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YodaMaster said:
and AI priorities first, Chaingun? :)QUOTE]

Don't worry, I'm not out to steal your position. :p Frankly, I have no idea how modern AGC-EEP plays compared to vanilla so my gameplay suggestions should right now be taken with a big grain of salt anyway. ;) Only played (tried) ancient EEP and AGC before they merged once upon a time.
 
Chaingun said:
Don't worry, I'm not out to steal your position. :p
I don't worry ( :) ) and my question was really tied to your proposal for AI improvements and priorities for investments (and not only buildings). AI likes land tech too much and neglects infra and trade techs.

Chaingun said:
Frankly, I have no idea how modern AGC-EEP plays compared to vanilla so my gameplay suggestions should right now be taken with a big grain of salt anyway. ;) Only played (tried) ancient EEP and AGC before they merged once upon a time.
Long time ago then. You should have another try with current version/beta (hands-off scenarios) and see what can be achieved right now and could be improved in the future... ;)

Garbon said:
That isn't a problem really in eu2.
Only weird thing I sometimes find is when AI gets colonies (not TPs) in peace deals but doesn't even try to upgrade them to cities only because expansion = 0 in AI file while colonists are available.
 
i only hope that the AGCEEP community/HC maintain their policy and rigidly defend game when we get to work with the source code

I for one am ATM only interested in adding extra commands, name changing etc etc is only window dressing and no real benefit that I can think of
 
I fully agree. The last thing I want is a EUIII bis, so please no national ideas, no government types, no "dynamic" cultures or cores. I am quite hopeful though, having read long debates involving Yodamaster about the compared merits of EUII and EUIII in the French forum and now reading his list, that this will not happen.

I'd personally be happy with bugfixing, added commands and triggers, and some more moddability.
 
Yes, this is about improving the game, not changing it. My intentions are very clear (or aren't they?) in post #5 and this is why I posted the list in post #25.

There is room for some cosmetic changes but, in my mind, certainly not for the core features, unless it is approved to be a real improvement according to the spirit of the game. And I don't see why process for this should be different than the one we already have. It is just a new promising and unlimited dimension for our goal.
Only difference is it will benefit to the whole EU2 community (and especially other mods), not only AGCEEP one.

I will quote myself:
YodaMaster said:
Nevertheless, listening to players will of course be a priority in the same way we do for the mod but don't expect aliens included. ;)
YodaMaster said:
Some [EU3 features] are interesting but not all. Remember the goal of this project is not "redoing" EU3 with EU2 engine. ;)
 
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Hummm, shouldn't this thread be in the general EU2 forum, or in the general EU2 modification forum?

Anyway, I think we should adjust our expectations to something less ambitious. Anything more than an ubber patch will probably take longer than EU4.
As for me, I expect things like:
- new commands (e.g. a command which increases or decreases a percentage of the provincepopulation, or a command which generates a random land/naval leader in a similar way to the random conquistador/explorer, a command which settles provincepopulation to the level it had in the beggining of the game, a command wich generates a city in an unsettled province, a command wich turns a city into an unsettled province, etc... );
- new offsets (e.g. an offset for a low populated prov, another for a very populated one, another for core ones, another for non core, another for any random province with basetax above 1, etc...);
- increased modeability (e.g. making provincegoods and their effects modeable, adding new cultures, making it possible to determine a specific province a colonizer AI should try to settle instead of which area or region, making it possible to determine the priority of places to colonize, making it possible to determine wether an AI should try to convert provinces or not and how often, etc...);
- fixing of minor (but still anoying) bugs and wads (e.g.
no more AI sending settlers to provinces not controlled by them, no more AI spending their money in settlers and other less important things when the money could be better used to raise soldiers or buy peace against a tough enemy in their homeland, making the AI understand that guys like Cortez, Almeida, Drake, Pizarro are more then mere explorers, preventing that one AI will DOW another just because it has build a TP in their border, auto peace settlement when an AI war take very long, etc...).

With that done, modders can deal with the rest (map included) and the patch won't take an etternity.
 
XANG XONG III said:
Hummm, shouldn't this thread be in the general EU2 forum, or in the general EU2 modification forum?
Before starting a more general thread, we have to be sure here of what we want and do not want (the big picture) in possible EU2 expansion(s). Because I am involved (waiting for Paradox conditions) and because of my role, this was the right place to start with for me.

I agree with you about the uber-patch and I think this is the same conclusion we all have here. This is our strength: consensus.
Many of your expectations are already included in post #25 and discussion about AI goes in the same direction.

We can have ambition but we are reasonable people too. This is fully compatible with the passion we have for this game.
 
I am confused as i imagine other modders with this thread.
Is this an AGCEEP only discussion thread on the source code?, if so I do not see why we need to confuse the topic by recommendations of .....example random leaders, when a thing like this clearly destroys the AGCEEP game and the policy that the AGCEEP follow to ensure a historical mod.
This (AGCEEP) is the last of the historical mods and its resistance to accept certain random things has ensured that it has lasted 6 plus years.

I would hate to see the AGCEEP end up as a EU3 style game, when clearly one can see the number of players who have stopped playing EU3 and have returned back to a EU2 mod

In regards to improvements
-I see a command named alliance .....which will break existing alliances.....seems the easiest way to do a breakalliance command

-Also 300 colonists per boat instead of the 100 for the same cost .....this would seem to be the easiest solution.

