Gönderen Konu: For the Glory Makaleleri  (Okunma sayısı 6178 defa)

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For the Glory Makaleleri
« : 16 Kasım 2009, 14:09:23 »
Hello everybody, and welcome to our first development diary for ‘For the Glory’ (FTG). I know this is not Wednesday…

The story began with the announcement of the Europa Engine License Program in January 2008. FTG project was launched in June 2008 and we started the hard work with a main goal in mind: enhancing Europa Universalis II (EU2) but not changing it. Some members of the team are also leaders of one of, if not the most famous mod for EU2: AGCEEP (more than 10,000 historical events and growing, a 1,000 page book for all historical descriptions covering all the continents). With this mod EU2 was pushed to its limits, and with a complete knowledge of the game, we wanted to add what was “missing” in EU2, not redoing some kind of EU3. They are different approaches for different players and different play styles, but both are complementary to one another.

AGCEEP is bundled with the game as a mod and other scenarios are available for those who prefer them. Any other mod or scenario can be added to FTG.

Let’s start introducing the team:
Dietmar1982
Garbon
GeneralSnoopy
MichaelM
Wreck
and I, YodaMaster

Some new members will be mentioned in future dev diaries. Some other members joined the team but were unable to be involved or resigned for personal reasons. I just want to thank them now for trying to participate.

Our main tasks in the project:
GeneralSnoopy, MichaelM and Wreck handled the conversion of the source code to the new development platform. The result for players will be compatibility with most recent Windows systems, including Seven. For us, the result was a better control of the source code and bug hunting.

They also focused on game mechanism enhancements, with Dietmar1982 focusing on settings for the game. MichaelM also greatly enhanced the script engine and added many interface improvements. Garbon, as “technical advisor” (i.e. not a programmer) encouraged us and enhanced game scenarios. Well, he has another secret task that started few years ago...

And finally, with Wreck’s new database engine, I was able to build a fully reworked database structure, breaking almost all the limits of the Europa Engine. I also focused on interface and new game features.


Let’s take a look at the interface.

The screenshot is for a 1280x960 resolution. I didn’t dare post a 1680x1050 screenshot but it could have been possible with my 22” wide screen! FTG supports any screen resolution beginning with 800x600. I also had the choice but I preferred to use a modern font and enhanced shields for this screenshot. Selection is easy in the Settings screen before starting a scenario or loading a save file.
This is also the default interface for all countries if no one is defined for the played country.

On the screenshot, you can see the political map mode and yes, it is playable. I can switch display of armies on or off if I want.

On top of the screen, you will find a reworked bar where information adjusts according to the chosen resolution. More room for information, even in 800x600. Just under the top bar, you can see little red flags with different symbols. They are reminders and warnings (notifiers) for the player. Thirteen notifiers are available in the game.

On the left, there is the classic information window. All information windows have been enhanced. In this one, uniforms are exactly the same as on the map and icons for infantry, cavalry and artillery are now shiny gold.  Just over the mini map, five icons for different map modes. From left to right: terrain, political, value and...  just guess the last two ones. Under the mini map, the three buttons for menu and zoom in/out. Shortcuts for zoom are +/- but why not use the mouse wheel instead?

At the bottom of the screen, no surprise here with the information log.

Let’s take a closer look at the displayed map now. This is indeed the old EU2 2D map. Don’t try to find 3D in this game, Europa Engine was not made for it. As a consequence, FTG is compatible with all maps created for EU2. The same 2020 provinces limit but this is the only limit that didn’t change. All others have been broken and numbers are now unlimited except the number of possible countries: 1000.

If you look closer, you can see Russian cores on the map. I play Poland in the standard “Age of Mercantilism” scenario (1617) but I can check the cores of any other country. All the cores shown on this screen are national provinces of Russia. We could have trouble with Russia in the future because of Livland. You can see national provinces have a symbol over the shield and a banner just under. The symbol and the banner are important. All cores are not necessarily national provinces now.

Again, if you look closer you can see the Russian city set for Russia but take a look at Smolensk. Obviously, the culture of this province is not Polish. The city will evolve with time even if the culture of the province doesn’t.

