I lost the code to display the hex coordinates when I lost the whole mod, but it was something like this in ui>main_hud.lua:
Code: Select all
function hud.OnHexClick(hex, button)
hud:GetText("turn_text"):SetText("Hex: " .. hex.x .. "," .. hex.y)
Moderators: Slitherine Core, The Lordz
Code: Select all
function hud.OnHexClick(hex, button)
hud:GetText("turn_text"):SetText("Hex: " .. hex.x .. "," .. hex.y)
Well, I had four options here:DanielHerr wrote:I think small garrisons costing 1 upkeep and not being able to disband them is ridiculous. It would be better to actually give them a worthwhile task, like defeating local rebellions and strikes. Maybe if you disband the small garrison, you run the risk of a worker strike destroying a city's productivity.
I've tried working with it, but failed to achieve the desired result. I could either have any faction be able to build in any occupied city (which ends up with british building units at Salonika, Baghdad etc) or leave the default which means new countries cannot deploy units anywhere.DanielHerr wrote:And you can edit the game's deployment code in game>game_deployment.lua
No, just in some places for my own test purposes and debug.DanielHerr wrote:Are you making code comments for every spot where the code is changed? I mean just pointing out that some code is part of the mod.
Well, toyed with such a notion but in the end failed to get the AI to work as I intended. There was also the issue of balance, as without war on Belgium the UK would stay out of the war for some time (possibly not enter the war at all if the CP are winning), which in turn would probably cause Italy to stay neutral, or join the war on the central powers side. Turkey would also be able to concentrate all her army in the Caucasus. Turkey would automaticlaly get the two battleships being built in Britain, which would shift the balance in the Black Sea, especially without the corresponding Entente British navy active.DanielHerr wrote:No, I never got the Central AI to declare war on Belgium. But I'm pretty sure that it is possible.
Same impression. I'll see what can be done about it. One thing that is gonna change things a bit is the commanders. Some minor nations will now get a range 1 commander (Romania, Bulgaria, Serbia, Spain, Ireland, Arabia, Belgium for example), but Germany will get an additional commander to deploy.DanielHerr wrote:I certainly have not had experience Russia falling easily, and even taking Warsaw is hard. It seems to me like Russia is overpowered.
You stand incorrect. While I trust some of the changes introduced will improve balance (some were specifically added to limit "gamey" tactics or increase uncertainty and FoW for the players), I will not introduce elements that would be historically implausible or damaging to SP experience, even if these would contribute to MP balance.Robotron wrote:@sabrata: I believe your mod is designed to be played in multiplayer mode only, right?
Serbia certainly deserves its Putnik. For others, I don't know. Brussels never falls without heavy fighting, which was not the case historically...Some minor nations will now get a range 1 commander (Romania, Bulgaria, Serbia, Spain, Ireland, Arabia, Belgium for example)
Actually, it would not balance itself.DanielHerr wrote:You're sure about not using the previous production values? You don't have to use the free upkeep. And I think it would balance nicely with no small garrison cost.
Well, not all of the minor leaders are avilable at start. Putnik is available from pretty much turn 2 or 3. The Belgian commander needs more stuff to happen before he's active, so any half-decent CP player should already have taken Brussels by the time he arrives. He does help however to keep any Belgian coast presence, as historical.Zombo wrote:Serbia certainly deserves its Putnik. For others, I don't know. Brussels never falls without heavy fighting, which was not the case historically...Some minor nations will now get a range 1 commander (Romania, Bulgaria, Serbia, Spain, Ireland, Arabia, Belgium for example)
Maybe this one-range thing could be extended to Turkish leaders ( actually, Enver Pasha should have a negative impact) and possibly some Austrians too
You mean negotiated in what way? I'm not entirely sure what gameplay mechanic you are referencing. The weakness of the CTGW engine is that it offers just events and effects, not events with options for the player to choose from.DanielHerr wrote:I strongly disagree about the sudden death stuff. However, I do think that it should be possible for a county to negotiate a peace, even if it is not totally defeated.
