It's still possible to do crazy stuff if you want to You just have to trade a bit more than before.Isn't this resource lack tweak really going to screw over minors and ROTW countries? Or are you also going to tweak worldwide resource distribution a bit?
It's still possible to do crazy stuff if you want to You just have to trade a bit more than before.
As Italy grabbing Greece and Southern Yugoslavia is a really nice resource boost.Well, actually Greece is the one minor that already has ahistorically high amounts of ressources...
If this is a Clausewitz issue, is this a problem that exists in the other games? And if so will this fix carry over?
- There is one last that is my favorite. In our Clausewitz engine, there was an old code loop that nobody ever dared to touch. It was processing all the user interface elements in a "flat manner" instead of the "tree hierarchy". This means, that the more windows and buttons we add to the game, this loop was heavier and heavier. And the windows didn't even had to be shown for it to slow down the game. We always knew about this infamous spot, however reworking it without breaking all the interfaces was nearly impossible. Until now. I found the way! Previously that code loop had ~120 000 passes in each frame, now it's under 700, processing only the necessary interface elements. By that I mean, when you are looking at the technology trees, we are not processing through the hidden production windows and buttons, etc.
I am already talking about that change with the other teams. They will most likely migrate the fix if their project is still using the same code base.@TomaszKowalczyk please tell me that fix to the user interface processing can also be rolled out into the other Clausewitz engine games? Or was it unique to the iteration of Clausewitz that is used in HOI IV ?
Can you elaborate this a bit more?
I understand that the penalty for missing a resource increases based on the amount of how much you are missing overall (not just that production line).
But it leaves many details still open.
E.g.
1) Can I still have my high priority lines with full efficiency? (I.e. they get max resources, while other lines are missing)
2) If my production line needs e.g. only steel and I have none to give to it what will be the effeciency?
3) Is there a difference in the effeciency of one line if there are other lines missing steel tool?
4) What if I need 3 resources for my line and have plenty of two but absolutely none of the 3rd in my country? Will I get 100% penalty?
Which day is the patch going to be released?
Another question that the army list qol change made me think of. Will you implement ways to sort the divisions in an army list the same way we can in the army overview tab?
Well, actually Greece is the one minor that already has ahistorically high amounts of ressources...
Interesting, is this and any other engine improvements you do getting ported to Stellaris, CK2 and EU4?There is one last that is my favorite. In our Clausewitz engine, there was an old code loop that nobody ever dared to touch. It was processing all the user interface elements in a "flat manner" instead of the "tree hierarchy". This means, that the more windows and buttons we add to the game, this loop was heavier and heavier. And the windows didn't even had to be shown for it to slow down the game. We always knew about this infamous spot, however reworking it without breaking all the interfaces was nearly impossible. Until now. I found the way! Previously that code loop had ~120 000 passes in each frame, now it's under 700, processing only the necessary interface elements. By that I mean, when you are looking at the technology trees, we are not processing through the hidden production windows and buttons, etc.
(*) With purchase of country of greater value.Free France? :O
It's not new, it was added in 1.3, it's just that currently it is bugged.I guess the Free France cosmetic tag is new, I don't remember it being there before