Posted by dskod1 View Post
    i found this in the modding wiki about diplomatic scripting, hope its useful

    ai_desirability = <formula> This determines how much the AI will value a particular relation with another country (FROM). Diplomatic overtures are made by considering all options of a particular type. If ai_desirability is > 0, this may be sent. If ai_desirability < 0, an existing relation may be revoked.
    Ah, yes it is, thanks.

    Next question then: will formable "union states", like Italy or Spain, have all cultures of culture group as primary (if there is still such distinction) as in EU3, or will it be necessary to accept other cultures the usual way?

  15. #2975
    Quote Originally Posted by gliomarto View Post
    Ah I see, then the question is: diplomatic options are just like decisions now, with "ai_will_do" and factors, so it should be possible to mod them so AI will use them, right?
    Short answer, yes.

    Long answer, no: Decisions are much simpler. Diplomatic relations require more complexity. Take for example the alliance:

    Code:
    alliance = {
    	icon = 3
    	grants_primary_vision = yes
    	grants_secondary_vision = yes
    	asymmetric = no
    	revokable = yes
    	grants_primary_ally = yes
    	#friendly = yes
    	potential = { condition = { id = japan_diplo FROM = FROM } }
    	allow = {
    		NOT = { war_with = FROM }
    		OR = {
    			NOT = { condition = is_subject }
    			has_relation = { type = vassal who = FROM }
    			has_relation = { type = union who = FROM }
    		}
    		capital_scope = { influence = { tag = FROM value = 0.1 } }
    	}
    
    	effect = { relation = { who = FROM value = 25 } FROM = { prestige = 0.02 } }
    	revoke_effect = { relation = { who = FROM value = -75 } }
    
    	revoke_potential = {	# always, unless they are our overlord; except when they are >1 BB
    		OR = {
    			NOT = { condition = is_subject }
    			NOT = { condition = { id = subject_of FROM = FROM } }
    			FROM = { badboy = 1 }
    		}
    	}
    	revoke_allow = {
    		OR = {
    			AND = {
    				war = no
    				FROM = { war = no }
    			}
    			war_with = FROM
    		}
    	}
    	cancel_potential = {	# always, unless they are our overlord; except when they are >1 BB
    		OR = {
    			NOT = { condition = is_subject }
    			NOT = { condition = { id = subject_of FROM = FROM } }
    			FROM = { badboy = 1 }
    		}
    	}
    	cancel_allow = {
    		OR = {
    			AND = {
    				war = no
    				FROM = { war = no }
    			}
    			war_with = FROM
    		}
    	}
    