You have an ambitious project there, Brother!Sabratha wrote:You mean negotiated in what way? I'm not entirely sure what gameplay mechanic you are referencing. The weakness of the CTGW engine is that it offers just events and effects, not events with options for the player to choose from.DanielHerr wrote:I strongly disagree about the sudden death stuff. However, I do think that it should be possible for a county to negotiate a peace, even if it is not totally defeated.
I'll need to playtest the sudden death requirements so these will be polished and balanced in the final version. I'm plannning for these as a hard to achieve "possible only in 1914" option. I want to reflect the fact that every power was pushing for a quick, decisive mobile war and was consequently ready to recognize a defeat of such form. In may ways an end to the war was easier in 1914 than in 1917 and I want to reflect this in the game.
The "sudden death" will drop the morale of Germany and Austria (or France, UK and Russia if its a CP sucess) to 0, thus the trimphant player can still reject the surrender and go for a total victory if he wants.
I'll be releasing a 0.9 version tomorrow. Treat it as a "open beta" of sorts. Most of the content will be available, as well as the 1914-1919 full war scenario. This will include pretty much 90% of the content planned for the final version.
Version 1.0 will be realeased once I get some bug reports (or reports of no bugs at all!) and will include mostly bugfixes. I alo hope to try to include the following elements:
- More scenarios, 1915, 1916, 1917, an alternative "Italy joins the triple alliance in 1914" scenario, an alternative "Germany does not invade Belgium" scenario and an alternative "Balkan Wars in 1914" scenario.
- More minor/flavor events
- Possibly a Senussi faction and corresponding chain of events.
- Possibly a late war Polish revolt faction and corresponding chain of events.
- Special territorial concession events in case of an early surrender of a power (Example: AH surrenders but controls Transylvania when it does so. If Romania is Entente, it will receive Transylvania from the surrendering AH).
You can still decline to accent surrender as the victorious player.DanielHerr wrote:Wait, doesn't a moral of 0 mean a country surrenders unconditionally?
Yep, this is coming in 1.0.DanielHerr wrote:Another thing. When a country surrenders, such as Russia, and it controls another, such as Finland, it would be nice if the occupied country would become independent.
I don't think I'm that proficient with AI files to check that out, perhaps Daniel can help you. Some of the ai files are not easy to edit, seem to require hex-editing like the map files.kirk23 wrote:Sabratha some very interesting ideas you are coming up with! I look forward to playing your mod, since it appears that yourself and DanielHerr have a good grasp of working with Lua scripts. Have either of you thought about tweaking the in game AI? For one thing since release the games naval warfare AI is stupid, the main problem being that the AI does not protect or repair its ships,mainly the Dreadnoughts.
All the best,Kirk.
Does anyone know what this highlights as a problem because it keeps crashing ?
[08:22:35][904]*** Starting naval AI ***
[08:23:24][904]Resume: false, ai/cost.lua:0: attempt to index field 'originalFaction' (a nil value)
[08:23:24][904][C]:-1(global error) ai/ai.lua:0: ai/cost.lua:0: attempt to index field 'originalFaction' (a nil value)
I'm sure I have solved this before, but I can't remember what I done to fix the problem.
Doesn't work i'm afraid.DanielHerr wrote:No, I never got the Central AI to declare war on Belgium. But I'm pretty sure that it is possible.
I lost the code to display the hex coordinates when I lost the whole mod, but it was something like this in ui>main_hud.lua:
Code: Select all
function hud.OnHexClick(hex, button) hud:GetText("turn_text"):SetText("Hex: " .. hex.x .. "," .. hex.y)
Well, I'm gonna have good news for you. I tested these and in the end I agree with your opinion. These turned out to feel "artificial" and gamey, with players madly going for specific cities, ignoring the rest of the front. Dropped the notion alltogeather.DanielHerr wrote:I strongly disagree about the sudden death stuff.