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Well, unless there are any major corrections, you won't have! I guess the whole world has practically been covered... yes yes, there are Terra Incognita's free for colonizing (after all, that's what much of the game is about, isn't it?)

We are waiting for Chaingun to arrive from his vacations and tell us what to do next... but in the meantime I thought we would have further things to do such as Tags or stuff
 
kokomo said:
Well, unless there are any major corrections, you won't have! I guess the whole world has practically been covered... yes yes, there are Terra Incognita's free for colonizing (after all, that's what much of the game is about, isn't it?)

We are waiting for Chaingun to arrive from his vacations and tell us what to do next... but in the meantime I thought we would have further things to do such as Tags or stuff

Any plans on adding the United States of America to the next download?
 
kokomo said:
Well, unless there are any major corrections, you won't have! I guess the whole world has practically been covered... yes yes, there are Terra Incognita's free for colonizing (after all, that's what much of the game is about, isn't it?)

Yes, I understand that we have a huge areas of PTE. But you told that some non-PTE provinces might have been accidentally missed. If there are no such provinces and work on Province IDs was finished - fine! Actually I don't have too much experience in Tags or Ids areas, so I can help doing some testing (esp. if it's possible to automatize it;) ) - just say what to test:)
 
universalarab said:
Any plans on adding the United States of America to the next download?

Aren't the US already in??? I thought so... :confused:
 
Hello? It's time to move on!

To stimulate the discussion: What about ships? How do we convert them?

Here's a suggestion:
Convert them to Frigates and Man-of-wars on a percentage basis:

Warships get 50% Frigates, 50% Man-of-Wars.

Galleys get 80% Frigates, 20 % Man-of-Wars (or perhaps only Frigates).

The first is to prevent all-Man-of-War navys.

Transports of course become Clipper Convoys...
 
That sounds pretty good. might want to throw in a modifier based on naval level attained. like greater then 40 = extra +10% frigates, > 50 = +20% frigates. something like that.

another issue i guess is gonna be manufacturies -> factories.
i think that the infra level in EU ought to play a role in how much industrialization actually takes place.
the manufacturies that actually get converted though ought to be weapons and naval manufaturies to some mix of military factories.
refineries and goods manufaturies to some set mix of neccessary factories.

basically, i envision a table to convert to factories. certain factories are required to keep things going in VIC, so we need to make sure that they exist.

hope that this post makes some kind of sense. this is just suggestions of course. havent done any kind of testing, even on paper...
 
AFAIK there was not going to be any conversion at all regarding any military units.... :wacko:

Regarding factories: yes, we should decide which factories and how are going to be converted...
 
This place seems so quiet lately...
 
Welcome back Chaingun...

if you want we can get back to "business" next Monday, what do you say?
 
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.
 
I know nothing about programming :(
 
Chaingun, like i said in the other post, i have some time now that im actually not going to be on sea duty anymore. :)
please do release the source, or send it to me or one to two other people at least. you know as well as I do that code that only one person works on can get to look like sanscrit to everyone else given enough time. plus, we know its not done, so i wouldnt worry about it being 'cleaned up' at the point. noone is gonna make fun of you (at least not much. ;) )
 
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:
 
about naval conversion... in any of my late eu2 games, i tend to have navies of at least 500 ships, sometimes much, much more, but, i kinda feel that such large navies should not be at victoria gamestart, so how bout 10 warships making one frigate/manowar? or a similar balance equation?
 
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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Chaingun said:
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.

Great! im lookin forward to taking a look at it.
like i said, I promise not to make (too much) fun of you! ;)
 
Thanks Chaingun and let's hope Ohms here can be of assistance and evolve the project to the next stage...

GREAT WORK!
 
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.