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Chaingun

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Jul 15, 2002
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If you have anything you would like to tell us related to Eu2Vic, please post here. This can include bug reports, although I'm not entirely sure whether this is the right place for them. (I certainly hope I'm not creating too many threads now :D.)
 
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I don't really like plans; one can never predict what will happen (both in real life and especially in programming with unexpected errors). I think it is possible to get a clear idea what the next release contains only by reading the latest posts in either thread.
 
It should work with any EU2 save game - though there are no guarantees. The main issue currently is that countries that are converted have may have their capitals in areas that have not been converted - thus resulting in crashes. However, this should not be a problem with any of the standard scenarios (excluding Fantasia...).
 
Well if they did not exist than they do not get converted... I can't really do much about it as the plan is that most countries will get converted than can be converted. Still this issue might appear again and again (mainly related to world conquest etc.).
 
I think I did understand you, as the problem with no selectable countries might occur during World Conquest. However, I will not spend time with extra coding on this issue for now, rather I will rely for the users of the converter to edit their resulting Victoria scenarios if they are non-playable. It is quite easy to simply add a XXX = { } in the header where XXX is the country available for selection.
 
Zip the send game and send it to ph@telia.com, even better if you can upload it somewhere for me to download to that. I have no idea why that would happen :/. Anyhow, I have uploaded a new version of the program. Can you redownload it and see if the same things happens again with the new version?
 
Thanks for the kind comments. :)

While I assume a Vic->HoI converter can be done, I myself don't have that game (HoI) and therefore someone else would have to do the programming. That said, if you manage to get a programmer and province ID converters there's no limit to what you can convert, although the usefulness of the results might be discussed in some cases. :eek:
 
Well, I feel it mostly depends on my programming hehe. However I have multiple programming projects competing for the time I do not have to spend to catch up with the school stuff I missed last term. I am beginning to think I should release the source code (well I already planned do that, but after the code was cleaned up), so that you can get yourselves a programmer that can dedicate more time on this project. I won't let this die of course, but I believe everyone would benefit if the features that need to be implemented can be done so in a shorter time.
 
kokomo said:
Like I mentioned in my other post, it'd be awesome if you could share the code to someone else with programming skills and ohms law here has stated his will to colaborate.

I am the first to thank you for all of your hard work so far, and I think we have done superb things so far!

Cheers!

:) :rolleyes:

I'll upload my (ugly) code in a few minutes ;). I really ohm's_law can continue this, or if not he, that someone else can.

EDIT: Here is the link to the code (it does include our beloved program in a compiled state as well.)
 
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kokomo said:
Thanks Chaingun and let's hope Ohms here can be of assistance and evolve the project to the next stage...

GREAT WORK!

Hehe it was rather easy to upload it. The hard part was to decide to finally give in and release among the other files converter.cpp. Converter.cpp holds some of the ugliest code I have ever written for a serious purpose, thus I was not so keen about making it public before I had rewritten it. I also suggest that the first thing Ohm's_law does in order to get familiar with the code is to rewrite the content in this file.
 
What if you completely split your infrantry into really tiny groups in EU2 just to create an incredibly huge amount of Victoria divisions? Yes, I know you do not think we should plan for exploits but I still think the most obvious ones have to be worked around. Perhaps the program should analyze the total number of troops first in EU2 so that no more fractional armies than sensible could be created?

Oh and this should be in the design thread. ;)
 
Lord Asharak said:
I don't think it's a good idea to dump ALL troops in the capital - if they country is big, and there's a rebellion and/or war going on, there will be problems. What about this?

- All units with less than 5000 men are combined and dumped into the mobilization pool.

- All units with 5000 or more troops are converted into deployed Vicky divisions.

(Infantry and Cavalry are tracked separately, of course).

Navies are not a problem, since we can make 1 EUII ship = 1 Vicky ship.

(About upkeep: You can always reduce army maintenance).

POPs: It would be immensely simplified, but what about making all the pops in the Vicky provinces the same culture as in the EUII province? It would remove a lot of the interesting parts of the Vicky nationalism, though.

Number and type of Pops should depend on the amount of "ressources" an EUII province produces, and whether it's a colony or not.

I like this army suggestion. About the navy: Once again it can be multiplied by a certain constant to produce a lower amount of Victoria ships.

Then again like I've always argued it's better if Ohm's_law finishes the economy stuff first. The military conversion would only be the finishing touch.
 
Lord Asharak said:
I don't think it's a good idea to dump ALL troops in the capital - if they country is big, and there's a rebellion and/or war going on, there will be problems. What about this?

- All units with less than 5000 men are combined and dumped into the mobilization pool.

- All units with 5000 or more troops are converted into deployed Vicky divisions.

(Infantry and Cavalry are tracked separately, of course).

Navies are not a problem, since we can make 1 EUII ship = 1 Vicky ship.

(About upkeep: You can always reduce army maintenance).

POPs: It would be immensely simplified, but what about making all the pops in the Vicky provinces the same culture as in the EUII province? It would remove a lot of the interesting parts of the Vicky nationalism, though.

Number and type of Pops should depend on the amount of "ressources" an EUII province produces, and whether it's a colony or not.

I like this army suggestion. About the navy: Once again it can be multiplied by a certain constant to produce a lower amount of Victoria ships.

Then again like I've always argued it's better if Ohm's_law finishes the economy stuff first. The military conversion would only be the finishing touch.
 
DC1 said:
I want to try EU2 to VIC,where to download EU2VIC?Can anyone tell me?Thanks,

See the first thread in this forum (it is called "Downloads" and is stickied). The file is called EU2Vic_Code.zip (but it does include the program as well as the code).
 
You may not believe me when I say it makes my truly glad to see this project develop at a rapid pace without my interferance. I thought it was doomed for a while seeing that Ohm's_law might not have enough time (that is, no more than I have for these things). By the way, this is my first visit to the forums today, and a short one. Compare that to the 10x visits and probably 30-60 minutes spent during my summer vaccation. Clearly it's much better now with someone who can dedicate himself as an active programmer. :)

Congratulations once again MontyP for your excellent work.