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Thread: Questions to the Developers

  1. #2961
    On Probation thrashing mad's Avatar

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    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

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    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

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    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
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    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?
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  8. #2968
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    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.
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  9. #2969
    Field Marshal videonfan's Avatar
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    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
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  10. #2970
    Banned k_merse's Avatar
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    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.

  11. #2971
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    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
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  12. #2972
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    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.

  13. #2973
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    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
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  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 }
    							}
    						}
    					}
    				}
    			}
    		}
    	}
    }
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  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

  18. #2978
    Aὐτοκράτωρ Konstantinos XV's Avatar
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  19. #2979
    Quote Originally Posted by Konstantinos XV View Post
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  20. #2980
    Private yapxingguan's Avatar

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    can we rename countries like we can rename provinces?
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