Gönderen Konu: Günlük Crusader Kings II Geliştirici Günlükleri (Makaleler)  (Okunma sayısı 29880 defa)

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Crusader Kings II - Dev Diary 15 - Buildings

It's time again, to fan the flames of speculation, chagrin and wonderment!

This week, I'll speak of buildings. In Crusader Kings, as you probably remember, you could build improvements in your counties; things like a library, a road network or money lenders. These would unlock as technology advanced in the county, and, once built, would improve stuff like taxation, defensibility and levy size. Crusader Kings II, not to be outdone by its predecessor, has a very similar system, except you do not build improvements per county, but per Holding (i.e. the baronies within a county. In Crusader Kings II, your Demesne does not consist of a number of counties, but of Holdings.)

You can click on any Holding in the game to inspect which improvements it has, the size and composition of its levy and garrison, its fortification level and its base tax. If the Holding is part of your own demesne, you can build new improvements there (if any are available and you can afford them.) Castle, City and Church type holdings have different sets of buildings consistent with their role (remember, for example, that Cities are burgher dominated, rich, with sizable ship levies, and so on.) Not only that, but many cultures have their own slightly different sets of buildings. Thus, some Mongol Castle improvements will increase the number of Horse Archers, whereas the corresponding German type would increase the number of Knights.

Another nifty feature of the Holding View is that you can change the name of the Holding if its lord is your subject - this has no effect on the gameplay, of course, but it's still fun (especially in multiplayer.) Naturally, you can also rename counties.

Eu4 için Antik dönemde geçen mod yapımında bana yardım etmek isteyen mesaj atsın.

Steam'den beni ekleyip yanıt alamamış ya da eklemek isteyen üyeler bana PM atarak Steam ismini yazarsa sevinirim.

[Mod] Eşit Alan Projeksiyonu - [Mod] Eski Dünya Müziği - Tarihi ve Coğrafi Harita Siteleri
 

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Bir detay buldum, kalelerin isimleri degistirilebiliyor.
 

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Crusader Kings II - Dev Diary 16 - Technology

Greetings, fellow medievalists!

'Tis Thursday, and time for another entry in my ongoing chronicle of fabulousness. You have asked of technology, so today, being the just and kind ruler that I am, I shall speak of technological advancements.

The technology system is, in fact, quite similar to the one in Crusader Kings. There are three main areas of technological advancement; Military, Economy and Culture. Each of these categories contains eight different technologies. For example, in the Military category, we have things like Castles, Bows, Tactics, and Light Armor. Every province in the game has its own level of advancement for all technologies (level 0 to V.) So Thrake might have Castles III, Legalism II, etc. Technology levels control what types of buildings can be built in the county holdings, the quality of the levies raised there, and many other things.



Technology tends to spread to neighboring counties like in Crusader Kings. You can increase the rate of innovation by focusing on one technology per category - also like in the original game. However, you now also have the option of sending one of your councillors to a county to increase the rate of innovation. For example, your Marshal can research military technology in one of your counties, and the Spymaster can study technology in a foreign province, which might spread its advancements to your capital.



The three technology categories are each associated with a character attribute, Military with Martial, Economy with Stewardship, and Culture with Diplomacy. All three are also helped by the Learning attribute (which is new to Crusader Kings II and the primary attribute of the Lord Spiritual). The rate of innovation thus depends on your ruler's skills (and those of the councillors and spouse.)

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Güzelde umarım harita küçük olmaz  :D

Gördüğüm kadarıyla tüm dünya yok  ???

 

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Güzelde umarım harita küçük olmaz  :D

Gördüğüm kadarıyla tüm dünya yok  ???

Tüm dünya olamaz. Var olan haritada müslüman devletler bile seçilemiyor olabilir. Çünkü avrupada ki derebeylik sistemi üzerine kurulmuş bir oyun.
 

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Hello again folks!

It's Thursday, and... well, you know the drill by now. The subject for today is the message system. Basically, we have been trying to find ways of making messages less intrusive. In a single player environment, a steady stream of pop-ups is not that bad, but when you run a multiplayer game where you cannot pause all the time, pop-ups are incredibly annoying. So we added the little Message Window and nuked all pop-up messages. Those of you who have played Sengoku will be familiar with that system. However, there are problems with that approach. Pop-ups still have their place when a message is really important. Thus, for Crusader Kings II, we took a few steps back.

