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firestruck posted:I've played like 80 years out of a campaign already and haven't experienced any comically disastrous bugs, and have done similar things with every expansion except for conquest of paradise. Nah it's literally found one bug of modest seriousness = unplayable mess of bugs. Some posters are highly invested in being hysterical about our releases.
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# ¿ Jun 10, 2015 16:54 |
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# ¿ Apr 23, 2024 22:33 |
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Mans posted:So they decided that the best way to prevent the player from doing world conquests (kinda weird how the EU devs are so autistic about fighting every mechanic people use to do them since 99.9% of the playerbase doesn't give a poo poo about it) was by making basic game mechanics expensive as gently caress monarch-points wise, meaning the AI who already struggled super hard at keeping up tech wise will now an even bigger push-over (since not only will it expand at a slower pace but it will also level up at a slower rate). Nope, you're just really dumb.
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# ¿ Jun 10, 2015 17:02 |
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axeil posted:That bug being the "If nationalist rebels of your tag win their revolt in another country they take over your country" bug? No, that one is obviously serious. It's just that there are a few posters (you know who you are) who sit and wait after every release until someonbe posts a bug (any bug) and then proclaim the game an unplayable mess. It's more cute than anything. 20000 people playing for an hour on 20000 hardware setups will ALWAYS find some serious issues we've missed. We could do QA for a year and this would still happen, and while we will obviously patch these issues they are only affecting a very small number of players. Wiz fucked around with this message at 17:09 on Jun 10, 2015 |
# ¿ Jun 10, 2015 17:05 |
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Tercio posted:Looks like the Johan symbiote found a new host body. My policy is to try and be reasonable with anyone who offers genuine criticism but if you want to be a dumb babby it's not my job to coddle you.
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# ¿ Jun 10, 2015 17:51 |
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I do think there is a concern with monarch points being too tight if in a slow techgroup. Plan to do some brainstorming around it.
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# ¿ Jun 10, 2015 18:44 |
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Poil posted:I noticed something you might want to change. If you war and annex a OPM, you can forcibly convert their religion as well which instantly changes the province to your faith bypassing the whole missionary conversion. It only works for heretics but it's obviously not intended. Maybe make the conversion happen after a day or two or just disable it if you take ALL provinces. Yeah that's def a bug.
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# ¿ Jun 10, 2015 18:51 |
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I wrote a dev diary about the upcoming hotfix and also why there will always be bugs on the launch of an expansion.
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# ¿ Jun 11, 2015 11:45 |
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Mountaineer posted:Anyone else notice the HRE not passing reforms? I've watched the emperor (Saxony) sit at 100 authority for nearly a century without passing even the first reform. Authority is not enough, votes have to be in favor as well.
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# ¿ Jun 11, 2015 16:06 |
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Jackson Taus posted:Since Embassies were removed, the Emperor has one less Diplomat to suck up to HRE members with. I wonder if that could play a role. Probably just a weak Emperor, a 2pm Emperor won't be passing reforms under any circumstances.
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# ¿ Jun 11, 2015 20:13 |
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Apoffys posted:Why is it that the AI can walk through/past my forts as if they weren't there, while I can't do the same to them? Here's a screenshot of Austria happily marching past my fort to get at me, but I've also had the AI walk through the province with the fort to get at me before. AI obeys same rules you do (the block is in the basic pathfinding check). I admit that looks odd though, did they somehow come from Cremona previously?
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# ¿ Jun 18, 2015 20:27 |
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Nitrousoxide posted:Could it be that since they can walk over into mantua (who is also in the war) they can walk to all the provinces bordering it? Shouldn't work like that. I'll look into it.
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# ¿ Jun 18, 2015 21:49 |
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Baronjutter posted:They really need to make it so that fleets on trade orders that need to repair do so at the closest FRIENDLY port rather than closest national port. My trade fleets are constantly sailing between Europe and the new world to repair because the AI won't send them to my colonial nations, even though they can dock and repair there just fine. Will look at it.
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# ¿ Jun 25, 2015 20:58 |
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Apoffys posted:That was either fast work or a coincidence, since it hasn't been very long since that change was suggested in this thread. A good change anyway! It's actually been something I've been wanting to do for a year and a half. Finally got some time to bite into my backlog for this patch.
