Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Post
  • Reply
The Corporate
Jul 7, 2009

GrossMurpel posted:

If you think the election popups are bad (they're actually great because you can steer your POPs), you should try playing the USA sometime.

Or the United Kingdom, or pretty much any country with some territory.

Rock me in my cradle!, Old Man and The Sea and bullshit Holy Site Disturbed! colonial popups every thirty seconds, Jesus loving Christ Paradox why.

The Corporate fucked around with this message at 13:42 on Oct 8, 2015

Adbot
ADBOT LOVES YOU

gradenko_2000
Oct 5, 2010

HELL SERPENT
Lipstick Apathy
I think there was a mod that let you turn those colonial events, those election events and the technological upgrade events (A NEW TRACTOR! x1000) into either state-level or even national-level events to cut down on their number.

Gort
Aug 18, 2003

Good day what ho cup of tea
Kinda wish they'd post the source code on Victoria 2 to let the modders at it. We'd have working capitalist AI in a year or so.

Pharnakes
Aug 14, 2009
If only Magna Mundi hadn't ruined everything...

ThatBasqueGuy
Feb 14, 2013

someone introduce jojo to lazyb


gradenko_2000 posted:

I think there was a mod that let you turn those colonial events, those election events and the technological upgrade events (A NEW TRACTOR! x1000) into either state-level or even national-level events to cut down on their number.

Link?

Empress Theonora
Feb 19, 2001

She was a sword glinting in the depths of night, a lance of light piercing the darkness. There would be no mistakes this time.
There's a new Hearts of Iron dev diary!

This one's on weather and terrain. As usually, I'm struck by how absurdly pretty the map is. Even if I wind not getting too into HoI IV beyond whatever's necessary to wrestle ByzLP into some sort of conclusion, I'll enjoy just looking at the map, probably. :v:

Gwyrgyn Blood
Dec 17, 2002

Rincewind posted:

This one's on weather and terrain. As usually, I'm struck by how absurdly pretty the map is. Even if I wind not getting too into HoI IV beyond whatever's necessary to wrestle ByzLP into some sort of conclusion, I'll enjoy just looking at the map, probably. :v:

The mapmodes in particular were a thing that always annoyed me even up through EU4. There was so little represented on a single map mode and you had to toggle between them constantly to get information. You've got Political + Terrain + Weather + Time of Day already in HOI4, plus Capital Icons (though those were on the map in previous games, they could be hard to see zoomed out), major cities, and it looks like maybe airports and seaports as well.

Don't think I mentioned it when I saw it, but I noticed in a previous diary there are road grids drawn on the map too, I'm wondering if that's dynamic (ie based on IC or Infrastructure or something) or just represents where developed cities already were.


I'd kind of like to see how this style of map layering would look in EU4 or CK2.

podcat
Jun 21, 2012

Gwyrgyn Blood posted:

I'd kind of like to see how this style of map layering would look in EU4 or CK2.

it would be harder for sure but a couple could probably be combined. EU has a lot more different stuff you want to see all the time but not necessarily at the same time (if that makes sense). HOI is about war so all mapmodes are either context sensitive or related to war somehow, while EU is about a lot of different things (am I goign through some kind of religious conversion? am I fighting? am I involved in empire politics or tryign to figure out where to colonize etc).
Maybe have two configurable slots could work, like say: how to color your country borders, and how to color provinces and it blends like in HOI4 depending on view distance, but i am not sure its needed as much in EU.

Gwyrgyn Blood
Dec 17, 2002

Yeah I get that. I feel like Political + Terrain + Weather would be pretty practical for EU4 at least. Maybe you could also have it switch to a Supply overlay when you have a unit selected, that along with the fort level icons and a Capital icon would give you most everything you need for military on the same map layer.

Pharnakes
Aug 14, 2009
EU 4 has weather?

StashAugustine
Mar 24, 2013

Do not trust in hope- it will betray you! Only faith and hatred sustain.

Pharnakes posted:

EU 4 has weather?

