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Canada's starting government

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Great picture of Her Majesty you used BTW
 
May I ask why there is no Bosnia in this mod :p

There will be, just not off the start. They will be a potential revolter eventually, and probably through events too.
 
I should probably put this out here as a general question, and a serious one.


What do you all look for in a beta? At what stage do you consider 'playable' for a beta? I mean, if I had my way, I would not release this until every aspect was pretty much done, but that would take a long time.

We've got a lot of work done, but there is still much to do.
 
A working tech tree, goverment ministers for most countries (the minor countries ministers don't need to have pictures), a working AI, and some basic events. At least for me xD
I think betas should give us a basic taste of the mod, and can also be helpfull for you to correct the reported errors on the go.
 
Hello guys! Guess I can update here to keep you guys informed!

I think we are very close to a beta. Currently, we have the following done or close to it:

-Basic AI for Germany, the Soviet Union, Canada
-OOBs for almost all the countries
-Infantry, Armor, Aircraft, Land Doctrines, and Industrial tech trees. Naval and Air doctrines will remain vanilla for the beta testing, whereas the SW tech tree has a ****load of bugs I am trying to iron out. 1 primarily being nothing functions in this tech screen.
-Custom skins for most important nations
-Mechanized/motorized brigades
-Starting cabinets for most major nations (UK, Germany, Canada, USA, Soviet Union)
-New / revamped tech teams for some nations.

I am ironing out quite a few bugs, such as some language errors. Another one, which I am stumped on, is that every time I select the provincial improvements tab of the production screen, insta-crash.

Don't hold me to it, but I figure I should have a public beta uploaded in two weeks, maybe 3 at the most.
 
This looks really great, I can't wait for the first release.

But as an anal retentive economics student, I must point out that the economic model of the HOI series, which superbly represents the industrial economies of the 1930-40s, wouldn't be appropiate to depict the economies of the late 20th century. From the 1960s, industries gradually shifted from the coal-and-steel based system of the early 20th century to the current one, which relies on complex technology and is mostly electric-powered.

In the HOI game series, the "energy" resource pretty much represents coal. I guess this is hard-coded and it's impossible to change, but I think that an economic model for the second half of the 20th century would be much more accurate if energy became a non-accumulable resource that you have to produce or import daily in order to meet your IC's energy consumption, like in Sim City. Provinces would no longer produce "energy" as a raw resource, instead, it would only be created through nuclear plants and oil-to-energy conversion plants, which would improve their efficiency with technology modifiers and would be regulated with slides just like energy-to-oil in the earlier decades.

This would not only add more realism to the game, but would be an interesting feature from the strategic point of view. The ability to knock down the enemy's industry by destroying their power plants would force players to protect those assets with the highest priority, instead of simply relying on a 150K energy stockpile that will never bother them in any way.

That's just an idea, though. Maybe I'm just overlooking something that makes my suggestion completely pointless.
 
Hmm, an interesting idea. After I finish up the beta release, I think I might look into alternate ways to represent a modern economic system. However, I think a system like you mentioned would be very hard to code in, as I think it touches on some hard-coded parts of the game.
 
I hate to double post, but how should I upload the beta when it is ready? What works best for most users?

I also had an idea for the energy thing, as it really shouldn't accumulate anymore. Maybe just make the max stockpile 10? This way, it would encourage trading away energy for those with surpluses, as having +50 energy / day would be no worse then having +160 energy / day. This also means that if you lose the provinces that have energy, it is akin to disrupting a modern nation's power supply grid.
 
I also had an idea for the energy thing, as it really shouldn't accumulate anymore. Maybe just make the max stockpile 10? This way, it would encourage trading away energy for those with surpluses, as having +50 energy / day would be no worse then having +160 energy / day. This also means that if you lose the provinces that have energy, it is akin to disrupting a modern nation's power supply grid.


That's a great idea.

Perhaps it's even possible to create a new kind of building that converts oil to energy, or is it hardcoded? Nuclear power plants already exist ingame, but they have really low outputs, I suggest that you dedicate part of the Industrial techtree to the improvement of their efficiency.
 
Hello everyone! I just want an input on some music for the startup / lobby. I might not go with any of them, I just want some inputs on what people think would go best with the mod.

The thread I have posted in is in the Guest Forum, so I am hoping anyone can vote without having to register.

http://z6.invisionfree.com/Team_TGG/index.php?showtopic=560

Edit: Damn, only registered users can vote. I cannot get anyway around that ATM
 
Since I don't feel like registering just to vote, I'll go with 4.
However, I also make an alternate (and completely different) submission.
http://www.youtube.com/watch?v=eLzqQupzzmA&feature=related

But if it is limited to the four selections, #4.

NP, that is what this thread is for anyway :)

Ha! Nice submission! I bet that would get the 'I did not expect that' kind of look if I used that. :rofl: Good song though. Good sig too :p


Edit: New USA pic (shows starting cabinet)

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