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Apr 29, 2008
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It has been quite a while since I last divulged some news about my little pet project, so this time you get something big... 3mb worth actually ;)

More on that further down. First we have a general status update on the project and it's progress.

A couple of weeks after the last teaser I managed to find a way to make coalitions between the political factions in the republican government which was the last problem I needed to overcome to have proof of concept for every module I intend to include in version one of the mod.

Unfortunately this only leaves me with several thousand decisions and events to write along with localisation for everything - and being a problem solver by nature it is a lot harder to find the motivation for the more grinding part of the workload. On top of that the prospect of bug hunting in all that script almost reduces me to tears :)

That being said, I do intend to continue and finish the work because I really want to play the mod! I just need to find a way to automate the scripting of decisions and events, because writing the decisions to change laterally and vertically between the 260+ types of government in the mod manually will result in a nervous breakdown.

Now on to the teaser part:



This is a screen shot of the Administrative Map Mode hinted at in previous teasers. A lot of stuff is going on here (which is why it is full screen). Again; consider yourself teased!

The preview part has to do with what can be done with this map mode. As most of you would have gathered this is the trade map heavily modified. There are many reasons why the original trade system was abandoned but one of the primary ones were that the recruitment of units is linked exclusively to the trade goods which goes against one of the main design goals of the mod where they are linked to Doctrines and buildings. There are several derived benefits of this though; for instance since buildings can be linked to trade goods it is possible to use them to manipulate which buildings can be built where (check out the building teaser for more on that). However the subject for the preview is what happens if you add a province modifier with local_trade_routes = 1 to a province in this map mode.

It turns a lighter shade of green. So let us imagine that there are a number of “laws” in Map Mode & Settings which would add such a modifier to a series of provinces; it could be all provinces with a forum for instance, they would now be light green and easy to identify on the map. Then imagine that there would be such a law for every single province trigger in the game engine and finally imagine that they would overlay so you could find all provinces with a forum, population higher than 20 and revolt risk lower that five.

EUR just became the paradox game with the most map modes! Yay!
 
Very cool, as usual! Never would have thought about using the trade map to make a customisable set of map modes. Brilliant idea.

As for the political alliances, I've been thinking of something similar to represent republican dictatorships as being a form of republic rather than a monarchy. I intended on simply making all the faction leaders into friends of the ruler, so most actions would be available to the player. Was that what you were thinking, or do you have something else in mind?
 
That is actually a very good idea, but the problem I had was with passing laws and such, so I needed something that could be used as a trigger in the allow clause. The solution is linked directly to this bug report because it was never actually fixed in the official patch and thus needed a work around :)
 
The map mode work is brilliant. :)

That being said, I do intend to continue and finish the work because I really want to play the mod! I just need to find a way to automate the scripting of decisions and events, because writing the decisions to change laterally and vertically between the 260+ types of government in the mod manually will result in a nervous breakdown.

If you want to spam out events/decisions, consider using Excel. You use space delimited CSV files and the multiple CONCATENATE formulas to gather you code together. Open the code as a CSV file, adjust and then save as a text file and it drops the formulas and leaves the text from the formula. I left an example of its somewhere when I made 269 decisions for character holdings.

In your previous posts I seen you were modding the provinces screen. I suggest, if possible, to leave additional space in the Capital and Culture part of the province screen. I have found that these are often to short. For example if you include the name of the city Alexandria Arachosia, it will overlap and look funny.
 
If you want to spam out events/decisions, consider using Excel. You use space delimited CSV files and the multiple CONCATENATE formulas to gather you code together. Open the code as a CSV file, adjust and then save as a text file and it drops the formulas and leaves the text from the formula. I left an example of its somewhere when I made 269 decisions for character holdings.

Unfortunately the trigger conditions are too complicated for that... I have to dust off my programming skills to script it and probably use some sort of database to handle the triggers and values... so it will take a huge amount of time and effort to get it done... which is why the task is still pending ;)

In your previous posts I seen you were modding the provinces screen. I suggest, if possible, to leave additional space in the Capital and Culture part of the province screen. I have found that these are often to short. For example if you include the name of the city Alexandria Arachosia, it will overlap and look funny.

Good point. I am going to ditch that weird 3d province window so everything can be moved slightly towards the right leaving 10-20 pixel more for the first column but I need the full row for the province modifiers because there are a lot of them in any given province. So if it comes down to it, the name of the capital will have to be shortened (all cultures and religions have already been modified to fit the interface).
 
Congratulations. I'm sure your sweat and tears will be worth the final result.
I would offer ro help you with the event writing, but I have little time and no experience in it.

I look foreward to this mod. please keep up the good work!
 
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