What we have now is a system very similar to the one in Victoria II and EU3: Divine Wind, but instead of the little flag notifiers we have the new Message Window. Message pop-ups can be customized to look like either letters or normal event windows, and can be toggled on or off for every message type. They also support custom (and fully moddable) pictures and sounds. Oh, and you will probably be pleased to know that the message log is back again.





There are a few special pop-up messages, such as battle results and the message you get when a child is born (where you get the option of naming the baby yourself.)




« Son Düzenleme: 10 Kasım 2011, 16:47:41 Gönderen: Barış »
 

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Folks, prepare yourself for another monologue by yours truly!

Last time, I promised to talk about Crusader Pandas, but that would be silly, so I won't. Instead, I'll inform you about the workings of the Council. Just like in Crusader Kings, the Council consists of five characters who serve as your advisers; the Chancellor, Steward, Marshal, Spymaster and Lord Spiritual. Their primary attribute is added to your own for purposes of government. (E.g. the Diplomacy skill is the primary attribute of the Chancellor.) To make it more balanced, characters now have an additional attribute called Learning, which is the primary attribute of the Lord Spiritual. Also unlike Crusader Kings, you can appoint your direct landed vassals to your council, not just your courtiers. Women can normally not serve as councillors, although the spouse and mother of the ruler can be Spymaster.

The main new Council related feature in Crusader Kings II, however, is the ability to send your councillors on various jobs (three per councillor) out in the counties. Many of these jobs are very powerful if used correctly. The chance of a good outcome is dependent on their skill. To give some examples:

Head Local Inquisition (Lord Spiritual):
The Lord Spiritual converts a province or local character to his religion.

Train Troops (Marshal):
The levies replenish faster and can grow beyond their normal max size.

Fabricate Claims (Chancellor):
Chance that you get a claim on a local title.

Oversee Construction (Steward):
The build time of improvements and new holdings is much reduced.

Study Technology (Spymaster):
Chance that a tech level spreads to your capital.





 

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Developer Diary 19 – Crusades
« Yanıtla #88 : 17 Kasım 2011, 16:00:21 »
With a title like Crusader Kings II we could not have not included the crusades, and, in what must class as a piece of unintentional irony by Doomdark, I have been delegated to write it.

First off, for those of you who really are getting immersed into the world of Crusader Kings II and simply cannot wait for the Pope to call a crusade there is nothing stopping you going off on a solo tour. You always have a CB against religious enemies, so if you have the will we have given you the means. The CB targets a De Jure Duchy of a religious enemy, and on success you acquire all the holdings inside the Duchy, leaving you to just decide who will be the new bishops and mayors.

The Crusades themselves are in fact not just crusades; any independent religious head may call for a holy war against religious enemies. The religious heads also have certain preferred targets, just as the Pope would love you to get Rome back (if lost), the Muslim Caliphs want the faithful to recover Mecca and Medina (so expect an interesting stay if you do decide to visit). Success in conquering the Crusade target grants the conqueror bonuses and prestige and piety.



As a little aside, since I know it is probably going to be one of the first questions you are going to ask, this is all very moddable. A holy war is scripted as an EU3 style mission that is open to all characters of that religion. The logic that decides when it is called and what province is the target is stored inside this script allows those of you who are of the modding persuasion to play around with it to your hearts content.

We also have events tied into the crusades. These include events that supply a bonus to characters who arrive at the crusade target and participate in its capture. Vassals may even be disappointed if you do not participate in the Crusade and the Pope will also badger you to take part in it. He may even offer to lift an excommunication to persuade you to go along.

We also have holy orders (again in a nice script file for those of you who want to add more), these act as very powerful mercenary regiments. However, they have two twists: they will not fight people of the same religion and they cost piety instead of cash to hire. Bringing these guys along on a crusade can be very helpful. In addition, they are classed as Dukes for game purposes. So they can be granted titles, create vassals and be vassalised. In our set-up files the Hospitalers and the Templars are scripted as Vassals of the Kingdom of Jerusalem (which means they are no longer for hire) and they form a powerful shock force of the Kingdom. The famous Krak de Chevaliers is a separate castle holding held by the Hospitalers.



Once Holy Orders gain land they also gain an AI and diplomacy options, meaning that if you were to, say, grant the Teutonic Knights a few holdings in Prussia they might just get it into themselves to expand even more. There are events where the Holy Orders will ask for castles, and as these formations are militarily powerful, granting them castles will form a powerful bulwark against those who would seek to deny you your rightful holdings.

