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Seidita said:
I'd like to say great work here. I used the first version and it works fine. But I can't use it anymore. SO what i'm asking is what do you need to run the program and where can i download it.

You can get the latest version at: http://victoria.nsen.ch/wiki/images/3/31/Eu2Vic.zip

You need MFC 6.0 to run the new application. MFC is included in most windows versions, so you should be fine if you have ME or above...
 
I have windows 2000 which i think is an earlier version. Anyway this is the word through my eyes...

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hey i was thinking, what about merchants?
in those times european merchants traveled the world for money, an strange produtcs.
They traveled with knowledge, wealth, and goods from Europe too.
I was thinking that if it's posible, merchats can be converted in:
- Money, depending of the COT where they are, taking in count the stablish payment and the power of the center of trade. Example:
EU2 -- 1 merchant in Catalunya (value 300, stablish cost 10) = 1*300(10/10)= 300 pounds, in other terms, 1 merchant*300 value(10stablish cost/10 modifier, so lower stablish costs will make the money you get lower) = 300

I will post more of this idea later, i have a class in 20 minutes, just think about this, this is important, because you know how hard is to get at least one merchant in the centers of trade, i spent a lot of money doing it.
 
Seidita said:
I have windows 2000 which i think is an earlier version. Anyway this is the word through my eyes...

It seems you are missing the "msvcp60.dll" file or that it has been unregistered. What you can do is search for it (it should be located in the "C:\winnt\system32 folder).

If you find it there, press "start"->"run"-> and type regsvr32 "c:\winnt\system32\msvcp60.dll". And it is reregistered again.

If you can't find msvcp60.dll on your computer look on your Windows2000 installation cd or on the www.
 
germax said:
hey i was thinking, what about merchants?
in those times european merchants traveled the world for money, an strange produtcs.
They traveled with knowledge, wealth, and goods from Europe too.
I was thinking that if it's posible, merchats can be converted in:
- Money, depending of the COT where they are, taking in count the stablish payment and the power of the center of trade. Example:
EU2 -- 1 merchant in Catalunya (value 300, stablish cost 10) = 1*300(10/10)= 300 pounds, in other terms, 1 merchant*300 value(10stablish cost/10 modifier, so lower stablish costs will make the money you get lower) = 300

I will post more of this idea later, i have a class in 20 minutes, just think about this, this is important, because you know how hard is to get at least one merchant in the centers of trade, i spent a lot of money doing it.

I don't know germax... it will be pretty time consuming to accomplish this programatically. It might cost more than it tastes...
 
montyP said:
It is possible... but it can be a little hard to do. :eek:

My idea is that every EU2 prov get a Vic culture assigned to it. That way we get south_german etc. if culture hasn't changed. And we avoid a lot of problems... If the culture has changed we make a check to see what culture the owner country has, if the new culture is in the owner countrys culture the culture of that territory becomes that culture. An example to clear things up: if Mexico exists and own Tampico, and Tampico has iberian culture at the end of an EU2 game, the culture in Tampico will become mexican... Clear?
What about this: if it has not changed, use default values (i. e., South German ind Southern Germany, North German in Northern Germany). If it HAS changed, we use a table like mine above to convert it 1:1, regardless of the owners culture (in this case, Tampico would become Spanish). That way, it makes a difference who founded a colony (in Vanilla Vicky, you can see this in the Franco Canadian culture, which isn't state culture for ENG). Basically your idea except changed cultures don't consider the CURRENT holder.
 
montyP said:
It seems you are missing the "msvcp60.dll" file or that it has been unregistered. What you can do is search for it (it should be located in the "C:\winnt\system32 folder).

If you find it there, press "start"->"run"-> and type regsvr32 "c:\winnt\system32\msvcp60.dll". And it is reregistered again.

If you can't find msvcp60.dll on your computer look on your Windows2000 installation cd or on the www.

There was a 50 and a 70 but no 60. Wasn't on my Win2000 but i found it without trouble on the internet. Thanks for the help it works now :).
 
Lord Asharak said:
What about this: if it has not changed, use default values (i. e., South German ind Southern Germany, North German in Northern Germany).

That’s what I mean… We need to put together a file for it though… As it is now the converter has no idea what culture a unchanged territory has.

If it HAS changed, we use a table like mine above to convert it 1:1, regardless of the owners culture (in this case, Tampico would become Spanish). That way, it makes a difference who founded a colony (in Vanilla Vicky, you can see this in the Franco Canadian culture, which isn't state culture for ENG). Basically your idea except changed cultures don't consider the CURRENT holder.

