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Hello. I'm new in this forum.
I now read thies and, if I can, I want to help if you would want to change part or the code of the EU engine. I have several hours free, and I have experience in programming.
Excuse muy english, it is horrible...
 
I have never used C++ but I can understand a little about Ruby. When you need to form and to check a pile of texts, I may help you.

And if I can express my opinion, the new version should use Unicode texts for easer translation into other languages, like Japanese ;)
 
Jayavarman said:
Sounds great, YodaMaster. Besides, a lot of the content in AGCEEP would not be able to be implemented in a commercial release due to the impracticality of trying to vet all the text for copyright infringement.
Yes and a mod must stay free for many other good reasons.

waishi said:
And if I can express my opinion, the new version should use Unicode texts for easer translation into other languages, like Japanese ;)
Current format is ANSI. Which exact format do you use for Japanese translation?
And I know Japanese community around AGCEEP is really huge. :)
 
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Ok, here is is my ToDo list (not a wishlist :) ) in no particular order:

Corrections:
Remove SPA shield displayed in the background of diplomatic messages
In all modes, put shields in the foreground of any other sprites (including Country selection screen before starting game, and Scenario data bmp)
Fix the frozen retreating armies because of forbidden movement after movement started (no more ship available or strait blockaded)
Fix the colony sprites for tags different than MIN and MUS
Remove all non used files
Fix not (properly) working conditions/commands (see list in AGCEEP and force peace, break RM, kill a leader on the map, leader condition if leader no more present on the map...)
Add BB for countries controlling provinces of a country hit by inherit command
Fix PTI file location bug (and other gfx to be currently read outside moddir)
Use correct shield according to setup in a scenario before starting a game or loading a savefile and same when quitting game (=> use value of last flagname command)
Fix bug of billions in AI treasury
Fix bug for graphs and only first 300 years right
Consider Catholic provinces same as CRC for religiousrevolt command


Enhancements:
Extend number of available tags
Have as many as externalized features in csv type files and have them moddable
Support any screen resolution (including reloading screen and no resolution change for loading screens + progress bar and final screens)
Make progress bar moddable
Make ledger support any screen resolution
Extend PIW Buildings (currently limited to 8 hardcoded sets => scenario data bmp involved)
Add a province to HRE: hreprovinceadd
Remove a province from HRE: hreprovinceremove
Change the Elector status (value: 0, 1 and 2)
Be able to define monarchs that can't be elected Emperor
Annex (current behaviour) - inherit (including not controlled provinces)
Change name of a city and X/Y location
Change X/Y location of a port
Add(with X/Y location)/remove port in a province
Change goods of a province
Break vassalization to any overlord
Add a condition to test if vassal of any country: isvassal = yes/no (maybe "any" as value for condition?)
Add a value for each continent (currently only -4 for America)
Have the possibility to design events for Emperor (whatever the country, special tag?) and trigger them in other events
Remove the messagebox if leaders/monarchs conflicts with tag changes
Simulate a reload when a tag is changed or at least partial reload and only for the involved country
Add conditions (script syntax) in revolt.txt and possible multiple entries according to dates
Make a revolter not being able to be released as vassal in revolt.txt: vassal = yes/no
Be able to know which country triggered an event (special value "triggerer" to be used in the triggered event)
Avoid locked wars on the same principle as white peace => if a not null warscore doesn't change for something like 5 years between two AI countries, make white peace and give ownership of controlled provinces (if not capital) to the controller or check if country with occupied capital is monoprovincial and make it annexed by the opponent if not in the same case (otherwise white peace).
Be able to know if a country is controlled by AI or not for events not designed for the tag of this country
Be able to test the level of population in a province in triggers
Be able to increase or reduce population in a province using percentage of current level and not only absolute values
Be able to not change religion with internal engine mechanisms for a country (in country.csv) with command to lock or unlock the behaviour - same for extended command that changes the religion to a "locked" religion.
Be able to discover provinces in terra incognita by event
Be able to test if an area/region/continent is fully discovered and/or fully colonized
Be able to change AI values by event (not only AI files) and add/remove values in lists
Be able to design an event for several tags (not unique tag)
Be able to test if a province has a connection to the capital by land only or by sea only, or any (not only in events of the country)
Be able to test the location of the capital of any country (not only in events of the country)
Tweak secedeprovince behaviour for capitals: not taken in account if last owned province
Be able to successfully convert a province and see modification on the map even if global flag corresponding to the religion is not set
Avoid AI dogpiling for sieges and enhance other AI behaviour related to wars (including amphibious assaults)
Two types of cores: standard national province with current behaviour and another type for other purposes (generic name: claims?) without advantages of national provinces but same effect for CB
End a war
Add information for countries having the same ruler and consequence => no war between countries (special RM?)
Be able to break an alliance or for a country to exit
Be able to test the level of fortification in a province - or reach a desired level of fortification by event
Be able to define a dormant monarch as default ruler if no not dormant monarch when country revolts or is released - or be able to define an event when a country appear according to date (see entries in revolt.txt)
Add a disperse rebels command for a whole country (and remove rebel controlled cities)
Be able to remove a military access by event
Change the name of a country
Have a special value to target a province but not the capital and another for not the previous chosen one (reverse of -3)


Of course, I have other ideas! ;)
 
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Personally, those are the things I think would be very good for an improved EU2:
1. A dynamic core system - I see no reason why a nation should not get a core on same-culture, same-religion province after keeping it for a while.
2. A dynamic culture system - if a country owns 100% provinces of a certain culture, and all those provinces match the culture of the owning state, I think this culture should get accepted.
3. The ability to decide what type of government to install when releasing a vassal. Like France can release Athens ruled by French (catholic religion, French culture), or make a local noble rule the country (orthodox religion, Greek culture) or something else yet.
4. When recruiting armies, add a slider that represents quality. Higher quality armies should take longer to recruit, but are better in battle. So, I can take a year to recruit an expensive fighting force, or get a bunch of peasants in a month.
5. Speaking of armies, prevent Bavaria from keeping a 50,000 standing army!
6. Revise the technology system - research is too slow in the beginning and too fast in the end. Also, add a neighbor bonus across tech groups. This would simulate various things, such as Russia using western rifles, Morocco using Ottoman guns, or Native Americans using muskets.