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# ¿ Jun 26, 2015 22:15 |
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Colonization is busted in the beta patch. Going to look at it tomorrow.
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# ¿ Jun 30, 2015 22:32 |
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Just posted the DD about the EU4 design process.
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# ¿ Jul 2, 2015 10:55 |
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Nitrousoxide posted:Really weirding me out how you keep referencing yourself in the third person and switching between third and first person plural there. It's because me and Johan co-wrote the post. I didn't realize I slipped in first person perspective.
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# ¿ Jul 2, 2015 16:06 |
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Deutsch Nozzle posted:Is it just me or does 1490 deadline for keeping North Italy in the HRE seem a bit strict? With the massive AE penalty to taking Venetian provinces, I barely had enough time to add just those provinces to the empire before 1490 rolled around. It's not supposed to be easy.
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# ¿ Jul 2, 2015 18:16 |
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Beamed posted:Is the HRE supposed to lose Imperial Authority if there are heretics in the empire after Westphalia? Yes. Westphalia is not supposed to good for the Emperor.
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# ¿ Jul 6, 2015 15:33 |
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Just posted a dev diary about how we're remaking Random New World.
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# ¿ Jul 9, 2015 12:59 |
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A Buttery Pastry posted:I was just thinking the other day that a tile-based Random New World would be a good idea, and then you go and post this. I have a few question though, in regards to the terrain and climate. I assume the tiles include heighmaps, but do the heighmaps affect climate? As in a great big mountain range could result in a rain shadow, while highlands are cooler than lower lying regions. Also, am I correct in assuming each tile has to be a complete landmass? In my mind I had imagined a sort of puzzle-piece system, with various pieces having predefined possibly neighbors (meaning a massive super continent could be created out of a bunch of smaller pieces), but then it is pretty easy coming up with ideas you don't have to implement. Yes, they include heightmap, and yes, both heightmap and rivers affect the surrounding terrain. No, a tile does not have to be a complete landmass. A tile can be an archipelago of hundreds of islands. Wiz fucked around with this message at 14:43 on Jul 9, 2015 |
# ¿ Jul 9, 2015 14:35 |
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firestruck posted:Sweden wins by default. Actually true because it goes by tag order in case of a tie between two non-Emperors and Sweden is the first (non rebel non native non pirate) tag. Wiz fucked around with this message at 10:47 on Aug 14, 2015 |
# ¿ Aug 14, 2015 10:45 |
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420 Gank Mid posted:In what % of test games does this ever happen? I've never ever seen it happen. A two-way tie between Emperor candidates is unlikely enough, that one of them is also Sweden is super unlikely.
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# ¿ Aug 14, 2015 13:57 |
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OneTwentySix posted:Managed to get a screenshot of it happening. 1.12 or 1.13?
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# ¿ Aug 17, 2015 07:11 |
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OneTwentySix posted:1.13. I am pretty sure it has something to do with capitals that have no fort, but it could be more. Weird - this issue should be fixed in 1.13. I'll look at it.
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# ¿ Aug 17, 2015 09:24 |
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Tahirovic posted:Wiz is there any chance you could rework Rome being a requirement for Northern Italy staying in the HRE? Austria just seem to ally them too often, preventing them from keeping the HRE together. I also always assumed that the Papal States/The Pope is the secular arm while the Emperor was the worldly arm, so it would make sense for the two of them to work together. The AI isn't really meant to try and keep Italy in the Empire.
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# ¿ Aug 17, 2015 09:50 |
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Trujillo posted:Hey Wiz, is anyone looking into the constant desynchs in multiplayer? It's making the game near unplayable right now and it's been this way since common sense. Yes, they're proving very tricky to track down though.
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# ¿ Aug 18, 2015 07:12 |
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Beamed posted:Wiz was playing an MP game where every colonial nation, being Muslim, was masterly named. See: Khalifornia. Caliphornia Also United Sheiks, Allahska and Infidel Castro. I forget what I called Canada.
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# ¿ Aug 23, 2015 18:05 |
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Prop Wash posted:- Buddhists no longer pay any diplomatic cost for releasing nations, releasing vassals and returning cores. AE decay rate isn't changed so if you expand quickly enough you'll still get coalitions, and the AI can still muck up and overestimate its own power. It was a bit extreme when one province could push you into coalition territory under certain circumstances though.
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# ¿ Aug 24, 2015 16:40 |
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Odobenidae posted:I've had it where 2/3 vassals have a normal relative power and then one has a crazy 100% stronger than my army modifier which jumps their liberty desire up, and only theirs. It's because they get support for independence. Interface should probably be clearer there.
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# ¿ Sep 9, 2015 07:42 |
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I did a dev diary on all the map stuff I've been hinting at/tweeting about.
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# ¿ Sep 10, 2015 11:19 |
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Bort Bortles posted:This would have been a great post if not for the mana reference. Or am I just being a snob? No. It's a rather tired meme.
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# ¿ Sep 17, 2015 07:55 |
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Deutsch Nozzle posted:Honestly wars should be won or lost more decisively based on large battles. It's pretty fighting a war that consists of dozens of massive battles and widespread sieges and occupations. Most of the Napoleonic coalition wars were decided with one or two battles (Austerlitz, Eylau, etc.). Not to mention that armies of this time were not logistically capable of the sorts of occupations you need to win a war in this game. We'd had 'one battle decides the war' at one point in EU4 in large wars. It was absolutely terrible. Gameplay goes before historical accuracy. I also think you guys are underestimating the problems related with making the AI be 'reasonable'. If the AI was 'reasonable' and gave up a province or two as soon as you win a siege or a battle, it basically means you can take territory from them at will with essentially no risk or manpower burn. There's also the problem of the player then being unreasonable and refusing to ever surrender or accept an AI's surrender so they can burn that AI's country to the ground. The peace mechanics in EU4 is what turns every war into total war, having the AI pretend to play otherwise will do it more harm than good. Wiz fucked around with this message at 11:49 on Sep 21, 2015 |
# ¿ Sep 21, 2015 11:46 |
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Deutsch Nozzle posted:I don't think I ever experienced that. What was it like? Wars with 500,000 people on each side where one battle gave 40 warscore, ie "whoever attacks in bad terrain first loses".
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# ¿ Sep 21, 2015 18:51 |
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Munin posted:I love all these complaints about the AI throwing in their all to help out their AI allies juxtaposed with earlier talk about the uselessness of people's own allies. And here you have it. Players want AIs to gice 400% when fighting in their wars and white peace instantly if outnumbered by 0.1% when their enemy.
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# ¿ Sep 22, 2015 18:58 |
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junidog posted:Is there a reason for this? Assigning a different meaning to = always seems like a really, really strange tradition to buck. Just legacy really. Newer games have >= and such.
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# ¿ Sep 23, 2015 15:13 |
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Deutsch Nozzle posted:Honestly, whenever the AI declares war on me (usually to conquer a single mission province) I will send my entire army and manpower pool to their deaths defending that province. Then I'll run my country to the brink of bankruptcy funneling mercenaries into the breach because I refuse to lose a war to video game AI. If I gain the advantage I'll take my time patiently 100%ing the country and taking a ton of their stuff in the peace. Maybe I should code the AI to be reasonable to players that act reasonable, and petty and stubborn to ones that don't.
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# ¿ Sep 23, 2015 16:16 |
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Deutsch Nozzle posted:mmmm you're right, maybe I should play this sandbox video game in a more 'reasonable' fashion. No, the point isn't to make you play differently but rather that AI does not need to be a stubborn jerk if the player isn't, so maybe have it act accordingly.
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# ¿ Sep 23, 2015 18:11 |
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I tweeted a WIP picture of the reworked Random New World for anyone interested. Trade nodes are now dynamically generated along with the world instead of re-using the old new world connections. The trade node names are silly because they're placeholders from a random place name generator.
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# ¿ Sep 23, 2015 20:08 |
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Fintilgin posted:Exciting! Sane (saner?) trade nodes will help a lot. When it's more finished I will. There's a lot more cool stuff coming, continents that are hooked into the edges of the map for one.
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# ¿ Sep 23, 2015 20:26 |
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# ¿ Apr 23, 2024 22:33 |
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Fuligin posted:Very cool, it's rad that you guys are taking time out of other development to work on this. Fixing RNW has been one of my biggest ambitions since I became project lead. The old implementation simply wasn't worthy of an EU4 expansion.
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# ¿ Sep 23, 2015 20:46 |