Winters

Pharnakes
Aug 14, 2009
Winters are represented on the terrain map already though aren't they?

Gwyrgyn Blood
Dec 17, 2002

Yeah, they are actually. You can sort of emulate the same idea of Political+Terrain+Weather now using that Transparent Political mapmode thing, but it's obviously not ideal since it makes stuff look weird, especially with snow.

Larry Parrish
Jul 9, 2012

by Jeffrey of YOSPOS
The weather effects look like rear end IMO and I wish I could turn them off. My political map mode mod hides it mostly, but it still appears on buildings and uncolonized territory. I also don't like how the lighting gets a little duller in winter.

Fintilgin
Sep 29, 2004

Fintilgin sweeps!

Larry Parrish posted:

The weather effects look like rear end IMO and I wish I could turn them off. My political map mode mod hides it mostly, but it still appears on buildings and uncolonized territory. I also don't like how the lighting gets a little duller in winter.

I haven't actually tried but I bet you could get rid of that dull effect by making a simple mod that goes into map/terrain and copies colormap_summer.dds over the spring/autumn/winter variants.

vyelkin
Jan 2, 2011

Rincewind posted:

There's a new Hearts of Iron dev diary!

This one's on weather and terrain. As usually, I'm struck by how absurdly pretty the map is. Even if I wind not getting too into HoI IV beyond whatever's necessary to wrestle ByzLP into some sort of conclusion, I'll enjoy just looking at the map, probably. :v:

Looks cool. Shouldn't urban terrain provide a bonus to air defence though?

podcat
Jun 21, 2012

vyelkin posted:

Looks cool. Shouldn't urban terrain provide a bonus to air defence though?

yeah it does, I commented on that on page two of the questions or something like that

fermun
Nov 4, 2009

From Johan's Twitter, the kill/assist list is a neat little touch for ships. I do wish it also displayed ship class at the base level instead of only in the tool tip, but that is a fun detail that I think will make me care about my ships more.

Tuskin38
May 1, 2013

Have you seen these posts?
They're pretty popular on Reddit.

fermun posted:


From Johan's Twitter, the kill/assist list is a neat little touch for ships. I do wish it also displayed ship class at the base level instead of only in the tool tip, but that is a fun detail that I think will make me care about my ships more.

They had that in HOI3 as well (and maybe 2?)

Though I don't think it showed assists.

Westminster System
Jul 4, 2009
Yeah, the older HoI games show ships sunk, but not assists it seems, ie;



hidden in a panel in their own unit panel, foregoing the general ships sunk tab, of course.

Kavak
Aug 23, 2009


Westminster System posted:

Yeah, the older HoI games show ships sunk, but not assists it seems, ie;



hidden in a panel in their own unit panel, foregoing the general ships sunk tab, of course.

What kind of game of Kaiserreich were you playing where you used a nuclear carrier against Germany's 1930's navy? Was this a late game thing and the AI is insanely bad at upgrading?

TheMcD
May 4, 2013

Monaca / Subject N 2024
---------
Despair will never let you down.
Malice will never disappoint you.

Kavak posted:

What kind of game of Kaiserreich were you playing where you used a nuclear carrier against Germany's 1930's navy? Was this a late game thing and the AI is insanely bad at upgrading?

The AI upgrades its navy? I thought that since you can't upgrade ships through allocating IC to the "upgrade" slider, the AI would just build more and figure that the older ships would decommission themselves eventually by getting shredded by superior fleets.

Westminster System
Jul 4, 2009

Kavak posted:

What kind of game of Kaiserreich were you playing where you used a nuclear carrier against Germany's 1930's navy? Was this a late game thing and the AI is insanely bad at upgrading?

The AI generally leaves old ships lying around, so they just got obliterated in a port strike when I finally got around to invading the Western half of the world.

Gort
Aug 18, 2003

Good day what ho cup of tea
You can't upgrade ships in Darkest Hour anyway

Fidel Cuckstro
Jul 2, 2007

Has a crisis in Vicky-2 ever been resolved prior to war with a result other than white peace?

