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Norgesvenn

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Jun 13, 2001
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I think Sergei mentioned that the event scripting will be closer to C++ than the "old" structure of EU II and HoI.

Is this still the case?

I'm sure that there'll be quite an upsurge in web searches for "C++ for dummies" and "C++ made easy" if this is indeed the case. :)
 
I can imagine why though... Judging from the info we already have, the game is a lot less likely to run by the same path every time; after all, we're dealing with dynasties and not with countries alone. So it figures that you need a more flexible scripting language to accomplish the same effect. This is a good thing IMO, although it makes the entry level for newbie scripters a bit tougher.

Or am I mistaken?
 
Don't think C++ is too much different than the scripting we are used to in EU II. Maybe a few twists but nothing too radical.:)
 
Originally posted by Sonny
Don't think C++ is too much different than the scripting we are used to in EU II. Maybe a few twists but nothing too radical.:)
What I'd really like to see is a more flexible trigger system based on C structure though (if, else, switch)
 
Originally posted by Havard
What I'd really like to see is a more flexible trigger system based on C structure though (if, else, switch)
Well, that was what I was referring to. The current system doesn't allow to much flexiblity.

What would also be nice is that you can do all kinds of "math" on game values: for example, this would allow an event to halve a nations stability, something which is not possible at the moment (you would need a 0 based stability system for that, but you get the picture). Another example could be: cede a number of provinces in a war, depending on your monarchs value. And so on, and so on.
 
well i have no programming skills comparable to a game such as this so all i can say about any of this is hope it works well and that it allows for good naval programming :D
 
Originally posted by Inferis
Well, that was what I was referring to. The current system doesn't allow to much flexiblity.

What would also be nice is that you can do all kinds of "math" on game values: for example, this would allow an event to halve a nations stability, something which is not possible at the moment (you would need a 0 based stability system for that, but you get the picture). Another example could be: cede a number of provinces in a war, depending on your monarchs value. And so on, and so on.
Yes, anything like this would be outstanding... :)
 
Originally posted by Havard
What I'd really like to see is a more flexible trigger system based on C structure though (if, else, switch)

Actually, I've been looking into C++ for the sole purpose of being able to understand the events of CK. :)

It seems to offer more flexibility, at a small expense of simplicity. Then again, I usually had to test my events infinitely to find my mistakes. :D
 
And if you really start to assume that the event system will be more like C++, think of this: every object in the game will be modifiable, as using a C++-based scripting language would allow you to get references to objects. Imagine code like this:

Code:
with ( event ) {
  province.population -= 200;
  country.capitalProvince.population += 200;
  country.taxValue += 0.21;
}

(ie a "the capital grows" event)

Nice! :D
 
I'm curios as well regarding how events are coded.

Hopefully not so complex that Stopiiid kurtbrian cannot comprehend it....
 
Originally posted by Norgesvenn
I think Sergei mentioned that the event scripting will be closer to C++ than the "old" structure of EU II and HoI.

Is this still the case?

I'm sure that there'll be quite an upsurge in web searches for "C++ for dummies" and "C++ made easy" if this is indeed the case. :)
If this is true then that's great... nothing better for a code monkey like myself. :D
 
Even if they do. I doubt many people understood the EU2 script at first sight. Its not as much about learning C++ as looking at examples and reapplying the methods elsewhere. In time, it becomes natural and you can create scripts to do whatever you want without examples. Its just a simple learning process. :)
 
Maybe we could have some examples of scripts. So we can already think about some simple scripts, like giving money to another dynasty, moving provinces from one dynasty to the other, changing prestige of a dynasty, etc. Programming and scripting go faster, when you have some examples to look at.

Or is this only useful for beta-testers ?
 
Originally posted by Jos Theelen
Maybe we could have some examples of scripts. So we can already think about some simple scripts, like giving money to another dynasty, moving provinces from one dynasty to the other, changing prestige of a dynasty, etc. Programming and scripting go faster, when you have some examples to look at.

Or is this only useful for beta-testers ?

Probably wont be seen untiul after realease. Secercy is all, give you enough to wet your appatite. No more than that though.
 
Originally posted by Jos Theelen
Maybe we could have some examples of scripts. So we can already think about some simple scripts, like giving money to another dynasty, moving provinces from one dynasty to the other, changing prestige of a dynasty, etc. Programming and scripting go faster, when you have some examples to look at.

Or is this only useful for beta-testers ?

Is this your attempt to get in as a beta tester?;) :D
 
Originally posted by Sonny
Is this your attempt to get in as a beta tester?;) :D

With the schedual for the Beta Test organised Yesterday I think all our thoughts have turned to the Beta Test. When will start, what will happen, etc. etc.
 
Since Im not at all a programmer, news of the change scared me at first (Id gotten pretty comfortable with EU, EU2, and HoI).

But then I noticed a certain sig: "Have no fear-Havard is here!"

I feel much better now...:D