In the next diary, we will see settings and integration of mods in detail. To be continued...
1.(ma)ru de (da)me na (o)ssan: good-for-nothing old man                       6.(ma)ttaku (da)ijobu ja nai (o)kyaku: customer who's really not all right
2.(ma)jide (da)ssai (o)yaji: the really uncool old man                              7.(ma)tomo ni (da)karetakunai (o)toko: men no one wants to date
3.(ma)ssa ni (da)rusou na (o)yaji: really uncool-looking old                      8.(ma)ji de (da)kaetai (o)toko: man one seriously wants to date
4.(ma)ttaku (da)rakushite (o)ssan: really depraved old man                     9.(ma)ttaku (da)masenai (o)toboke: fool who unconvincingly feigns ignorance
5.(ma)zui (da)shi to (o)age: horrid bean curd                                        10.(ma)ssugu ikite no (da)inashi na jinsei na (o)jisan: old man who lives as he wants, but accomplishes nothing
 

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Ynt: For the Glory Makaleleri
« Yanıtla #1 : 16 Kasım 2009, 14:10:08 »
Hello everybody, and welcome to our second development diary for ‘For the Glory’ (FTG).

Settings were Dietmar1982’s specific task. I just helped him with advice and source code when required. As a result, settings have been fully reworked and are now directly included in the game.

Here is the Settings screen:



Available values in the list for languages, fonts, styles and mods depends on definition files. It is easy to add new fonts and styles (different shield shapes) without replacing the default files. This is the same for languages and mods, and eventually several versions of the same mod at the same time without any conflict.

Here is a mod definition file (AGCEEP, for example...):
Kod: [Seç]
mod = {
   name = "AGCEEP 1.XX"
   dir = "agceep1xx"
   style = { "classic" "enhanced" }
   font = { "classic" "modern" }
   language = { "english" }     
}
It means AGCEEP 1.XX (yes, 2.0 will be with the new map... after the release of the game) is located in agceep1xx folder of the mods section, proposes classic and enhanced styles, classic and modern fonts and only English language (any volunteers for translating into other languages?).

Fonts, styles and languages can be found in the folder of the mod (moddir) or directly in default FTG files. This is the same for all files required by a mod. A mod can use specific files, fonts, styles or languages. Everything is possible.

The list of mods in the settings includes a specific “Original (no mod)” choice. This is the default choice for playing standard scenarios.

Adding new fonts, styles or languages is easy in the same way. There is a devoted files structure for each type and similar definition files. For example, definition for the classic font of the game:
Kod: [Seç]
font = {
name = "Classic"
dir = "classic"
remark = "Original Paradox font"
}
About languages, each aspect of the game (interface, countries, provinces, religions, events ...) is stored in a specific file with corresponding entries for texts. A mod that just focuses on scenarios or events won’t have to maintain a copy of the interface part, for example. It will be useful for future versions of the game and added features for the interface, won’t it?

Player’s choices are stored in a now easily recognizable Paradox style settings.txt:
Kod: [Seç]
moddebug = no
gui = {
language = l_english
}
graphics = {
size = {
x = 1680
y = 1050
}
fullscreen = yes
}
music = yes
lastmod = {
dir = "agceep1xx"
style = {
shields = "enhanced"
font = "modern"
}
}
With this last played mod will be the default one when starting the game next time.

There is a moddebug option included in this file. Modders will find it useful when creating and testing their own mods.  With this option set to yes, FTG generates a full log with for used files and thus possible inconsistencies in the structure of the mod.

Finally, added and chosen fonts, styles or languages have no influence for multiplayer. Cheksum will remain the same.


Choosing a mod or not will have influence on proposed scenarios and available savefiles. Here is the screen for single player and standard scenarios:



I played France last time (what else?). I just have to select the savefile, check the start date if necessary and click the START button now...

By the way, I suppose you figured out tricolor France and Union Jack flags (enhanced version) were displayed. Scenarios and savefiles keep track of historical changes for Coats of Arms.
1.(ma)ru de (da)me na (o)ssan: good-for-nothing old man                       6.(ma)ttaku (da)ijobu ja nai (o)kyaku: customer who's really not all right
2.(ma)jide (da)ssai (o)yaji: the really uncool old man                              7.(ma)tomo ni (da)karetakunai (o)toko: men no one wants to date
3.(ma)ssa ni (da)rusou na (o)yaji: really uncool-looking old                      8.(ma)ji de (da)kaetai (o)toko: man one seriously wants to date
4.(ma)ttaku (da)rakushite (o)ssan: really depraved old man                     9.(ma)ttaku (da)masenai (o)toboke: fool who unconvincingly feigns ignorance
5.(ma)zui (da)shi to (o)age: horrid bean curd                                        10.(ma)ssugu ikite no (da)inashi na jinsei na (o)jisan: old man who lives as he wants, but accomplishes nothing
 

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Ynt: For the Glory Makaleleri
« Yanıtla #2 : 16 Kasım 2009, 14:12:27 »
Hello everybody, and welcome to our third development diary for ‘For the Glory’ (FTG).

There is no grand strategy game like FTG without a database behind it for countries, monarchs, leaders, provinces, religions, cultures, technologies, events, etc. With AGCEEP, this database became huge and some map mods for EU2 even added more countries and provinces, but there was a limit with EU2 for this database. The first one was the number of possible “objects”. The second was almost all rules that could apply to these objects were inside the game.