TheMcD
May 4, 2013

Monaca / Subject N 2024
---------
Despair will never let you down.
Malice will never disappoint you.

Slime Bro Helpdesk posted:

Has a crisis in Vicky-2 ever been resolved prior to war with a result other than white peace?

It happens. Rarely, but it does. Usually it's just something minor like a Humiliate that got added by one side, but very rarely I've seen the actual goal of the crisis achieved peacefully.

Dirk the Average
Feb 7, 2012

"This may have been a mistake."

Slime Bro Helpdesk posted:

Has a crisis in Vicky-2 ever been resolved prior to war with a result other than white peace?

Yeah, if you horribly overpower the other side, you can enforce crisis demands. It takes a lot of military power though, or for the crisis state in question to have lost a great war recently and have a crippled military.

Fidel Cuckstro
Jul 2, 2007

No military is ever crippled with the power of mobilization!

~~gently caress all of vicky-2's military mechanics by the way~~

Koramei
Nov 11, 2011

I have three regrets
The first is to be born in Joseon.
New Stellaris Dev Diary on faster than light travel.




Defense sounds potentially really tough if someone can just wormhole into the heart of your empire; I wonder if there are countermeasures you can make against them.

Gamerofthegame
Oct 28, 2010

Could at least flip one or two, maybe.
The counter measure seems to be "and then they're trapped there until they make a wormhole back home."

Fidel Cuckstro
Jul 2, 2007

Koramei posted:

Defense sounds potentially really tough if someone can just wormhole into the heart of your empire; I wonder if there are countermeasures you can make against them.

I wonder if ships will need supplies like most other armies in Paradox games. I'd assume that'd be the big risk- you launch in to a distant system you can't get supplies to, so either you occupy the existing system to plunder it quickly, or you're going to starve to death.

Maybe.

Demiurge4
Aug 10, 2011

Slime Bro Helpdesk posted:

I wonder if ships will need supplies like most other armies in Paradox games. I'd assume that'd be the big risk- you launch in to a distant system you can't get supplies to, so either you occupy the existing system to plunder it quickly, or you're going to starve to death.

Maybe.

It'd be a cool way to seed your culture though. If you can just send an independent colony ship and a few escorts to random spots in the galaxy and hope they don't get eaten by Grues.

Pimpmust
Oct 1, 2008

It would be interesting with a mechanic where you can create Wormholes a certain "distance", bypassing frontlines, but the further distance you hop the more imprecise the final destination will be (more so if there's fog-of-war and you've not actually explored the destination) and the bigger the "Alert Ping" will be, giving the defender ample time to muster fleets. Maybe you could also accidentally wormhole your way into a black hole because you didn't scout ahead first (or wait for the return signal).
The enemy/you could also build wormhole early warning systems to boost detection and have automatic fleet sorties - meeting the need for a defense-in-depth with some sort of centrally located Star Fortresses + Fortress Fleets that can sally forth against any wormhole deepstrike.
Maybe some expensive to upkeep anti-wormhole gravity well generator you can plop down for areas you really don't want hosed with (can still slow-boat it in will hyperlanes though) / acts as an wormhole anchor and pulls any passing fleet right out of warp and into a preplanned killzone.
The balancing factor for the Wormhole using people ís the "no retreat available" (and no supply lines) aspect and how slow (build-up pre-jump)/imprecise it is and perhaps a limit on how large the wormhole using fleet can be.

On the other hand, if both sides only have conventional hyperlane travel then wars start looking a lot more like WW1 in space with chokepoints and huge fleets trying to breakthrough.

Different travel-mechanics and how they influence things like borders and defences are easily one of the more interesting aspects of these games, especially when they are sporting more than one way to go at it.

Gwyrgyn Blood
Dec 17, 2002

Gamerofthegame posted:

The counter measure seems to be "and then they're trapped there until they make a wormhole back home."

Yeah, from the sound of it though since wormholes are 2 way, you can "recall" a fleet by just opening a portal back to another system of yours, but you have to wait for them to charge up.