-adding new cultures

-adding more tags

-an extra zoom level directly below normal

My bro has EU3 and although I never played I have not seen anything I would like to take from it, its graphically poorer, the layout is poor as well. ......there are a few extras I can comment on,.......but
 
Toio said:
I would hate to see the AGCEEP end up as a EU3 style game, when clearly one can see the number of players who have stopped playing EU3 and have returned back to a EU2 mod
To be clear once and for good: no way for a EU3 style game!
There is no point to this for us and Paradox will always do it better.
Some expansions may try but I personally don't want to be involved if such behaviours are not options.

And I think there is an obvious reason why Paradox decided to start this program: there is still money to make with "older" titles. Who will blame them for the opportunity they give us in return? Not me.

Toio said:
-I see a command named alliance .....which will break existing alliances.....seems the easiest way to do a breakalliance command
It could be the solution.

Toio said:
-Also 300 colonists per boat instead of the 100 for the same cost .....this would seem to be the easiest solution.
Moddable value is the best answer, and not only for this value.

Toio said:
-adding new cultures

-adding more tags
Yes and yes (already proposed).

Toio said:
-an extra zoom level directly below normal
Why not. I have no idea for now how it will be feasible but an addition could be the use of the mousewheel for easy zoom (same as +/- shortcuts).

Toio said:
My bro has EU3 and although I never played I have not seen anything I would like to take from it, its graphically poorer, the layout is poor as well. ......there are a few extras I can comment on,.......but
And why do you think I'm still here despite the lovely golden helmet I have under my avatar? ;)
 
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cool-toxic said:
We need to fix the 100 or above ships gives you no attrition what so ever...

No! Such would ruin fun in multiplayer! Damn.

(at least for me, hehe)

Hummm, shouldn't this thread be in the general EU2 forum, or in the general EU2 modification forum?

Yea, most likely in the general EU2 thread tbh. I didnt notice such a thread till now, and i bet a lot of people dont even know such a thread exists because it is in the AGCEEP sub-forum, which they most likely dont even bother going to, just like me.
 
BurningEGO said:
No! Such would ruin fun in multiplayer! Damn.

(at least for me, hehe)
This is why moddable value is the best answer. Default value could remain 100 but adjusted in mods.



BurningEGO said:
Yea, most likely in the general EU2 thread tbh. I didnt notice such a thread till now, and i bet a lot of people dont even know such a thread exists because it is in the AGCEEP sub-forum, which they most likely dont even bother going to, just like me.
Ok, I will start a new thread and see how it evolves. EDIT: done!
 
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YodaMaster said:
Why not. I have no idea for now how it will be feasible but an addition could be the use of the mousewheel for easy zoom (same as +/- shortcuts).
This is the one thing proposed so far that I think is not feasible. This would require completely recoding the map system, then converting the old maps to the new system. Unless someone has a more imaginative method, I don't see it happening.
 
Do you really know how zoom works for now? ;)

At least we will be able to take a look and see how "impossible" it can be at the same time as the mousewheel feature. Nevertheless, maybe not the top priority.
 
YodaMaster said:
Do you really know how zoom works? ;)
Yes, actually, I do. Have you not read Inferis's docs on the map files? In fact, Johan actually posted one function here; note the use of the zoom variable as both an index and a number of bits to shift.
 
YodaMaster said:
To be clear once and for good: no way for a EU3 style game!
[...]
Like I said, I was not too worried, and I'm even less now. :)

One thing I find is missing from your list is global flags (i.e. not tag specific like they are now). Also it'd be nice to be able to mod the effects of DP sliders and religions (but that is mostly a selfish request for my medieval mod).
That's all I can think of for now that has not been already mentioned.
 
Third Angel said:
One thing I find is missing from your list is global flags (i.e. not tag specific like they are now). Also it'd be nice to be able to mod the effects of DP sliders and religions (but that is mostly a selfish request for my medieval mod).
That's all I can think of for now that has not been already mentioned.
Global flags will be Interesting and we already have some. There is a chance it could be extended.

Effects of DP slidrs and religions are in the "make all possible values moddable" category. No idea of the difficulty and what "possible" really means for now.
 
Ah! I thought of two bugs that should be fixed:
- When a game-pausing event pops up, you can't look at your slider settings, provinces etc. Really anoying! This should be easy to fix.
- Sometimes, two game-pausing events pop up on the same time, en when you answer the first one, the game will unpause, even though the second event is not yet answered to by the player.
 
MichaelM said:
Link

Are you guys thinking of doing anything with this?

Are we still doing suggestions? Lots of good ones already but one thing I would like to see is importing the ability from later games to have a bitmap on top of the map, similair to for example CK. While the CK one is quite blurry and not very good looking, there is nothing stopping an artist from creating one that looks good.

Also, another vote for letting event windows display pictures. Flavor events would be even better with that.

Some GUI additions like collecting the data of what HRE members will vote for in the comming election and dislay it in a windows from the press of a button (or in the ledger, that was just one example, what I am looking for is more visibility of stuff that goes on under the hood. Introducing this game to new players is hard enough).

A trigger on leader death could come in handy.
 
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