But what if Portugal has founded the colony? It still would become Spanish this way…
 
ok i understand, i thought so, about merchants, i just remebered that it's in game that the COT values are registered and not in saved game, so it would be very difficult, i've seen you are testing the game, fell free to apoint me some tasks :D i have time
 
An idea/suggestion dont know if u can do this but if u have a trade post when u convert its a state province. ALong with all your colonies which isnt to bad. But is there away to check what the province has say it has trade posts then ud get nothing in vic? Then if u have like a lvl 5 colonoy or something it gets coverted to a claim building. Then if u have a city its a colony in vic? Would this be possable? Just seems wierd that cause i have a lvl 1 trade posts in india colony spots i get them as state provinces in vic.
 
good idea, i love to get all america with lv 1 trading posts, but you are right, its better the way you say, i think its posible but don't know if they have time in this moment to do that.
 
germax said:
i've seen you are testing the game, fell free to apoint me some tasks :D i have time

Great germax! There are a lot of things we need to test. Feel free to test anything from the little list below:

-Look at factory setup (in the “Factory.txt” file). We must find the best way to distribute factories depending on manufactory type.

-Is the values that makes a country primitive feasible? Some people have argued that they are to low, others that they are to high… What we need to do is go through a couple of GC games in EU2 and find the best values (is the AI to god, to bad, or just fine?).

-Tech values… Are they fair?

-Military conversion. Do you get the right amount of forces out of your EU2 forces?

Etc. look at the values (they are in the “readme.txt”) and determine if they are fair…
 
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Theonlystd said:
An idea/suggestion dont know if u can do this but if u have a trade post when u convert its a state province. ALong with all your colonies which isnt to bad. But is there away to check what the province has say it has trade posts then ud get nothing in vic? Then if u have like a lvl 5 colonoy or something it gets coverted to a claim building. Then if u have a city its a colony in vic? Would this be possable? Just seems wierd that cause i have a lvl 1 trade posts in india colony spots i get them as state provinces in vic.

That's a good suggestion. In later versions we must handle trade posts somehow, as you say either give a claim or leave it uncolonized.

I think that once we've gotten pop conversion to work, the fact that your are given a province for a trade post will not be that much of an edge as they will have very low population...
 
Ethiopian should translate to Amharic, not Oromo. Oromoa is the culture of the nomadic Galla tribes, not of the main agricultural population of central Ethiopia, that is Amharic. :)

If I read your suggestion right, MontyP, a Scania held by Denmark at the end of the EU2 game would have Danish culture in Vicky, while it would get Swedish if held by Sweden?

What about Norway owned by Denmark or Sweden?
 
von Adler said:
If I read your suggestion right, MontyP, a Scania held by Denmark at the end of the EU2 game would have Danish culture in Vicky, while it would get Swedish if held by Sweden?

What about Norway owned by Denmark or Sweden?

Not really. In my suggestion: If Denmark holds say Stockholm, Stockholm would have a swedish population (if that is the population we assign to it in a separate file) if the culture hasn't changed. If the population in Stockholm became Iberian during the game and Portugal held it when converted, then the population would become portuguese (and then we can sprinkle some swedish pops as a minority).

It's not a perfect solution, but it's the best I've come up with so far. We have to keep things as general as possible for it to be translatable to code.
 
My knowledge of coding is rudimentary, but something like this, perhaps.

Assign EU2 culture to Vicky province.

IF province = (south USA province numbers) AND EU2culture = anglosaxon AND owner = USA THEN culture = dixie

IF province = (north USA province numbers) AND EU2culture = anglosaxon AND owner = USA THEN culture = yankee

IF province = (brazilian province numbers) AND owner = Brazil then culture = brazilian

IF province = (bulgaria province numbers) AND EU2culture = slavonic THEN culture = bulgarian

IF province = (scania province number) AND culture = EU2scandinavian AND owner = Denmark THEN culture = danish

Repeat for all the new world nations and all large culture grops that have several subcultures in Vicky. (Slavonic, Scandinavian, German, Iberian etc).

Not very pretty coding, I know, I am sure you can do it better. But it is a general idea.

Perhaps I could help by trying to identify what needs to be converted?
 
montyP said:
Not really. In my suggestion: If Denmark holds say Stockholm, Stockholm would have a swedish population (if that is the population we assign to it in a separate file) if the culture hasn't changed. If the population in Stockholm became Iberian during the game and Portugal held it when converted, then the population would become portuguese (and then we can sprinkle some swedish pops as a minority).

It's not a perfect solution, but it's the best I've come up with so far. We have to keep things as general as possible for it to be translatable to code.

YES. This is a really good way to start. IMHO, we should go ahead with this and try it out. We can then tweak it if necessary.

But we do need to start off with something, and this idea looks feasible.
 
montyP said:
That’s what I mean… We need to put together a file for it though… As it is now the converter has no idea what culture a unchanged territory has.



But what if Portugal has founded the colony? It still would become Spanish this way…
Well, some cultures would become un-convertable... thus Portugal would have Spanish culture... that's sub-optimal, I know, but it would minimize changes from the EU2 conditions (it's not fair to Portugal if it suddenly has a different state culture than the rest of Iberia if it took provinces from Spain, for example).