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podcat

Game Director <unannounced>
Paradox Staff
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Jul 23, 2007
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Hello! I thought I'd fill you guys in on whats happening with A House Divided now after after release. It seems like people are pretty happy with it, which also makes me very happy, but that is no reason to stop updating and adding things. We are currently hard at work on the 2.2 patch, which I hope we can release as a public beta patch during next week and I'm going to tell you about a few of the features and changes in it.

Naval Rally Points
This was one of those things we didn’t really know if people would want or not, and it turned out they did. So we added it
Rvp79.png

You can set any port where you can dock ships as a rally point. otherwise it works the same way as regular rally points

Auto-split units for transport
A personal pet-peeve of mine we finally got done. The load-onto-transport button for armies will change if you have too many troops to split off a perfect sized chunk so you don’t have to do so manually. I can't imagine how I did naval invasions before.
vllu4.png


Attachable units
You can now attach a unit to another friendly unit owned by AI, or another player in MP. It will then follow them around and help. Great if you are in a big war and want to lend UK some of your fleet.

Visible country borders
There have been a few mods who do this also, but they have had problems on some graphics cards. Its now a supported feature and looks really nice, particularly when in mapmodes like nationality where you want to be able to see national borders still.


Promotion/demotion/migration rework
We have had great help from the betas in redoing pop promotion/demotion logic and it is now much more responsive to sliders and conditions (read: less problems with clergy). Promotion and demotion are now using a literacy/needs-based system. Promotion and demotion choices rewritten, to reduce slider POP bloat and produce Artisans and Clerks as slider populations grow. Slider operation more responsive and intuitive, determined by level of spending and existing population. Migration has also been reduced and changed to emphasize internal over colonial and external migration. Targeting logic has also been expanded so that POPs tend to urbanize much better.

Tech AI Improvements
AI is now much better at selecting what technologies to research. We also rebalanced a couple of techs for a smoother progression in industry and less "prestige bubbles".

New modding format
This is a new format we have been working with in parallel with CK2. It should now work much much better than the old system and you should no longer feel the need to copy over the game and can keep settings and map caches separate without having to copy the game to multiple folders for each mod. It will require modders to change their main description file, but its pretty easy to do. An added advantage is that the system now supports loading multiple mods at the same time (selectable from launcher).

Here is the format description (in a spoiler tag, so people who aren't interested in the details can skip it):
Mods are put in the "mod" folder where you installed your game. Each mod needs a description file named "<modname>.mod" and some files.

Format example for mod/coolmod.mod:
Code:
name = "My Cool Test Mod" # name of your mod, shown in launcher
path = "mod/coolmod" # location of your mod files 
archive = "mod/coolmod.zip" # you can also put your mod directly in a zip file for easier distribution (you need this or path specfied)
replace_path = "technologies"  # optional. if you want to repalce a path instead of just extend the files already in the base game (liek if you want to have completely new technologies)
user_dir = "coolmod" # optional. creates a sub directory where settings/map cache/savegames etc can be safely written for your mod and not get mixed up 
dependencies = { "someothermod" } # if you depend on another mod or dlc you can specify that here and it will get loaded first if the order is important

And a whole bunch more stuff... a few highlights:
  • The 2.2 patch will include full translation to German
  • Assimilation should no longer happen so much in own cores
  • There is a lot more support for social reforms from your population late game. particularly craftsmen.
  • Lots of improvements to accuracy of 1861 scenario (don’t ask for details please, its a long list and will be in changelog when we are done)
  • Fixed a pile of bugs, issues and balancing
 
I know you don't like giving ETA's
But I'm just wondering if its worth starting a new game or is it REALLY close? If so, I'll wait.

I cant give a date, but early in the week looking pretty unlikely now. Tracing down this out of sync bug that has messed up a few late game MP sessions is proving tricky and its one of the things I'v promised for the patch. The way these bugs work it can take 10 minutes to fix, or 3 days.


Will the mod folder and userdir improvements be backported to EU3 and/or HoI3?

it requires quite a bit of rewrite of the game, so I don't think we'd do it for small patches at least

I was hoping they would do something to fix how easy it is to build so many dreadnaughts with little to no impact on the economy.

cant remember how much this changed from 2.1 to what we have now, but I know Johan was struggling pretty hard to feed his hungry navy in his GP Sweden game during war time
 
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@podcat... It would be really nice if you could add this before you release the next patch??

Foreign Investments: When I view my factories in foreign lands... I cannot tell which are mine and which are that country's factories?? Can you change the colour of mine, or add my flag... just something to show me what's mine and what's theirs... Cheers

it doesnt quite work like that. you should see it as an investment in the country, not that you are building your own factories there. I originally planned to show this, but once people start upgrading others factories (or you upgrade a factory built by others etc) it breaks down and the flagging becomes pointless. To see who has invested most in industry you have to check the money and compare it.

If the answer is so jaw-droppingly easy, then why does it need a suite of data parsers and 40 handsoff games to test it? Why does it take so much time for you to do it, yet the Devs are supposed to be able to manage it in the twinkling of an eye...?

this. roughly every large economy change takes a week at least to test and balance and small changes can sometimes have ripple-in-a-pond effects

Will the AI ever use the attach units function?

no, its a player feature only. The AI already works a bit like this and will follow your troops in attacks etc if they think its a good idea.

It all sounds really great. Maybe a few fixes in ideologies and being able to pass reforms in a more plausible way could also be considered.

we are tweaking that too actually. the DD doesnt cover all the stuff we have been up to. There has been some nice fixes to make people vote more realistically in elections also. There will be a full changelog when the patch is done, but I wanted to give you guys a little taste.
 
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Hey podcat, I'm not sure how hard this would be, but is there anyway we could get a breakdown of who voted for what party during elections, at a state level? I'm sure the game already generates the data, it's just a matter of producing in a visual format the player could see.

Also, can you confirm that elections for the lower house are still 1) issue based and 2) if issues tied, ideology?

More election details would be cool, I agree, but not in the scope of this patch.

I'm not sure of the details, but apparently ideology matters more on pop voting now. If Podcat doesn't answer before Monday I will ask what changed when I see him.
 
@ podcat
Have these changes to the .mod file structure already been somewhat implemented in AHD, or is this something completely new for 2.2? Also, will the extend tag be the same as previously, or will it need receive the new _path tag like replace, or will it even be needed to specify anymore? Lastly, will a .mod file be able to extend or replace the contents of the history folder?

Thanks

much of it is in already. there is no need for a keyword like old extend. extend is default for anything pointed to by patch or archive. for 2.1 there is no replace_path or user_dir though, and I'm not sure if all the problems with other modding was solved yet. the lancher also didnt support it, so you need to wait for 2.2

No. Please, Paradox, never ever add an annoying paperclip to your games. Ever.

I actually think it would be good for new players who are not sure what to do next. "Hello, it looks like you are being exploited by austria, would you like some help?"

Not sure if it has been mentioned before, but is the crazy amount of soldier pops in colonized areas going to be fixed? My last game as Germany I ended up having ~150-200 North/South German brigades and another 500 from African states (that get 50%+ soldier upon turning into a colony)

this will be fixed with 2.2