The primary goal of FTG was thus breaking most of the EU2 limits and externalizing rules as much as possible. A new database structure was required for this and thus a new database engine in order to handle it. The new database engine for FTG was created by Wreck. With it, road was open for a full rewriting.

The first thing to do was converting EU2 csv files to a more user-friendly text files structure. The next step was going through the source code, identifying all well known effects that were inside it... and some more deeply hidden.

For example, do you know there were chokepoints in EU2? Here is the result in FTG database:
Kod: [Seç]

control_seazone = {
445 #Gibraltar
732 #Tangiers
357 #Thrace
307 #Sjælland
251 #Skåne
}
Every fleet that comes from the port of these coastal provinces has a bonus for interception of enemy fleets in the adjacent sea zone.

The result of this work was a model that can be extended very easily. All EU2 players know there is a permanent casus belli for Catholic and Counter-Reformed countries against the owner or Roma if not the Pope, or against any country at war with the Pope. I am playing Venice in AGCEEP and Aragon just decided to declare war to Papacy...



Corresponding parts of FTG database are:
1. for Roma:
Kod: [Seç]
religious_cb = {
religion = {
province = 399 #Roma
type = catholic
owner = { PAP }
}
}
2. for Papacy:
Kod: [Seç]
religious_leader = {
PAP = catholic
}
PAP is the country tag for Papacy and “catholic” in the database is for a religious subgroup that includes Catholic and Counter-Reformed as two very close but different religions with specific rules. Religions will be detailed in a future development diary but this simple example shows how the model can be extended for any province, any country and any religion. There is no limit.

The next step of the process was using the new database structure for reworked and new scenarios. Garbon handled this task for standard scenarios. The goal was just enhancing the scenarios with more historical setups and keeping in mind those scenarios are best suited for multiplayer. For example, you will see Hussite is now a specific religion for Bohemia. Garbon also added a scenario for the Age of Timur that starts in... 1399, of course!

The other idea was externalizing values used in formulas. As a result, there is a DB file called defines.txt that includes more than 250 values. Here is the content of the mercenaries section of this file:
Kod: [Seç]
mercenaries = {
_MER_INFANTRY_BASE_PRICE_     =  20 #Positive
_MER_CAVALRY_BASE_PRICE_      =  40 #Positive
_MER_ARTILLERY_BASE_PRICE_    =  65 #Positive

_MER_MAXBEFORE_OFFSET_        =   81 #Positive
_MER_ARTILLERYAFTER_OFFSET_   =   81 #Positive
_MER_MINAFTER_OFFSET_         =  281 #Positive
}
The first three entries are for the base price when hiring mercenaries. Current level of inflation of the hiring country will be added for available mercenaries.

The last three entries are for time information according to the defined timeframe of the game. The default timeframe is indeed 1419-1819 but there is no limit, from 0 to...

MaxBefore means more available mercenaries for the first 81 years of the game. ArtilleryAfter means no available artillery in the first 81 years of the game. MinAfter means only a few available mercenaries after 281 years in game. This offset rule applies to any value related to dates and not only in defines.txt. Just think about technologies in particular.


Enough of database and text files for now, let’s go back to the interface!
MichaelM created a new option at the start of a game. I am in the multiplayer country selection screen waiting for other players:



Normal (default), Historical or Random for A.I. event choices?

Well... MichaelM will explain it in a future development diary. The next one will be devoted to enhanced and new game features first.
1.(ma)ru de (da)me na (o)ssan: good-for-nothing old man                       6.(ma)ttaku (da)ijobu ja nai (o)kyaku: customer who's really not all right
2.(ma)jide (da)ssai (o)yaji: the really uncool old man                              7.(ma)tomo ni (da)karetakunai (o)toko: men no one wants to date
3.(ma)ssa ni (da)rusou na (o)yaji: really uncool-looking old                      8.(ma)ji de (da)kaetai (o)toko: man one seriously wants to date
4.(ma)ttaku (da)rakushite (o)ssan: really depraved old man                     9.(ma)ttaku (da)masenai (o)toboke: fool who unconvincingly feigns ignorance
5.(ma)zui (da)shi to (o)age: horrid bean curd                                        10.(ma)ssugu ikite no (da)inashi na jinsei na (o)jisan: old man who lives as he wants, but accomplishes nothing
 

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Ynt: For the Glory Makaleleri
« Yanıtla #3 : 16 Kasım 2009, 14:12:51 »
Hello everybody, and welcome to our fourth development diary for ‘For the Glory’ (FTG).

