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Fernando Torres
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Posté le : 19/02/2011 09:26:29 Sujet du message :

C'est sûr que je suis plus loquace sur Strat !
Mais c'est un peu fouillis de tout poster en un seul sujet ici alors que je peux mieux structurer mes présentations sur Strat ou Paradox. Smile
Mais je vais poster plus souvent ici.
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Fernando Torres
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Posté le : 19/02/2011 09:28:13 Sujet du message : Dev Diary #11 - Modding with Darkest Hour Part 1





Darkest Hour is a game made by fans for the fans, but more also to a certain extent, we could also say it is made by modders for the modders. Starting today and for the next few weeks, we will introduce you the changes introduced by Darkest Hour related to database and modding. We will show you the changes to triggers and commands, the new event interfaces and the new concepts (you already know there is a decision system, but there are also quite a few elemental additions to the existing event system you haven't seen elsewhere).

Today we'll start with corrections and improvements that we did to already existing triggers and commands as well as the new ones we introduced.
One of the first improvements we made was to take into considerations wars and alliances: we gave the control, owned and garrison triggers the possibility to check for enemies and allies. Obviously, an enemy is a country we are at war with whereas an ally is a country we are allied with. So for example it is possible to check if a specific province is controlled by a specific country or by one of its allies: this will be very useful in surrender chains! Wink

Here's a list of corrected and/or improved triggers:
Code :
- Trigger: control = { province = a [data = tag] } # checks if province is controlled by country x. If data = -1 or no data then it's for country receiving event; -2 is Enemy; -3 is allied (war or diplomatic alliance) or event receiver
- Trigger: convoypool = X # changed to check for total convoy transports instead just for unassigned
- Trigger: escortpool = X # changed to check for total escorts instead just for unassigned
- Trigger: intelligence = X / intelligence = { [country = TAG] value = X [data = 1/2/3] } # True if intel level is at least X in the current country (intelligence = X, or no TAG) or country in question (TAG); data: 1 (default) intell level, 2 – foreign intelligence, 3 – counter espionage
- Trigger: intel_diff = { country = TAG1 [country = TAG2] value = X [data = 1/2/3] } # True if TAG1 intel efficiency in TAG2 – TAG2 intel efficiency in TAG1 is at least X (data = 1 or no data), TAG1 intel level – TAG 2 intel level is at least X (data = 2), or TAG1 intell efficiency in TAG 2 is at least X. If no TAG2 check for current country in TAG1. value could be negative.
- Trigger: lost_IC = { value = X } # X% or more of national IC of the country in question is in enemy hands
- Trigger: lost_national = { value = X } # X% or more of national provs of the country in question are in enemy hands
- Trigger: lost_VP = { value = X } # X% or more of _owned_ VPs of the country in question are in enemy hands
- Trigger: owned = { province = a [data = tag] } # checks if province is owned by country x. If data = -1 or no data then it's for country receiving event; -2 is Enemy; -3 is allied (war or diplomatic alliance) or event receiver
- Trigger: trade = { country = TAG } # check if the country in question has a trade deal with TAG
- Extend garrison trigger to support [country = TAG/0/-1/-2/-3] (0 – all countries, current country (country = -1 or no country), enemy countries (country = -2) or allied/friendly countries (country = -3); optional area values: 0 = (no) / 1 = area / 2 = region /3 = (yes) owner area ):
* garrison = { [country = TAG/-1/-2/-3] province = [province] type = [air/land/naval] size = [number of divisions] area = [0/1/2/3] }


And now, let's talk about the new triggers we introduced with Darkest Hour. First of all, as someone guessed in our Q&A Session two weeks ago, we can now check control or ownership not only over a province but also over an area or a region. The checks can be performed on allies and enemies too and can involve even a percentage of province: for example we could check as Germany if at least 60% of provinces of the region France are controlled by our alliance. Thanks to the nuked triggers it will be possible to take nuclear warfare into account in surrender chains: now Japan can surrender if Okinawa is lost and it has been nuked at least twice. Another trigger, perhaps underestimated, is the participant trigger which checks if the country is part of the Allies, Axis or Comintern. There are also new checks for buildings (with special checks for nuclear reactors and rocket test facilities), cores & claims, divisions, policies and tech teams that allow a finer tuning and a better control over the status of your country.
Here's a list:
Code :

