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King

Part Time Game Designer
11 Badges
Dec 7, 2001
12.504
30
48
  • Crusader Kings II
  • Deus Vult
  • Europa Universalis III
  • Europa Universalis: Rome
  • Sengoku
  • Victoria 2
  • 500k Club
  • Crusader Kings II: Holy Knight (pre-order)
  • Europa Universalis III: Collection
  • Hearts of Iron II: Beta
  • Victoria 2 Beta
Well, we’ve done a lot of diaries about features and things like that, but don’t you sometimes wonder what we are up to? So this week I thought I’d give you a behind the scenes look at this stage of Victoria 2’s development. The state of play at the moment is that we are feature complete and currently in Beta. So we are looking to improve what is already there. How do we do that?

1) Fixing Bugs. We don’t like them. Now, the nature of software development is that there always seems to be another bug. There is always something you have missed. Even though we know that we are fighting a never ending battle, every bug squashed means a better game on release. Every bug squashed means a few more happy customers. Fixing bugs is good.

2) Improving features. Take the war goal system as a prime example here. Brother Bean, as is his wont, was trying out Prussia to see how the reunification of Germany works out. The goods news is that the way the rules have been set and the scenario is set, the three historical wars (against Denmark, Austria and France) work as a way to form Germany. However, we ran into a problem with Holstein, we did not have a CB type to cover satellite nations. Now our CB system has been expanded out (and I consider it improved, because more good choices are always good) with new CB types specifically to deal with satellites, not just for the specific problem we encountered, but to cover others as well.

3) Balance. This is one in which I ask you to feel my pain here. I have had the fun job of trying to get the Victoria 2 economic system into some sort of balance. Not perfect balance, we want to change over time, but balanced enough to run. So far I consider things to be a bit of success. One of the interesting things is there is something like 10 times more tea than coffee produced in the world in 1836. So I dutifully went through the POP files to increase demand for tea and reduce the demand for coffee so that POPs who work these RGOs can earn closer to the same amount of money. This spreads the money more evenly, allowing the economic system to function more effectively. It is a long process, but gradually we are moving supply and demand into closer balance. This allows the economic system to work much better, since money circulates more, giving more countries a better chance of doing things. The Perfect Balance may well elude me, but at least each country should be playable at the start.

4) Interface Improvements. As the game gets more into shape we start to see clearly which information should be prioritised, and which is nice to know but not essential. So we have been slowly (and sometimes subtly) reworking the interfaces to increase the visibility of the key information to make the game easier to play.

Now the next question is how do we do this. Well, first up we have our own internal work. I myself constantly start games, see how things pan out after a couple of months and think about how the economic system is doing. We also have our beta testers who are giving us all sorts of feedback on the shape of the game. Finally we have our external QA team working away reporting bugs. Some we can’t reproduce (we assume we have fixed them), some are quite major. The most interesting class of bugs are those I will call quirks. Those little things that if you play Paradox games a lot you just kind of accept. Tegus got a bug last week about select boxes remaining on the map after you go to a popup. It has now been fixed. We feel that we are well on track to getting Victoria 2 to be in great shape for release.

Here is a screenshot of some of the Bugs our external QA team has assigned to me, and one of the game.
 

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Nice to know you're beta testing now ! Will you be ready with enough delay before the release ? Or will you plan to finish it in the last days ? After all there is only 2 month and 4 days left :cool:

How much versions do you send/give to the beta testers per day/week ?

When I see that screenshot, I can't wait to be able to try the war between the States !

Ready enough? One those tought questions. All I know is that every day we get a bit readier. The game gets into that little bit better shape, a bit better balanced. Slightly fewer bugs.
 
More and more impatient now...

I indeed notice some small changes in the first screenshoot. For exemple I assume in the upper production frame you might choose overall prod, factory prod or artisan prod. I my correct ?

In the pollitics tab however I am not sur those little icon are for... any indication ?

No these are our new look alert system. Instead of flashing up on the top of the screen. The appear in the top bar with the interface to help solve the problem.
 
Sute]{h;11223776 said:
How does the external QA testing compare to your previous developments? Does it improve the bug hunting and bug fixing a lot? Just curious to know if you expect to be using external QA in future releases as well.

We won't know for certain how it will work until release. However, the different between external and internal QA, is that the internal guys are trying to play the game, while the external guys try to break the game. So far we are happy with how it is going, that's why we telling you about it.
 
Looks good. Seems like you guys are working really hard to get everything run as smoothly as possible in release version.

So all the features and gameplay thingies are added to the game and what's left is to get them all work correctly?

pretty much, we hope
 
King, just a quick question since it seems to be a bit of a free-for-all at the moment: is Vicky 2 going to be move=attack? Probably should have asked this earlier, but I must have just presumed that it was. All the best for the release.

No.. its the same combat/movement as v1 and eu3.
 
Does that mean you should now be able to annex multi-province countries? If so, is there a limit to the size of countries you can annex?

Nice to see that the game is coming along so well :)

currently its state based, so you can directly annex single state countries (which can be a number of provinces). the issue was an AI quirk where it wasnt accepting the peace deal even with max war score because it thought its allies were about to save it if i remember correctly
 
So, apparently, the movement=attack mechanic isn't so stupid after all :rolleyes:

BTW, I'm amazed at the lack of Paradoxian exegesis in this thread. King mentioned satellite states. What's up with that? Does this mean they exist outside of the Great Power/Sphere of Influence mechanic?

Satellite States have no diplomacy.
 
Good, I'll take that as an indirect confirmation of their continued existence ;)

By the way, is there any chance that the unit type indicators at the top of the naval unit screen could change with technology? I.e., you'd get a dreadnought instead of a man-of-war when you get to 1900.

I think there is a very good chance of that. I know that Aerie did a load of ship models.
 
Looks like you boosted Tobacco production, if it is the most produced resource in the US.

2 national focus points at game start is nice, have you decided where it will top out? Assuming Sweden with a max of 3 is "average" will the US top out at 6?

What is the green bar on the ships?

I'd love to see a screenshot of claiming colonies, such as Oklahoma / Colorado or maybe a skirmish with the brits over Oregon.

If the USA attracts a lot of immigrants (perhaps national focus is the answer here) and assimilates them, then they will be able to max out at 6.
 
Question for Johan/King: Assuming the Capitalist AI has been made and is functioning (Nevermind balanced), how are our fat, cap-wearing, factory building friends behaving? :D

Do they build anything at all yet? Only build Glass Factories? Taking advantage of new technologies to build new (Technologically speaking) factories? :D

Of course the build and no they build other factories as well.
 
Are you at all worried about the effect of starcraft 2 being released so close to your release date? I assume the release date is now locked in and too late to modify...

No, we sort of hope that people will not confuse startcraft 2 with Victoria 2. They are slightly different games.
 
no, we sort of hope that people will not confuse startcraft 2 with victoria 2. They are slightly different games.

prussian need more pylons
 
If the capital/money is to flow continuously between countries thay trades on the world market, how will the game counter the fact that the US is an big exporter (iron, coal, steel, grain, fruit, oil and everything else...) and a big gold producer too? As I see it, USA will only get more and more of the total amount of money in the world...

there are still things the USA needs to import and failing that they can always export capital in the form of loans