FTG brings new interesting features for the interface and gameplay. Games will never be the same.
The first improvement was the support of all screen resolutions but this was just the frame. We already saw the general interface and the playable political map. Let’s see other important game improvements.


Notifiers
Here is the list of the reminders and warnings (notifiers):
  • When the country is likely to run out of money
  • When there are possible revolts in the country with a sorted list of the involved province and related revolt risk
  • When Domestic Policies can be changed
  • When the country is at half maintenance at war or full maintenance at peace
  • When the country is investing in a technology even though it is at the max level (*)
  • When a truce is expiring
  • When a Casus Belli is expiring
  • When the country is at war
  • When troops are in a foreign territory when at peace and without military access
  • When a loan is due date is approaching
  • When officials can be promoted with the list of possible provinces
  • When ships are sinking at sea because of naval attrition
(*) even with a possible unlimited tech tree, this reminder can still be useful.

I am playing Sweden and I can see where officials can be promoted. I just have to click on the flag and the map will be centered on the first province where I can promote one:



By the way, it seems I forgot to change my Domestic Policies and I am still paying full maintenance while Sweden is at peace...


Cores
Core provinces are an important feature in the Europa Universalis games. Cores show provinces that should be protected at all costs or conquered for the expansion of each country. In FTG, we have four different kinds of cores:


National province: this is the standard core with full effect (increased income, increased manpower, no nationalism and permanent Casus Belli against the owner).
National province cores have two symbols, a star above the Coat of Arms and a ribbon just under.


Claim: same effect as a national province, except nationalism is still active and no increased manpower. Targeted provinces are not national according to History but, if owned, income because of direct administration is increased.
Claim cores have only a star above the Coat of Arms.


Casus Belli province: this core only gives a permanent Casus Belli against the owner, and no other effect if owned. This core is useful for colonial provinces in particular but not solely.
Casus Belli cores have a little star above the Coat Of Arms.


Treaty of Tordesillas (ToT) province: provinces that give permanent Casus Belli against the owner if in the Catholic religious subgroup and if not a recipient of the treaty. Corresponding provinces can be taken by force by a recipient even if not at war with the owner. Any province can be part of ToT, even if also national, claim or Casus Belli.
ToT cores have a Catholic cross above the Coat of Arms

ToT cores are now displayed on the political map but only for settled provinces. Colonization mode is required for the display of all of them.

Political map mode:



Colonization map mode:



There is no change to ToT rules but the model can be extended to any country tag now and not only Spain or Portugal (that can even be removed or tweaked in the devoted part of the database).


Of course AI takes cores in account with their different level of importance from national province to Casus Belli in descending order, ToT provinces having a special status.


Leaders
In FTG, you can find standard leaders as Generals, Admirals, Explorers and Conquistadors. The game added a new leader type: Privateer
A privateer is neither an explorer nor an admiral. He can appear in any owned port and even sea zones. At this time, he will give a temporary Casus Belli to all neighboring countries but this is not the same as commissioning privateers in a sea zone. A privateer can lead any fleet of the country, just like any Admiral. This is not a pirate (well...), even if pirates can have great leaders too.


Mercenaries, pirates, rebels and revolters
Pirates and rebels now have full morale when they appear. They use the most advanced naval or land technology in the world and with full corresponding naval or land Domestic Policy settings, respectively. Not easy to beat but still affordable.

With previous dev diaries, you know how much hiring mercenaries will cost. They also appear at full morale but, as regular units, will use the same land technology as the hiring country.

When a country appears as a result of a successful revolt, the Mother country is now in a defensive war with it and has a temporary Casus Belli against it. The revolter gets an army in its capital province according to the strength of this province.
Other rebels present in the provinces of the new country are converted to regular armies (no change to this rule).

And lastly, rules for defecting provinces have been reworked and all criteria refined.


Adjacencies
In FTG, you will find two new adjacencies.
The first one is a land connection. It can be a path through Permanent Terra Incognita between two or more provinces. The second one is a winter conditions connection between two adjacent provinces. If one of the provinces is under winter conditions, movement between the two provinces is forbidden and a little red cross appears on the map. Movement of armies that began before the winter conditions are then stopped if winter conditions are still present at the end of the required movement time.



Land connection between Kyzylkum and Uzbek 


Some other game improvements
Many other “little” improvements are present in the game. For example, retreating armies no longer loot provinces. Conversion and colonization chances are computed at the end of the process, not at start (things can change with time). Many tooltips have also been reworked for more precise information... to be continued in a future dev diary.