Also I wouldn't be surprised if there were researchable FTL radar stations so you can get alerts when someone is jumping into one of your systems.


Nothing real out of the ordinary with these styles of FTL but they sound good mechanically. I wonder if the game restricts you on which you can use based on Race or having to find the technology? Or if you just always have the option to choose between them?


Glad we're starting to get into some real gameplay stuff now, though it's going to make the wait even more painful.

Gamerofthegame
Oct 28, 2010

Could at least flip one or two, maybe.
At face value it seems like there is no possible interdiction, full stop, so it's going to be "whack a mole" anyway. Gotta catch them before they leave or you're SOL.

Pump it up! Do it!
Oct 3, 2012

Gwyrgyn Blood posted:

Yeah, from the sound of it though since wormholes are 2 way, you can "recall" a fleet by just opening a portal back to another system of yours, but you have to wait for them to charge up.

Also I wouldn't be surprised if there were researchable FTL radar stations so you can get alerts when someone is jumping into one of your systems.


Nothing real out of the ordinary with these styles of FTL but they sound good mechanically. I wonder if the game restricts you on which you can use based on Race or having to find the technology? Or if you just always have the option to choose between them?


Glad we're starting to get into some real gameplay stuff now, though it's going to make the wait even more painful.

I think they said that after you pick one your stuck with it for the rest of the game, so you will have to use different strategies depending on what you choose and what your rivals use. Which seems like a pretty cool and fun mechanic.

Fidel Cuckstro
Jul 2, 2007

So am I the only one who hates the Vicky-2 mechanic of mobilizing your poor in to armies? Aside from just feeling kind of gross for sending a bunch of untrained farmers to fight, it turns every war into a long spammy thing well before you get to "Great Wars" in the 1900s. Like I'm pretty sure once you defeated 1-2 opponent professional armies in the 1800s most of the time everyone was ready to settle things?

Also the supply weight jump from Ironclads to Cruisers/Battleships? That's a little nuts.

Westminster System
Jul 4, 2009
Most armies were conscript based until the 20th century though. The only professional army in Europe at the outbreak of WW1 was the British one and that lasted one round of trench warfare.

So I guess in a way mobilization is a good way of replicating that, if a flawed one.

I may be salty about a certain european country who was losing to me in Africa and mobilized their entire population to land it on me.

Fidel Cuckstro
Jul 2, 2007

Westminster System posted:

Most armies were conscript based until the 20th century though. The only professional army in Europe at the outbreak of WW1 was the British one and that lasted one round of trench warfare.

So I guess in a way mobilization is a good way of replicating that, if a flawed one.

I may be salty about a certain european country who was losing to me in Africa and mobilized their entire population to land it on me.

I'm sure they were, but I still think it ends up in the AI just taking wars way too far because it knows it has a billion more brigades it can mobilize , and I kind of think most of the wars you'd want to replicate in the game are short affairs where you lose 3-4 battles, realize it's over, and sue for peace. I mean the Civil War sticks out as a big exception to that, but it is really annoying to watch Europe take every minor complaint Greece has about the Ottomans occupying their land and turning it in to a 3-4 year World War.

Maybe it's just that war-goal costs are way too high, IDK. Or maybe it's just that I always want to play a moderate size nation and manage it's accent into a modern industrial nation, and the wars are just a huge un-fun distraction to that.

Adbot
ADBOT LOVES YOU

Agean90
Jun 28, 2008


Lord Tywin posted:

I think they said that after you pick one your stuck with it for the rest of the game, so you will have to use different strategies depending on what you choose and what your rivals use. Which seems like a pretty cool and fun mechanic.

It sounds like wormholes are kinda of a paratrooper option.

You really have to make you your hitting a good target, otherwise you either warp into a place thats heavily defended unprepared, or you hit a target thats unimportant while reinforcements bear down on you.

  • 1
  • 2
  • 3
  • 4
  • 5
  • Post
  • Reply