User avatar
Gray_Lensman
Posts: 497
Joined: Mon Jun 18, 2007 4:04 am
Location: Who is John Galt?

Mon Jun 27, 2011 7:50 am

deleted

Athens
Brigadier General
Posts: 431
Joined: Wed Dec 22, 2010 8:46 pm
Location: definitly elsewhere

Mon Jun 27, 2011 8:17 am

Gray_Lensman wrote:Not really... The error was in not allowing for scenarios to be "easily" altered for different length turns. Design wise, they can already be altered even now for monthly turns or larger, but the event databases, game engine supply distribution, and other items are not so easily adjusted to match those turn formats. Someone is attempting to do this even against these obstacles. It remains to be seen whether it will be acceptably effective or not.


wrong for supplly. supply in the official version seems to be computed one turn about 2. It suffices to set supply to 1.

More than one month: impossible imho for 2 reasons: first the engine isn't built for more than 30 days turn; secondly, for military stuff, 2 months turn aren't realistic in WEGO mode. Let's say Prussia declares war to France in August 70, plans her moves for the august-september month... France will be able to really react after october.

Event database doesn't matter: if 2 events are chained, it just suffices the triggering one to be before the triggered, so they may ahppen inthe same turn.Some probabilities for firng events and turnindex have to be adjusted, but this part of the work is done and doesn't create troubles.

The real difficulty lies in identifying possible hardcoded points and understanding esoteric stuff like population satisfaction matrix. And of course, altering that and scrutinizing results in an unachieved engine darkened by a special GUI. :) No hindsight expected about one month turn feasability of course, but I will use what I know, and what I learn, as soon the definitive PON version will have been uploaded to achieve the first draw I uploaded last week.

And if the conversion is impossible, I will just play other games. There are plenty good ones these days, and I stand up indeed 15 days turns for such a game, coupled with the turn resolution time, is a major flaw reserving the game to the minority having plenty time and a huge interest in the period.
Fatal Years mod for RUS: http://www.matrixgames.com/forums/tm.asp?m=2875975

My blog: http://moddercorner.com/about/

[SIZE="2"]Players quotes about Fatal Years:[/size]

the more I play this the more I become convinced that RUS is one of the best strategy games I have ever played... and I have played many since the mid 80's. The AI in this mod is at level with Sid Meier's best efforts.

User avatar
Gray_Lensman
Posts: 497
Joined: Mon Jun 18, 2007 4:04 am
Location: Who is John Galt?

Mon Jun 27, 2011 8:36 am

deleted

User avatar
PhilThib
Posts: 13705
Joined: Tue Oct 18, 2005 5:21 pm
Location: Meylan (France)

Mon Jun 27, 2011 8:37 am

BOA was released with monthly turns, and since then we kept on decreasing turns length... ;)

I believe we really never try 2 months-turns
Image

Athens
Brigadier General
Posts: 431
Joined: Wed Dec 22, 2010 8:46 pm
Location: definitly elsewhere

Mon Jun 27, 2011 2:10 pm

Gray_Lensman wrote:I was under the impression that the scripting command TurnsPerYear was able to take other values then 12 or 48, instead of just 24, but then again, it's been a Loooonnng time since I messed with it and only in the AACW itineration. I have not been able to look into the PON database files just yet.

edit> Sincerely wish you luck in your attempted conversion. :)


I hope so . i'm rather sure there's somewhere under the hood things that can't be adapted to one month turns .I was thinking first to supply, but the official implementation has been quite the contrary, by limiting supply phase to one turn by month, certainly to speed up the game. I've few illusions about that and that's why I will wait a sort of real release to experiment a bit more

"I really like the game but after trying out a year long game I hesitate to restart it to correct all the errors I made in the beginning before I got a grasp of the game mechanics. It´s hours and hours of 5 min pauses and two or three small actions in between."

Not written by me, but exactly the point. Maybe I'm wrong, but it's like marathon: for now, some are trying hard to play, in four months they will certainly be as much playing... :D They will not be tired , or bored. :cool:

BTW, for those wanting to add new playable nations, events will be necessary. Let's imagine 30 events for each of the 7 most wished nations: 210 events. 210 events will raise the time needed to finish the turn. I wouldn't even talk of anything helping AI on military or diplomatic side. Considering RUS AI events are around 1,000 for 4 factions, the pause would be yet greater.

One month turn isn't perfect and the pauses are as long, but I've no better solution.Except other games.
Fatal Years mod for RUS: http://www.matrixgames.com/forums/tm.asp?m=2875975



My blog: http://moddercorner.com/about/



[SIZE="2"]Players quotes about Fatal Years:[/size]



the more I play this the more I become convinced that RUS is one of the best strategy games I have ever played... and I have played many since the mid 80's. The AI in this mod is at level with Sid Meier's best efforts.

Amadeus
Corporal
Posts: 45
Joined: Mon Nov 17, 2008 8:00 am

Sun Jul 03, 2011 6:49 pm

Amadeus wrote:#1 Fonts are too small and the red writing is unreadable
#2 Colonization is much too historical (I wanna change History a bit more and don't want to wait till a special date or tech)
#3 F4 UI, the screen could be much better
Sorry the option doesn't work! :wacko:


About #2: Now the option works but has only very little effect. It only changes the worth between -5 to 5 now with patch 0 to 5. No additional possibilities for colonizing, always stucks with my colonization. Very pity.

That makes Prussia less playable atleast less fun. Again, I don't want to repeat the complete history as it was. I wanna play to change something.

James The 1st
Conscript
Posts: 10
Joined: Sun May 22, 2011 5:54 am

Sun Jul 03, 2011 11:24 pm

Amadeus wrote:About #2: Now the option works but has only very little effect. It only changes the worth between -5 to 5 now with patch 0 to 5. No additional possibilities for colonizing, always stucks with my colonization. Very pity.

That makes Prussia less playable atleast less fun. Again, I don't want to repeat the complete history as it was. I wanna play to change something.
You can turn off the SoI in the options screen.

Amadeus
Corporal
Posts: 45
Joined: Mon Nov 17, 2008 8:00 am

Mon Jul 04, 2011 3:38 pm

No, you can not (de)activate this. The only option in the settings you could make is

Extended SOI:
-SOI will earn you prestige if you control them, some will reduce your prestige
-No SOI will have a value under 0 for any nation

But you don't get colony cards to rise your influence. The colony part for prussia as example is nearly idle.

Tuoweit
Conscript
Posts: 14
Joined: Mon Jul 04, 2011 5:48 pm

Mon Jul 04, 2011 6:24 pm

My top 3 concerns (in order) are:

(1) I would like to play without having to restart the game following a crash every 2-3 turns. The fact that I'm willing to keep trying, though, says something about the game's potential :)

(2) Clearer explanations about why colonial decisions fail (and/or more clarity in the tooltips about the *full* requirements and conditions).

(3) Speeding up the processing between turns. For example, most everyone has multi-core machines these days - maybe the AI files could be generated during the player's turn, in a separate thread(s)? This alone would shorten the processing time by at least 50%.

(4) ok we're only supposed to have 3, but :) Somehow improve the graphics performance - either by optimisations or by providing more options to reduce the graphics load (e.g. turn off animations, etc). I like pretty stuff and all, but I prefer smoother gameplay. Scrolling across Europe is terribly laggy, for example.

Tuoweit
Conscript
Posts: 14
Joined: Mon Jul 04, 2011 5:48 pm

Mon Jul 04, 2011 6:33 pm

oops double post.

Return to “Pride of Nations”

Who is online

Users browsing this forum: No registered users and 12 guests