The next dev diary will be devoted to the new script engine.
1.(ma)ru de (da)me na (o)ssan: good-for-nothing old man                       6.(ma)ttaku (da)ijobu ja nai (o)kyaku: customer who's really not all right
2.(ma)jide (da)ssai (o)yaji: the really uncool old man                              7.(ma)tomo ni (da)karetakunai (o)toko: men no one wants to date
3.(ma)ssa ni (da)rusou na (o)yaji: really uncool-looking old                      8.(ma)ji de (da)kaetai (o)toko: man one seriously wants to date
4.(ma)ttaku (da)rakushite (o)ssan: really depraved old man                     9.(ma)ttaku (da)masenai (o)toboke: fool who unconvincingly feigns ignorance
5.(ma)zui (da)shi to (o)age: horrid bean curd                                        10.(ma)ssugu ikite no (da)inashi na jinsei na (o)jisan: old man who lives as he wants, but accomplishes nothing
 

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Ynt: For the Glory Makaleleri
« Yanıtla #4 : 16 Kasım 2009, 14:14:24 »
Hello everybody, and welcome to our fifth development diary for ‘For the Glory’ (FTG).

Since this is my first diary, I thought I'd begin by introducing myself. My name is Michael Myers and I am the co-lead developer on the project. I have been playing EU2 off and on (mostly on) since early 2003. When Paradox offered the licensing deal, I immediately jumped at the chance, but then realized that I didn't really have enough time to improve the game dramatically by myself. So when YodaMaster suggested we join forces shortly thereafter, I was happy to accept.

I have focused mainly on three areas: the script engine, small interface enhancements (improving things that annoyed me about EU2), and bugfixing. Today I'll introduce some of the changes to the script engine, but not triggers and commands; there will be time enough for those later.

One oft-requested feature for events is to have the AI chance be coded in the event. This is a simple enough change; simply put
Kod: [Seç]
ai_chance = <number> into all active actions, and the AI will make a choice based on the numbers. For example, if there are two actions, one with ai_chance = 150 and the other with ai_chance = 50, there is a 75% chance that the AI will choose the first one.

If at least one active action has no ai_chance defined, then the standard probabilities (which the player can change in the scenario options as shown in dev diary #3) will be used.

But let's back up a little. I keep saying “active” actions; what does that mean? Simply that each action can have its own trigger. If the trigger's conditions are not met, the action will not be displayed. This makes it no longer necessary to have multiple versions of the same event for different conditions (like for instance the Burgundian inheritance, which should behave differently if either France or Austria doesn't exist).

To facilitate this further, events are no longer restricted to four actions. They are only limited by the size of the screen; I've made test events with as many as 13 actions.

And did I mention that commands can have their own triggers also?

Finally, so as to make this diary at least a little visually interesting, here is the last new event feature. See if you can spot it:



Yes, you guessed it: your current domestic policies are now shown in the tooltip!

...Oh, yes, there's also that picture thing too.

And there are also a few other interesting things in the screenshot; can you spot them?
1.(ma)ru de (da)me na (o)ssan: good-for-nothing old man                       6.(ma)ttaku (da)ijobu ja nai (o)kyaku: customer who's really not all right
2.(ma)jide (da)ssai (o)yaji: the really uncool old man                              7.(ma)tomo ni (da)karetakunai (o)toko: men no one wants to date
3.(ma)ssa ni (da)rusou na (o)yaji: really uncool-looking old                      8.(ma)ji de (da)kaetai (o)toko: man one seriously wants to date
4.(ma)ttaku (da)rakushite (o)ssan: really depraved old man                     9.(ma)ttaku (da)masenai (o)toboke: fool who unconvincingly feigns ignorance
5.(ma)zui (da)shi to (o)age: horrid bean curd                                        10.(ma)ssugu ikite no (da)inashi na jinsei na (o)jisan: old man who lives as he wants, but accomplishes nothing
 

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Ynt: For the Glory Makaleleri
« Yanıtla #5 : 16 Kasım 2009, 14:14:52 »
Hello everybody, and welcome to our sixth development diary for ‘For the Glory’ (FTG).

The database takes an important role in FTG. Let’s start with geography (continents, regions and areas), terrain, goods, cultures and provinces.

Geography
Areas, regions and continents are three geographically different concepts that are linked through the definition of the provinces.
Any combination is possible, especially for seas. An area can spread across several continents or regions and effects for provinces will be different according to the chosen combination.

Geography is also important for discoveries.