    	first_to_second_transfer = { relations = 2 }
    
    	ai_desirability = {
    		multiply = {
    			factor = 12
    			influence = FROM
    		}
    		modifier = {
    			factor = 0.5
    			has_relation_count = { type = alliance which = any value = 2 }
    			NOT = { condition = { id = subject_of FROM = FROM } }
    			NOT = { condition = { id = overlord_of FROM = FROM } }
    		}
    		modifier = {
    			factor = 0
    			has_relation_count = { type = alliance which = any value = 3 }
    			NOT = { condition = { id = subject_of FROM = FROM } }
    			NOT = { condition = { id = overlord_of FROM = FROM } }
    		}
    		add = {
    			modifier = {
    				factor = 200
    				has_relation = { type = alliance who = FROM }	# to make it stick
    			}
    			modifier = {
    				factor = -200
    				has_relation = { type = throne_claim_relation who = FROM }
    			}
    			modifier = {	# keep your enemies close
    				factor = 50
    				has_casus_belli = FROM
    				num_of_cities = FROM
    			}
    			modifier = { #more likely to offer if there is a shared threat
    				factor = 75
    				any_known_country = {
    					is_threat = THIS
    					is_threat = FROM
    				}
    			}
    			modifier = {
    				factor = 200
    				NOT = { has_relation_count = { type = alliance which = any value = 1 } }
    			}
    			modifier = {
    				factor = 200
    				NOT = { has_relation_count = { type = alliance which = any value = 2 } }
    			}
    			modifier = {
    				factor = -100
    				FROM = { has_relation_count = { type = alliance which = any value = 1 } }
    			}
    			modifier = {
    				factor = -200
    				FROM = { has_relation_count = { type = alliance which = any value = 2 } }
    			}
    			modifier = {
    				factor = 200
    				any_known_country = {
    					war_with = THIS
    					war_with = FROM
    				}
    				NOT = { war_with = FROM }
    			}
    			modifier = {
    				factor = 100
    				any_known_country = {
    					truce_with = THIS
    					truce_with = FROM
    					NOT = { has_relation = { type = alliance who = THIS } }
    					NOT = { has_relation = { type = alliance who = FROM } }
    				}
    				NOT = { war_with = FROM }
    			}
    			modifier = {
    				factor = 100
    				has_relation = { type = establish_embassy who = FROM }
    			}
    			multiply = {
    				factor = -4
    				country_value = badboy
    			}
    			modifier = {
    				factor = -160
    				badboy = 1
    			}
    			modifier = {
    				factor = -200
    				war_with = FROM
    			}
    			modifier = {
    				factor = -50
    				is_rival = FROM
    			}
    			modifier = {
    				factor = -100
    				is_threat = FROM
    			}
    			modifier = {
    				factor = 25
    				NOT = { is_rival = FROM }
    				NOT = { is_threat = FROM }
    			}
    			modifier = {
    				factor = 50
    				rival_countries = { is_rival = FROM }
    			}
    			modifier = {
    				factor = 100
    				threat_countries = { is_threat = FROM }
    			}
    			modifier = {
    				factor = 50
    				FROM = { rival_countries = { is_rival = THIS } }
    			}
    			modifier = {
    				factor = 100
    				FROM = { threat_countries = { is_threat = THIS } }
    			}
    			modifier = {
    				factor = 100
    				OR = {
    					condition = { id = subject_of FROM = FROM }
    					condition = { id = overlord_of FROM = FROM }
    				}
    			}
    			modifier = {
    				factor = -250
    				NOT = { religion_group = FROM }
    				FROM = { NOT = { idea = humanist_tolerance } }
    			}
    			modifier = {
    				factor = -150
    				NOT = { religion_group = FROM }
    				FROM = { idea = humanist_tolerance }
    			}
    			modifier = {
    				factor = -50
    				NOT = { religion_group = FROM }
    				FROM = { idea = religious_dogmatism }
    			}
    			modifier = { 
    				factor = 25
    				OR = {
    					AND = {
    						government = theocracy
    						FROM = { government = theocracy }
    					}
    					AND = {
    						government = monarchy
    						FROM = { government = monarchy }
    					}
    					AND = {
    						government = republic
    						FROM = { government = republic }
    					}
    				}
    			}
    			modifier = { 
    				factor = -25
    				OR = {
    					AND = {
    						government = theocracy
    						FROM = { NOT = { government = theocracy } }
    					}
    					AND = {
    						government = monarchy
    						FROM = { NOT = { government = monarchy } }
    					}
    					AND = {
    						government = republic
    						FROM = { NOT = { government = republic } }
    					}
    				}
    			}
    			modifier = { 
    				factor = 50
    				religion = FROM
    			}
    			modifier = { 
    				factor = -125
    				NOT = { religion = FROM }
    				religion_group = FROM
    				FROM = { NOT = { idea = ecumenism } }
    			}
    			modifier = {
    				factor = -75
    				NOT = { religion = FROM }
    				religion_group = FROM
    				FROM = { idea = divine_supremacy }
    			}
    			modifier = { 
    				factor = 10
    				has_relation = { who = FROM type = royal_marriage }
    			}
    			modifier = {
    				NOT = { condition = { id = subject_of FROM = FROM } }
    				groupfactor = {
    					multiply = {
    						factor = -20
    						relation_count = { type = alliance }
    					}
    				}
    			}
    			max = {	# our prestige minus their prestige (less likely to offer, the lower ours and the higher theirs)
    				factor = -40	# never more impact than -40
    				multiply = {
    					factor = 100
    					add = {
    						FROM = { country_value = prestige }
    						modifier = {
    							prestige = 0
    							groupfactor = {
    								negate = { country_value = prestige }
    							}
    						}
    						modifier = {
    							NOT = { prestige = 0 }
    							groupfactor = {
    								country_value = prestige
    							}
    						}
    					}
    				}
    			}
    			max = {
    				factor = -120
    				modifier = {	# less likely to offer, the greater the difference in size
    					FROM = { num_of_cities = THIS }
    					NOT = { condition = { id = subject_of FROM = FROM } }
    					groupfactor = {
    						multiply = {
    							factor = 10
    							add = {
    								country_value = num_of_cities
    								negate = { FROM = { country_value = num_of_cities } }
    							}
    						}
    					}
    				}
    			}
    			max = {
    				factor = -120
    				modifier = {	# less likely to offer, the greater the difference in size
    					num_of_cities = FROM
    					NOT = { condition = { id = subject_of FROM = FROM } }
    					groupfactor = {
    						multiply = {
    							factor = 10
    							add = {
    								FROM = { country_value = num_of_cities }
    								negate = { country_value = num_of_cities }
    							}
    						}
    					}
    				}
    			}
    		}
    	}
    }
    Mourning Magna Mundi

