• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
sorry if you feel sore about it or anything, sheridan, but i hardly think anyone here is trying to push you out of aberration or anything (especially not me, since i have nothing to do with the project). my point of view on the whole thing is that yes, hurricanes did strike the caribbean and yes, a lot of people died and no, europeans didn't care much; but the caribbean islands from about 1700 to 1810 where incredibly valuable and highly sought after and any attempt to make them less valuable would be ahistorical and take, i think, all the combat and drama out of a region that in eu2 is already devoid of interest for all but maybe 3 nations. if this mod wants to implement the type of change i suggested above (that is, giving some of the carribean islands a unique resource that was worth into the hundreds but giving them only 1 base tax), then the devastating hurricane idea would be a more welcome addition. right idea, wrong time and place. no hard feelings, i hope

-Matt
 
Hmm, you never contacted me with interest about a country, or which ones would have interested you, Sheridan?

I doubt I would have declined any help.
 
TheArchduke said:
Hmm, you never contacted me with interest about a country, or which ones would have interested you, Sheridan?

I doubt I would have declined any help.

Because, by the time I came to the project, all the areas I knew enough about to be helpful were already almost completed (the British Isles and France, mainly)... and the two odd ideas I came up with were turned down, at least at the time (a Vinland idea, and the Emirate of Gaul thing.)

I did have one more idea, but it would have been turned down for the same reason as Vinland - the fact that it's not in Europe. I was thinking about an early-unified and colonizing Hawaii that could go back and recolonize the other Pacific Islands... yet still with exotic tech.
 
Well, you should vote for Total Fantasy in the voting thread.

Or hope for Totally Aberrated.

I am sorry that everything was so full already, but the thing is, we strictly wanted no rest of the world aberration´s in basic aberration.

The next project however is another issue.
 
I understood that, once the Vinland thing was discussed... which is why I was looking for non-country-specific things to work with. I thought (when I came up with the idea last week) messing with natural disasters might be the thing, but apparently not, since I wanted to do something that might be seen as more than a nuisance (since my idea was to try to reduce the attractiveness of the affected areas). Something like the mixed opinions players have about the Dutch Revolts... some will go into Holland anyway, other players will avoid due to nastiness.

Anyhow... in the modding community, I've always wanted to be involved but since I don't have any particular connections (not being involved in MP), I have always wound up coming to projects after the things I most wanted to do had been taken, and was made to feel unwelcome. With Aberration it was different... less rejection and more of the simple "find something else"... except that the other things I've found were mostly shot down (other than the description-writing thing), and I've wound up feeling like a... what's the Saudi term? Prince-without-Portfolio?
 
Last edited:
I love the idea of a hurricane event, pure genius, but I don't feel that the stated goal (slight reduction of interest in caribbean) is worth 1000+ events in the game. (Also the effects are really high when compared to how much they cost the state historically)

But there are still opportunities for adding a 'Fantasy World' option - make a nice enough Vinland or Hawaii and I'm certain it can be added as a "option", opining up for some more RoTW aberrations, which noone has minded as long as there is a 'vanilla' aberration;)
 
Not true. I was specifically told when I previously brought it up (maybe not in these exact words, but it was how I took them) that ROTW stuff was not wanted. Perhaps that has changed?

Anyhow... as for the number of events... it is a weakness in the game design here, that you can't have random events that will only trigger during certain months of the year, etc. The 800 events I requested ID's for were not the random events, but rather, the timed events I needed to enable that possibility. Thus the number - it requires two events per year, one to start the season and one to end it. By "creating" and "destroying" something in the game, the existence of which is then used as a trigger condition in the random events. Since these are *not* random events, and would be designed to be invisible to the player, I did not think that they would be any sort of burden.

Theoretically, depending on how they were designed, I could potentially get away with cutting the random events down to less than a hundred or so - if the effects were made constant (for example, only hitting the tax collector, which I believe would solve most of the 'high cost' objections?), I would need only one event per province, though I could duplicate some to vary the frequency.
 
Last edited:
Sheridan said:
Not true. I was specifically told when I previously brought it up (maybe not in these exact words, but it was how I took them) that ROTW stuff was not wanted. Perhaps that has changed?

Old discussions - Aberration almost went down the path for Total Aberration, but shied at the last moment.

And since it didn't go down that path then such items/events/thoughts were not wanted, since what was wanted was to get Aberration 1.00 out the gates.

And yes, something might have changed now, namely 1.00 being released, so possibly there might now be time for more apocryphal stuff..

And for me it doesn't matter how many events are random - (but I have no power here) - for me to see a thousand events implemented for anything it has to be a pretty major thing.. the dutch revolts get by with some 20-30 events.. ;)
 
I think natural catashtrophes would be very good stuff for colonies, but I think having them able to strike any colony and be unspecified catasthrophes so that they are easily implented as random events, with just 1-5 of them in all instead of 1000 events that would only account for one natural catasthrophe in one rather small geographic area.
 
The "strike" events could, of course, be adapted to other disasters in other areas. For example, earthquakes. I just did the work on hurricanes first because I realized that working out how to trigger them properly would be the hardest part of the entire project.