A continent:
Kod: [Seç]
continent = {
id = 2
tag = "America"
name = "CON_America"
culture_change = yes
whiteman_penalty = yes
popgrowth_island_colony = 0.00
popgrowth_continent_colony = 0.00
popgrowth_penalty = no
cot_assign_penalty = no
combat_overrun = no
badboy_penalty = yes
hre_election = no
available_mercenaries = no
vp_discover_first = { desc = "SPEC_AMERICA" province = any value = 50 }
vp_first_establishment = 5
}

A sea region:
Kod: [Seç]
region = {
tag = "CaribbeanSea"
name = "REG_CaribbeanSea" piracy = high
}

A land area:
Kod: [Seç]
area = {
id = 129 tag = "Panama"
name = "AREA_Panama"
type = land
vp_discover_first = { desc = "SPEC_PANAMA" province = all value = 5 }
}


Ledger showing Spanish provinces with cities sorted by region in 1617


Terrains
By default, FTG proposes seven different terrain types: plains, forest, mountain, desert, marsh, sea and river. There is no limit to possible terrain and various effects for warfare.
Terrain can evolve in a province with time.

Example:
Kod: [Seç]
mountain = {
type = land
color = DarkOrange
move_cost = 1.75
attrition_limit = 5
attacker_penalty = yes
cavalry_bonus = no
artillery_penalty = no
siege = 2
ai_attack_power = 2.00
ai_conquer_check = yes
}
Of course, AI takes terrains in account for movement, battle and siege decisions.


Trade goods
A province produces a dominant type of goods. Except for gold type, goods are under rules of supply and demand. Some province improvement (officials and manufactories) have influence and demand and goods can also have influence on each other.
Some goods such as grain increase land support limit, and some like naval supplies increase naval support limit.
Goods produced in a province can evolve with time and human activities.

Just like terrain, there is no limit to the possible number of goods in a game.

Example :
Kod: [Seç]
cloth = {
base_price = 10

min_demand = 0.50
max_demand = 1.50

barrack = 0.01

goods = 0.01

demand = { cotton = 0.01 } #Each cloth province increases demand for cotton

manufactory = { type = goods income = yes }
}


Information for cloth in 1419 for Burgundy in AGCEEP


Cultures
Culture is a concept that applies to cities, provinces and countries as three different levels.
For the main city of a province, culture defines the architectural style for the representation on the map and the city view.
For a province, culture represents a combination of various identification factors such as main spoken language but this is not the only factor.
A country has a primary culture and can accept several other cultures. A country owning provinces with non accepted cultures gets several penalties for income, manpower, possible revolt risk and research costs.


Ottoman Empire as a multicultural empire in 1520


 Same area in the Cultures map mode

Here is the definition of Albanian culture in the database:
Kod: [Seç]
albanian = {
city = BYZ
buildings = MIN
color = Red
}

Conquering a province is not sufficient to see culture changes in this province. The culture of a province can change with time and the architectural style of the main city will match the primary culture of the owner with investments in fortresses or natural population growth at some levels that are also levels for manpower increase.


Provinces
A province is the base unit of the map. All other presented concepts are to be found in the definition of a province:
Kod: [Seç]
province = {
id = 3
name = "PROV_Sitka"
continent = "America"
region = "North America"
area = "Alaska"
type = coastal
sea_adjacency = 861
terrain = forest
size_modifier = 0.00
climate = arctic
religion = exotic
culture = aleutian
manpower = 1
income = 1
goods = fur
city_name = "CITY_Sitka"
cot_modifier = -3
colonization_difficulty = 7
natives = {
combat = 25
ferocity = 2
efficiency = 1
tp_negotiation = 4
tolerance = 8
}
gfx = {
city = { x = 2832 y = 453 }
army = { x = 2969 y = 406 }
port = { x = 2808 y = 488 }
manufactory = { x = 2873 y = 384 }
terrain1 = { x = 2857 y = 505 variant = 0 }
terrain2 = { x = 3015 y = 471 variant = 1 }
terrain3 = { x = 2876 y = 521 variant = 2 }
terrain4 = { x = 2902 y = 529 variant = 3 }
}
history = { }
}
It includes extra information like climate, income, manpower, presence of natives and coordinates for gfx.

We will see religions and technologies in a future diary.
1.(ma)ru de (da)me na (o)ssan: good-for-nothing old man                       6.(ma)ttaku (da)ijobu ja nai (o)kyaku: customer who's really not all right
2.(ma)jide (da)ssai (o)yaji: the really uncool old man                              7.(ma)tomo ni (da)karetakunai (o)toko: men no one wants to date
3.(ma)ssa ni (da)rusou na (o)yaji: really uncool-looking old                      8.(ma)ji de (da)kaetai (o)toko: man one seriously wants to date
4.(ma)ttaku (da)rakushite (o)ssan: really depraved old man                     9.(ma)ttaku (da)masenai (o)toboke: fool who unconvincingly feigns ignorance
5.(ma)zui (da)shi to (o)age: horrid bean curd                                        10.(ma)ssugu ikite no (da)inashi na jinsei na (o)jisan: old man who lives as he wants, but accomplishes nothing
 

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Ynt: For the Glory Makaleleri
« Yanıtla #6 : 16 Kasım 2009, 14:15:16 »
Hello everybody, and welcome to our seventh development diary for ‘For the Glory’ (FTG).

Today's diary is a little short because we're rushing to meet deadlines, but there's still plenty to talk about. I'll start with a sampling of new event commands.

If you followed the suggestions thread in the AGCEEP forum, you already know about the discover command.
Kod: [Seç]
command = { type = discover which = <id or -1> } # -1 = random adjacent to a known province
Want to model the historic HRE better? Use the hre command.
Kod: [Seç]
command = { type = hre which = <id> value = yes/no }
Another closely related command is electors:
Kod: [Seç]
command = { type = electors which = <tag> value = <number> } # leave "which" out for THIS
Stuck on which goods to give a province, because it has changed over time? Use the goods command!
Kod: [Seç]
command = { type = goods which = <id> value = <goods> }
The annex command has the exact behavior of the old inherit command, and the inherit command no longer gives provinces to their controller. No more jumping on Aragon and waiting for the event...

And now for a few triggers.
The other-country trigger allows you to check whether conditions are valid for a country other than the one receiving the event. For example, a Spanish event can check whether England is Protestant:
Kod: [Seç]
trigger = {
    ENG = {
        OR = {
            religion = protestant
            religion = reformed
        }
    }
}

Check whether this country is a vassal or an overlord:
Kod: [Seç]
isvassal = yes/no
Kod: [Seç]
isoverlord = yes/no
Check whether there is a trading post, a colony or a colonial city in a certain province:
Kod: [Seç]
tradingpost = <id>
Kod: [Seç]
colony = <id>
Kod: [Seç]
colonialcity = <id>Note that because of the other-country trigger, all of the new province-based triggers check for the current country.

There are many more triggers and commands, but they'll have to wait for later. Now it's time for some eye candy!


BeBro and thrashing mad have been hard at work making new sprites. Here's a sampling of their handiwork:
















Birger has been busy, too, but his project will remain a secret for now. Stay tuned!
1.(ma)ru de (da)me na (o)ssan: good-for-nothing old man                       6.(ma)ttaku (da)ijobu ja nai (o)kyaku: customer who's really not all right
2.(ma)jide (da)ssai (o)yaji: the really uncool old man                              7.(ma)tomo ni (da)karetakunai (o)toko: men no one wants to date
3.(ma)ssa ni (da)rusou na (o)yaji: really uncool-looking old                      8.(ma)ji de (da)kaetai (o)toko: man one seriously wants to date
4.(ma)ttaku (da)rakushite (o)ssan: really depraved old man                     9.(ma)ttaku (da)masenai (o)toboke: fool who unconvincingly feigns ignorance
5.(ma)zui (da)shi to (o)age: horrid bean curd                                        10.(ma)ssugu ikite no (da)inashi na jinsei na (o)jisan: old man who lives as he wants, but accomplishes nothing
 

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Ynt: For the Glory Makaleleri
« Yanıtla #7 : 16 Kasım 2009, 14:17:31 »
Hello everybody, and welcome to our eighth development diary for ‘For the Glory’ (FTG).

Today, let’s talk about religions and technologies.

Religions
Religions are unlimited in FTG and there is no hard coded feature for them. Everything is in the database. We already saw religious leaders and special religious provinces on the map. Let’s see a religion in detail now.

Here is Catholic religion in “Age of Timur” scenario that starts in 1399:
Kod: [Seç]
catholic = {
group = christian
subgroup = catholic
color = DarkGray
allowed_conversion = {
counterreform
protestant
reformed
avignon_catholic
}
income_bonus = {
protestant
reformed
}
war = {
protestant
reformed
avignon_catholic
}
aggressiveness = {
pagan
}
conflict = {
sunni
shiite
}
heretic = {
protestant
reformed
avignon_catholic
}
papacy = yes
predominance = yes
annex_same_penalty = yes
tech_speed = -1.00
stability_bonus = 6.00
stability_cost = 50.00
colonists = 2.00
diplomats = 2.00
missionaries = 1.00
missionary_placement_chance = 0.30
missionary_sprite = 1
slaves_effect = 1.00
}
The Catholic religion is part of the Christian group and default for subgroup where Avignon the Catholic and Counter-Reform Catholic religions are. You can see allowed conversions, bonus to income when changing religion as well as countries that the AI will try to go to war with if their State religion is in the war list.  The nations in the conflict-list  will suffer deteriorating relations over time.

Heretic is for the religious revolt and conversion commands in the script engine. There is also an effect for religious leaders, a religious leader will never be able to convert to heretic religions.

Papacy is important for the Treaty of Tordesillas rules. Predominance implies religious revolt risk will be higher for this religion. As you can see, a religion has many other attributes.

Of course the religious situation can change over time. This happens via religious events (and a “flag” variable).
Flags define allowed religions for in-game conversion purposes, permanent casus belli between religions, religious restrictions (royal marriage, diplo-annexation), religious enemies at this time (added effect to conflict) and tolerance together with which sliders are sliders and their corresponding default values.

For example, in the same “Age of Timur” scenario, the Council of Constance in July 1415 will end Avignon Catholic as an allowed religion.

Here is the religious situation in Europe at start of the “Age of Timur” scenario and corresponding Religion Information window with tolerance sliders:




There is another little thing about religious leaders. In the following screenshot, Aragon as Avignon Catholic is allied to Sicily and at war with Papacy. I’m afraid  there is something that will just be impossible for the peace proposal...




In the 1617 scenario, here is the religious situation in the Holy Roman Empire and Austria trying to convert Silesia:



It seems Austria  really has the choice for possible conversion.

Just in case you were curious, the red question mark in the information window is for the already happened events related to religions:




The rest of the world has not been forgotten for religions. Here are the symbols of all religions in the standard scenarios of the game:



Just guess...


Technologies
Each technology level in the game for land, naval, trade and infrastructure is an important step. Some technology levels add specific effects. For example, here is the definition of land tech 18 in the database:
Kod: [Seç]
technology = {
id = 18
average_years = 181 #1600
infantry_fire = 90
cavalry_fire = 0
artillery_fire = 12500
infantry_shock = 100
cavalry_shock = 400
artillery_shock = 1750
land_attrition = 1.00
land_morale = 3.75
sprite_level = 1
era = 3
#Effects
weapons = yes
#Improved CRT
}
A new era means an improved Combat Resolution Table (land units will be more efficient in combat) and Weapons manufactories are now available.

This tech level should be reached around 1600 with a start in 1419. Nevertheless, because the time frame of the game can now be extended, there is no fixed year and average_years is an offset. For the same reason, possible number of techs is now unlimited and all effects can be assigned to desired tech level.

All countries use the same tech tree and several factors including religion and tech group have influence on the tech research speed.


Ottoman Empire in AGCEEP at war with Venice in 1648 and focusing on land and infrastructure
1.(ma)ru de (da)me na (o)ssan: good-for-nothing old man                       6.(ma)ttaku (da)ijobu ja nai (o)kyaku: customer who's really not all right
2.(ma)jide (da)ssai (o)yaji: the really uncool old man                              7.(ma)tomo ni (da)karetakunai (o)toko: men no one wants to date
3.(ma)ssa ni (da)rusou na (o)yaji: really uncool-looking old                      8.(ma)ji de (da)kaetai (o)toko: man one seriously wants to date
4.(ma)ttaku (da)rakushite (o)ssan: really depraved old man                     9.(ma)ttaku (da)masenai (o)toboke: fool who unconvincingly feigns ignorance
5.(ma)zui (da)shi to (o)age: horrid bean curd                                        10.(ma)ssugu ikite no (da)inashi na jinsei na (o)jisan: old man who lives as he wants, but accomplishes nothing
 

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Ynt: For the Glory Makaleleri
« Yanıtla #8 : 27 Kasım 2009, 12:27:25 »
Buna modern mod yapılırmı
 

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Ynt: For the Glory Makaleleri
« Yanıtla #9 : 28 Kasım 2009, 13:26:07 »
Sen de herşeyde modern mod arıyorsun haa :)
1.(ma)ru de (da)me na (o)ssan: good-for-nothing old man                       6.(ma)ttaku (da)ijobu ja nai (o)kyaku: customer who's really not all right
2.(ma)jide (da)ssai (o)yaji: the really uncool old man                              7.(ma)tomo ni (da)karetakunai (o)toko: men no one wants to date
3.(ma)ssa ni (da)rusou na (o)yaji: really uncool-looking old                      8.(ma)ji de (da)kaetai (o)toko: man one seriously wants to date
4.(ma)ttaku (da)rakushite (o)ssan: really depraved old man                     9.(ma)ttaku (da)masenai (o)toboke: fool who unconvincingly feigns ignorance
5.(ma)zui (da)shi to (o)age: horrid bean curd                                        10.(ma)ssugu ikite no (da)inashi na jinsei na (o)jisan: old man who lives as he wants, but accomplishes nothing
 

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Ynt: For the Glory Makaleleri
« Yanıtla #10 : 28 Kasım 2009, 14:40:07 »
HOI2 VIC EU3 için var bunada yapsınlar artık ;)