  16. #2976
    Quote Originally Posted by Helius View Post
    Short answer, yes.

    Long answer, no: Decisions are much simpler. Diplomatic relations require more complexity. Take for example the alliance:
    Oh, I see, thanks! Now I've got three questions about that alliance code:

    1)You can't break alliance with someone with badboy lower than 1? So if someone is keeping his hands clean he may do whatever he wants and alliance won't break? Does it mean that allies would be forced into wars, or will they still be able to break that alliance by not answering call to arms?

    2)No more than three alliances? No wars engulfing all of Europe in flames? Not sure what to make of this one, from one side it is nice, from the other — restriction that strict may hurt, for example, offensives(target is guaranteed by half the Europe, while those that wish to take it down can't gather in groups of more than four, like in communist regime)

    3) It takes into consideration difference in sizes in both directions? So, say, Serbia would be reluctant to get alliance from Russian Empire? Though this one is not that much of a deal, -120 still can be outweighed by other factors.

  17. #2977
    Lt. General CanOmer's Avatar
    Deus Vult!EU3 CompleteLead and GoldMount & Blade: WarbandVictoria 2
    Cities in MotionEU3: ChroniclesMajesty II CollectionCrusader Kings IIMount & Blade: With Fire and Sword
    SengokuHearts of Iron III CollectionVictoria II: A House DividedCrusader Kings II Holy KnightHOI3: Their Finest Hour

    Join Date
    Sep 2007
    Location
    Trabzon
    Posts
    1,261
    Blog Entries
    1
    Will messages disappear after a while (for example after 5 months)? In Eu3 messages stay until I click OK.

  18. #2978
    Aὐτοκράτωρ Konstantinos XV's Avatar
    Europa Universalis: RomeEU3 CompleteRome: Vae VictisHearts of Iron IIIHeir to the Throne
    Semper FiVictoria 2Divine WindCrusader Kings IIFor the Motherland
    Victoria II: A House DividedCrusader Kings II Holy KnightHOI3: Their Finest HourMarch of the EaglesVictoria 2: Heart of Darkness

    Join Date
    Jun 2011
    Location
    Konstantinstadt
    Posts
    351
    Do you use any custom tools or edit files manually via the mighty notepad?

  19. #2979
    Quote Originally Posted by Konstantinos XV View Post
    Do you use any custom tools or edit files manually via the mighty notepad?
    Why use notepad when you've got emacs?

  20. #2980
    Recruit yapxingguan's Avatar

    Join Date
    Dec 2008
    Location
    Philippines
    Posts
    8
    can we rename countries like we can rename provinces?
    Justification blurs the line between good and evil

Closed Thread
Page 149 of 154 FirstFirst ... 49 74 99 124 139 147 148 149 150 151 ... LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts