Gönderen Konu: Victoria 2 - A House Divided Eklentisi  (Okunma sayısı 32069 defa)

0 Üye ve 1 Ziyaretçi konuyu incelemekte.

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Ynt: AHD Developer Diaries 1 - A House Divided
« Yanıtla #20 : 01 Ekim 2011, 19:58:12 »
Evet keşke şehir isteyebilsek.
Bu dünyada 2 şeyden nefret ediyorum.
1-Irkçılık
2-Yahudiler :P

Çevrimdışı Bgieer

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« Yanıtla #21 : 01 Ekim 2011, 20:15:00 »
Osmanlı'nın bir darbe daha geldi. :suprised:
beggin beggin uhuuuuuu

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Ynt: AHD Developer Diaries 1 - A House Divided
« Yanıtla #22 : 01 Ekim 2011, 20:30:13 »
Eflak ve Boğdan 1836'da yarı bağımsızdı. 1861'de Osmanlı daha güçlü olur herhalde, çünkü Suriye, Filistin geri alınıyor.
Ayrıca 1861'de Lübnan yarı bağımsız ve Beyrut Fransa işgali altında sanırım.
« Son Düzenleme: 01 Ekim 2011, 20:30:54 Gönderen: Ömer »
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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Ynt: AHD Developer Diaries 1 - A House Divided
« Yanıtla #23 : 08 Ekim 2011, 13:58:08 »
AHD DD2 – Railroads and Tradegoods

Welcome to this weeks development diary for A House Divided. First up we have added a new screen with more detailed information about goods:




This is accessible from both the trade and production screens so will help both with deciding how to trade and what factories to construct or close. The much longer history graph should also be helpful for evaluating long term profitability and it lets you see how much of the total world production you are responsible for which clever players should be able to use to their advantage.

We have also been working on some economic changes this week. Capitalists are getting a big boost (up to 3x in laissez faire) compared to governments when it comes to building factories and railroads cheaply. Overall though constructions are going to get a lot more expensive. It should no longer be a no-brainer to put railroads in each province. Currently costs are up 10x across the board, but we will see if they stay there after balance testing.

Speaking of railroads, they are now affected by terrain. Different terrain types require a certain tech level for you to be able to construct the railroad there, so for example to build in the Alps you might be required to have level 4 researched. This minimum level also works as a penalty so a level 4 railroad in mountains will only effectively work like a level 1 basic railroad. These things combined should hopefully make for some more interesting choices on where to build your railway net.

Next week we will be talking about one of the new major features for how to declare wars. Its going to be pretty neat.
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Ynt: AHD Developer Diaries 1 - A House Divided
« Yanıtla #24 : 08 Ekim 2011, 16:29:47 »
AHD DD2 – Railroads and Tradegoods

Welcome to this weeks development diary for A House Divided. First up we have added a new screen with more detailed information about goods:




This is accessible from both the trade and production screens so will help both with deciding how to trade and what factories to construct or close. The much longer history graph should also be helpful for evaluating long term profitability and it lets you see how much of the total world production you are responsible for which clever players should be able to use to their advantage.

We have also been working on some economic changes this week. Capitalists are getting a big boost (up to 3x in laissez faire) compared to governments when it comes to building factories and railroads cheaply. Overall though constructions are going to get a lot more expensive. It should no longer be a no-brainer to put railroads in each province. Currently costs are up 10x across the board, but we will see if they stay there after balance testing.

Speaking of railroads, they are now affected by terrain. Different terrain types require a certain tech level for you to be able to construct the railroad there, so for example to build in the Alps you might be required to have level 4 researched. This minimum level also works as a penalty so a level 4 railroad in mountains will only effectively work like a level 1 basic railroad. These things combined should hopefully make for some more interesting choices on where to build your railway net.

Next week we will be talking about one of the new major features for how to declare wars. Its going to be pretty neat.

AHD DD2 haftalık özet:
(Bu konudaki ana içerik demiryolları ve mal hareketleri hakkındadır.)

A House Divided için bu haftanın geliştirme günlüklerine hoş geldiniz

Üretim bölümüne mal hareketleri hakkında daha ayrıntılı bilgiler içeren yeni bir ekran eklendi.


Ekonomi sisteminde bazı değişiklikler yapıldı: Kapitalistler hükümetlere nazaran daha ucuz fabrika kurabilecekler ve demiryolu inşa edebilecekler.
Yapıların maliyeti daha fazla olacak.

Artık her ilde demiryolu inşa edebilmek için no-brainer gerekecek. Geçerli maliyetler X10 artacak. Ancak bu seçenek oyuna eklenip eklenmeyeceği henüz belli değil; uygun bir denge sağlandıktan sonra duruma göre bir karar verilecek.

Artık her yere aynı şartlarla demiryolu inşa edilemeyecek. Demiryolları kurulacakları yerlerin arazisinden etkilenecek. Demiryolu inşaatları arazi şartlarına göre farklı farklı teknoloji seviyeleri gerektirecek. Örneğin Alplere demiryolu inşa etmek için seviye 4 olması gerekecek. Bundan anlaşılacağı üzere düz arazilerde teknoloji seviyesi 1 olacak, dağlık arazilerde 4 olması gerekecek.

Gelecek haftaki günlükte savaş ilan etme sistemi hakkında ana değişiklikler ele alınacak!


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AHD DD3 – War Justifications
« Yanıtla #25 : 15 Ekim 2011, 00:44:37 »
Welcome to this weeks dev diary for A House Divided! This time we are going to talk about the new system for declaring war.

Instead of the old system where you either have a casus belli or have to spend infamy to declare war you can now manufacture new casus bellis yourself. This is something that takes time and you can only do one at a time. The time it takes to produce a CB is dependent on a number of factors: relations, national status (uncivilized nations have an easier time to declare war on other lesser countries for example), your governments military policy, cultural tech level and the actual type of casus belli you want all matter. You can no longer declare war without a valid CB, but you will still be able to add more war goals once a war has broken out. If you lack CBs for this you will however accumulate infamy in the same way as before.






While we are working on justifying a war only you and your allies can see what you are up to unless it is somehow detected. There is a daily chance for this in which case it will be know to the world (in a new tab in the diplomacy screen), giving your target time to prepare. During creation several events can happen that modify the speed of completion, both to make it go faster, or to really slow down your efforts. Things like your press reforms matter a lot here, so as a peace-loving democracy with free press don't expect to be able to keep your plans for conquest hidden.





There are still going to be a few random events like border friction, but they will be much less common now with the new system.

While we are on the topic we have also added some new wargoal types, you will for example now be able to declare war on your master as a puppet and fight for freedom. A chance to shake off the shackles of outside control and a quite nasty prestige hit on your old master (prestige effects will now scale instead of being a fixed effect so prestige modifying wargoals should still be quite potent late game from now on).

See you again next week when we will be talking about some new political tools you can use as a player.
« Son Düzenleme: 15 Ekim 2011, 00:44:50 Gönderen: Barış »
yaşasın örgütlü mücadelemiz

Çevrimdışı sydbarrett

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Ynt: Victoria 2: A House Divided - Geliştirici Günlükleri
« Yanıtla #26 : 15 Ekim 2011, 00:53:13 »
beyler paket çıktımı yada ne zaman çıkar tahminen

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AHD DD4 – Party Loyalty and National Focus
« Yanıtla #27 : 21 Ekim 2011, 23:38:55 »
Hi and welcome to this weeks development diary. This time we are going to talk about some of the new mechanics you can use to steer the political landscape in your country.

To do this we are introducing a new gameplay concept called Party Loyalty. It simulates both the "our family has always voted conservative!" phenomenon as well as how funded and organized certain parties are in your states. It effects how people vote during an election and is also in turn affected by the election, so if the conservatives won in your state they will build up some party loyalty because of their local success no matter the outcome on national level. As a player you can affect the party loyalty in a state using a set of new national focuses as well. Election events have also been changed to show more clearly what parties think and how much the decision will affect things.









Speaking of national focuses we have been improving the interface for them and they now show in the outliner for a quick overview and things like colonization have progress bars shown on the map so it's easier to see how things are going at a glance. You are also able to set national focuses directly from production and population screens where states are listed.





Next week we are going to talk about our nifty new message system. See you then!
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Ynt: Victoria 2: A House Divided - Geliştirici Günlükleri
« Yanıtla #28 : 21 Ekim 2011, 23:41:40 »
Parti sistemi çok güzel olmuş Ulusal Hedef'e eklenmesi özellikle

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« Yanıtla #29 : 25 Ekim 2011, 11:46:10 »
Parti olayı çok iyi olmuş bence  ^-^

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« Yanıtla #30 : 25 Ekim 2011, 15:22:21 »
Parti olayı çok iyi olmuş bence  ^-^
Oyunda aranızda yer almama rağmen sistem iyi.
« Son Düzenleme: 25 Ekim 2011, 15:22:44 Gönderen: mert_can »
beggin beggin uhuuuuuu

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« Yanıtla #31 : 25 Ekim 2011, 17:58:14 »
Yanlış konuya mesaj attın sanırım. :)

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« Yanıtla #32 : 25 Ekim 2011, 18:08:00 »
Parti olayı çok iyi olmuş.
Bu dünyada 2 şeyden nefret ediyorum.
1-Irkçılık
2-Yahudiler :P

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AHD DD5 – Message system
« Yanıtla #33 : 28 Ekim 2011, 13:58:46 »


Hi and welcome to another development diary. Today’s topic is messages and how to manage the flood of information given to the player.

In Victoria II you can set different levels on messages: pop-ups, notification icons or only shown in the log. Most of your messages will be shown as notification icons. This works ok to keep down the information level, but you still need to manually filter through a lot of messages you aren’t really that interested in to be able to read the ones you are. This is even more of an issue when playing multiplayer and not being able to pause the game, and missing important happenings can be devastating.

I believe we have found a really neat solution to this problem. Countries can now be flagged as "interesting" to you by right clicking any flag and setting a toggle while playing. There is also a window where you can easily select and manage these. Each message type now has separate settings for when it concerns a country of interest or not, so for things like gaining a casus belli you can have it show as a notifier when it involves countries you are interested in and only in the message log otherwise. You can also have them both as notification icons if you so want as the important ones have a golden frame.
Aptallığa ve cahilliğe tahammülüm yok.

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« Yanıtla #34 : 29 Ekim 2011, 09:55:49 »
Haritada askerlerin gösterimini sevdim
İşte bu yüzden TTNet seçmeyin
http://www.speedtest.net/result/3071704013.png

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AHD DD6 – China
« Yanıtla #35 : 04 Kasım 2011, 23:29:16 »



It's Friday, and that means it's time for another AHD dev diary! Today's DD is about China. As most of you know, getting China into your Sphere of Influence could be a massive boon to your economy since all those Chinese pops buy your produced goods first. Perhaps not quite a “Win” button, but it was a big advantage.

Our solution to this was to split China into several parts. Some of the parts are still pretty populous and so are still good SoI targets, but they are not quite as huge as the old China was, and of course multiple GPs can now Sphere separate parts.

So what have we done? Well, we've added something called a “Substate”, a Substate is basically an unbreakable puppet. While a Substate can be conquered, while it exists it cannot be broken away from their masters. It's possible to form CBs on Substates, but to use them you must declare war on China and fight the combined armies of China and their Substates. In other regards, they act as puppets do. Those of you you have played a Daimyo in Divine Wind should find the concept somewhat familiar, although in this case the Emperor is the largest and most powerful state rather than a figurehead.

China can re-unite itself though, an event will be fired when they Civilise, annexing all Substates on good terms with China. Substates that refuse will also Civilise, but will suffer a large relations hit with China, and since they have cores on all the Substates dissenters may be in for interesting times. If a Substate manages to Civilise first China and the other Substates will also become Civilised, but the country will not unite.

For anyone not interested in China, perhaps this might tickle your fancy? Troops now once again speed up Colonisation! Cunning coding has been done to convince the AI that sending out troops to colonial areas may indeed benefit them, so it should no longer be a free ride for the player. However, no one likes having competition in their colonial ventures, so when two or more nations are trying to Colonise the same state they will also find it easier to generate CBs on each other, and adding troops into the mix only increases this bonus.


yaşasın örgütlü mücadelemiz

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« Yanıtla #36 : 04 Kasım 2011, 23:43:12 »
Beyler bana 1.4 yama vericek varmı forumda bulunan Türkçe yama çalışırmı birde  hlpme*

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« Yanıtla #37 : 05 Kasım 2011, 00:20:08 »
Kolonizeleştirmede askerin etkisi geri gelmiş

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« Yanıtla #38 : 05 Kasım 2011, 00:43:43 »
Pek Birşey anlamadım huh2*

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« Yanıtla #39 : 07 Kasım 2011, 13:39:59 »
Bu ek paketse biran önce çıksın. Süper.
You feel the shaking of the ground,
a billion candles burn around.
Is it your birthday?