I think it is going to come down to adopting most concepts from EU3.
 
mmrnmhrm said:
I think it is going to come down to adopting most concepts from EU3.
Some are interesting but not all. Remember the goal of this project is not "redoing" EU3 with EU2 engine. ;)
 
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Many good suggestions here. :)

There's a lot of things I would see changed, but I'll only adress two here now. Both regarding "micromanagement":

1. It is a bit tiring to colonize, that is, to send 10 settlers to a province one by one. It would be nice to be able to send 6 settlers at once, like the AI sometimes do.
2. Trading system. I'm not very fond of the current system. It's okay when there's no competition in a CoT :)D), but when my merchants get kicked out every month... that's very tiring. Yes, I could use the autosend merchants, but that isn't the best solution. Perhaps find another way to simulate trade?
 
YodaMaster said:
Current format is ANSI. Which exact format do you use for Japanese translation?
And I know Japanese community around AGCEEP is really huge. :)
I have used Shift-JIS, a popular format in Japan.

A few years ago, one of Japanese players made an unofficial patch which allows Paradox games to display Shift-JIS texts. Thus we Japanese translators/modders have made Shift-JIS files supposing to use the patch.

However, there remains a problem that Shift-JIS doesn't include some varieties of alphabets, such as ones with umlaut, accent grave and so on. More specifically, 0x80-0xff in Latin-1 (ANSI) are garbled. So I made my own Ruby codes to automatically replace such characters in files of [Db] and [Scenarios] and in [Config\text.csv] which aren't translated yet. Personal names are too many to translate them all, but as you know, leaving garbage characters as they are may cause CTD at worst.

If we adopt UTF-8 format, we will be able to let EU2 to display Japanese or other languages' texts directly without any patches. Still, it would be a low-priority issue.
 
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Maybe we could give every army a home province as in Vicky or atleast a culture, when the home province or the provinces with the culture is revolting then the army could defect or if a rebel army could go against other rebel armies, this is to reflect civil wars better, a bit like the new In Nomine rebel warfare. :)

Would be nice with different infantry, cavalry and artilery units aswell as different warships, galleys and transportships. :)

And maybe we could in our diplomatic actions set the time for which the agreement is valid. :) This will get rid of weird 10 years allies and then war. :D
 
All that looks very promising, I just hope some good stuff like WatK won`t be neglected in future-new-era-of-EU2 mods too much - it adds so much to the feeling of the game... :)
 
YodaMaster said:
<a very long list>
Well, I obviously haven't seen the code, but most of those look fairly easy to implement. All together, of course, they would take a while, but it should be manageable.

Unicode texts might not be hard either (although I've never done anything with Unicode in C++).
 
MichaelM said:
Well, I obviously haven't seen the code, but most of those look fairly easy to implement. All together, of course, they would take a while, but it should be manageable.
Yes, they are "only" missing stuffs I always wanted. More deeper modifications could come after them with a better understanding of the source code.

MichaelM said:
Unicode texts might not be hard either (although I've never done anything with Unicode in C++).
I have no idea of what it implies in code (for now) and for display purpose but it could be technically interesting for the Japanese community, at least.
 
Olav said:
Many good suggestions here. :)

There's a lot of things I would see changed, but I'll only adress two here now. Both regarding "micromanagement":

1. It is a bit tiring to colonize, that is, to send 10 settlers to a province one by one. It would be nice to be able to send 6 settlers at once, like the AI sometimes do.
2. Trading system. I'm not very fond of the current system. It's okay when there's no competition in a CoT :)D), but when my merchants get kicked out every month... that's very tiring. Yes, I could use the autosend merchants, but that isn't the best solution. Perhaps find another way to simulate trade?


easy would be to have each colonizing ship represent 300 pop instead of 100,

the old trick was to send merchants in 3, not 1 or 2.........this still works a treat. a human can monopolise many COTS in this way, maybe auosend should only represent 3 merchants and not one
 
I think the trade system could use something of a rehaul myself. I've found it the biggest let-down of EU2 when I finally managed to get my hands on a copy. Then again, that may be overly ambitious, and quite frankly I have no idea how to make it good.

As a side commentary on this whole thread though: :eek: Awesome.
 
This is probably in the realm of fantasy, but I always have excess priests that are useless after converting all my provinces, therefore I propose maybe a process whereby x number of priests plus x amount of money\time will turn them into 1 diplomat or colonist?

Another would be to improve the trading barriers for CoTs. I've had instances where I'm two provinces away from a CoT but can't trade there for lack of a harbour.
 
mmrnmhrm said:
For starters, maybe a general bug-fixing patch could be developed? I am thinking EU2 1.10.
This is more or less my first intention but a little more should be included before a first final release. I don't know the terms of the licensing program for now but I understood new versions will be sold on GamersGate. They can't be a simple patch that could have been free but maybe I'm wrong.
 
adding pictures to event should be really nice:D
 
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