All in all Crusades have been given a nice little make over in CK2 that makes them much more interesting and dynamic.

Chris King
Grand Master of the Holy Game Design Order.
Aptallığa ve cahilliğe tahammülüm yok.
 

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Şehir sayısı çok mu az yoksa ben mi fark edemiyorum?
Bu dünyada 2 şeyden nefret ediyorum.
1-Irkçılık
2-Yahudiler :P
 

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Şehir sayısı çok mu az yoksa ben mi fark edemiyorum?

Şehir değil eyaletleri eklemişler , Şehirler eklenirse çok yer kaplar inanılmaz boyutta olması gerekir Haritanın

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Developer Diary 20 – The Mongols
« Yanıtla #91 : 24 Kasım 2011, 18:22:09 »
is the Year of our Lord Twelve hundred and Fifteen, and rumours have reached Christendom that a new Khagan has united the tribes of the steppes. This event is the first clue that the Mongols are coming. Soon after, the first invasion wave hits as the Ilkhanate Horde arrives. The horde arrives with many thousands of blood crazed horse warriors (exact number subject to change). These regiments form the shock force of the Mongol invasion. Some time after 1224, the second wave hits, further to the North and again with a huge force of shock regiments, the Golden Horde comes into play.

These events, though very likely, are not guaranteed to happen; there is a death date after which the Mongols will not arrive. So, on average this is what will happen, but in some games only one horde will arrive and there is a small chance that neither horde will arrive.

To help the Mongols on their way to mayhem they get a special invasion casus bellum. None of this pussyfooting around for a single duchy, Mongol Khans will settle for nothing less than everything. So the Mongols find it far easier to conquer than anyone else. Having the Mongols as a neighbour is designed to be an interesting experience.

So the Mongols have arrived and they have their shock troops. These troops do not reinforce but also do not suffer attrition. The only way to rob the Mongols of their power is to fight them. You need to essentially feed troops into the meat grinder to weaken the core of the Mongol horde power. Even better, you get someone else to do the fighting for you. Either way, only once those regiments are sufficiently weakened will the Mongols start to function like an ordinary country.

So there we have it. The Mongols are designed to add an interesting late game experience, especially if you happen to be at the Eastern edge of the Map...

Aptallığa ve cahilliğe tahammülüm yok.
 

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İlk oyundaki sistemin aynısı. Çoğu oyunda Moğollar çıkmazlardı. Yine öyle olacakmış.
"Dostlarım! İlerlersem beni takip edin! Geriye dönersem beni öldürün! Ölürsem intikamımı alın!" - Henri de la Rochejaquelein
Norðhymbriscra Ealdgesege
U-38'in Harp Ceridesi
 

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One of the things we looked to do in CK2 is make the traits and abilities of the commanders become as important as possible. To this end we removed dice rolls and replaced them with combat tactics. Combat tactics affect the power of the unit types in either attack or defence. Before you ask, yes, they are fully modable.



The random factor in combat is all in the selection of the tactics. The combat tactics use the same scripting logic as events. You first have the trigger block that determines when a tactic is selected. One use we put for this feature is to restrict certain tactics until combat has run a certain amount of time (the transition from skirmish to melee phase is one example of this)

The real magic is in the next part; the “mean time to happen”. This is the weight that each valid tactic gets. The game will then roll a dice to select the tactic. Here we can do neat things like weight the tactic selection looking at the flank force composition and also my military ability and traits of the commander. This gives us structured randomness; yes, sometimes your amazing general will not pick the right tactic, but more often than not he will.

The other nice thing is that instead of rolling a dice roll you get a name. So instead of Robert the Bruce rolling a 9, Robert the Bruce unleashes an awesome charge sweeping the English off the battlefield. I don’t know but the second just sounds so much better.

Anyway, there is a brief rundown on combat tactics. I just leave you with one last lesson, check to see if your bastard offspring are not imbeciles before legitimising them, otherwise you need to have a handy bishopric empty.

Aptallığa ve cahilliğe tahammülüm yok.
 

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Oyunun çıkmasını merakla bekliyorum.Bu arada Anadolu çok karışık.İlk oyunu oynamamıştım ama öylesine mi yoksa ciddi ciddi yapmışlar mı devletleri.
Bu dünyada 2 şeyden nefret ediyorum.
1-Irkçılık
2-Yahudiler :P
 

 

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