- Trigger: area = { area = name [country = TAG/-1/-2/-3] [data = 1/2] [value = X] } # check if all provinces in the area are controlled (data = 1 or no data) or owned (data = 2) by the current country (country = -1 or no country), enemy countries (country = -2) or allied/friendly countries (country = -3)); optional value = X (0 to 100, default is 100) – percentage of provinces (cannot be less then 1 province)
- Trigger: building = { province = ID type = building_type value = X [when = now] } # check if in the specified province that building_type is at least at level X; when = now for current size, else - max size
- Trigger: claims = { province = a [data = tag ] } # check if that province is claimed by TAG (or country in question if not specified)
- Trigger: core = { province = a [data = tag ] } # check if that province is core for TAG (or country in question if not specified)
- Trigger: embargo = { country = [tag1] country = [tag2] [value = 0/1/2]} # checks if tag1 has trade (value = 1), tech (value = 2) or any (value = 0 or no value) embargo to tag2. If no tag 2 check for current country against tag1
- Trigger: ic = X / ic = { [country = TAG] value = X [when = now] } # check if TAG (or country in question if not specified) has X or more Total IC ([when = now] ) or Base IC; ic = X checks if current country has at least X total IC
- Trigger: nuclear_reactor = X / nuclear_reactor = { [country = TAG] value = X [when = now] } # check if TAG (or country in question if not specified) has nuclear reactor at X or more current size ([when = now] ) or max size; nuclear_reactor = X checks if current country has at least nuclear reactor with X current size
- Trigger: nuked = X / nuked = { country = TAG1 [country = TAG2] data = X [where = Y] }
* nuked = -1  # True if against that country have been used at least 1 nuke
* nuked = 1 # True if that country has used at least 1 nuke against any country
* nuked = { country = FRA country = GER data = 1 where = 300 } # True if France(FRA) has used at least 1 nuke against Germany (GER) in Berlin (ID #300)
* nuked = { country = FRA data = -1 } # True if against France(FRA) has been used at least 1 nuke by any country
* nuked = { country = GER data = -2 where = 300 } # True is against Germany have been used at least 2 nukes (by any country) at Berlin
- Trigger: participant = { [county = TAG] value = 1/2/3/4 }  # check if TAG (or country in question if not specified) is part of Allies (1), Axis (2), Comintern (3) or any alliance (4)
- Trigger: policy = { [country = TAG] type = [policy] value = X } # true if the policy of TAG (or country in question if not specified) is equal or greater then X. Value is 1 to 10
- Trigger: region = { region = name [country = TAG/-1/-2/-3] [data = 1/2] [value = X] } # check if all provinces in the region are controlled (data = 1 or no data) or owned (data = 2) by the current country (country = -1 or no country), enemy countries (country = -2) or allied/friendly ); optional value = X (0 to 100, default is 100) – percentage of provinces(cannot be less then 1 province):
- Trigger: rocket_test = X / rocket_test = { [country = TAG] value = X [when = now] } # check if TAG (or country in question if not specified) has rocket test sites at X or more current size ([when = now] ) or max size; rocket_test = X checks if current country has at least rocket test site with X current size
- Trigger: tech_team = ID / tech_team = { id = X [country = TAG] } # checks if team with id X is active (current year is in between team's start/end year) in the current country (no country entry), in a specified country (TAG) or in any country (country = -1, or just team = ID)
- Trigger: [div type] = { [country = TAG] value = X [when = now] } # check if TAG (or country in question if not specified) has X or more of that type of division. when = now counts only already built divisions.
- New trade system triggers:
* stockpile = oil/energy/metal /rare_materials/supplies/money # Returns true if Stockpile is set for the given resource.
* import = oil/energy/metal /rare_materials/supplies/money # Returns true if Import is enabled for the given resource.
* export = oil/energy/metal /rare_materials/supplies/money # Returns true if Export is enabled for the given resource.
* resource_shortage = oil/energy / metal / rare_materials / supplies / money/all # Returns true if there is resource shortage for that resource or for any resource when used with “all”. NOTE: This trigger is not very reliable because it is set correctly on the second game day on every game session.


We've corrected the most well-known bugs in event commands (unit stats and change TAG command) and improved the inherit and manpowerpool commands:
Code :

- Fixed units stats added by events (example “command = { type = soft_attack which = infantry value = 10 }” ) – those were not applied to newly built units.
- Added “when = XXX” entry to build_division event command to allow serial builds (default value is 1)
- Fixed a CTD bug with undocumented change country TAG command (command = { type = country which = TAG }) – tech-teams currently researching were not removed from research pool. On click game CTD
- Fixed a bug in change TAG command - only minimum provinces were added to nationalprovinces list. Add provinces from extra list too and also claims to claimedprovinces list.
- Addition to inherit command – added value = 1/0(default) argument. When set country will receive all units and production queue too.
- Improved manpowerpool command – added optional [when = 1/[0]] switch. When set 1 add the MP as percentage (value = x.x) of the MP in all controlled national provinces.
- Corrected event command: type = carrier_level value = XXX.X #country-independent bonus to every carrier into a naval combat (Bonus = (OurCarrierLevel - TheirCarrierLevel) / 10). Specified value replaces currently used (it is not additive command). By default this value for all countries is 0.0 (and so the bonus is 0%).
- Extended alliance command (added Axis, Allies, Comintern alliances): type =   alliance which = [tag] [where = 1/2/3] # This country enters in an alliance with country = [tag], [-1] for random country, where = 1 – Axis/ 2 – Allies / 3 – Comintern

The new option for the inherit commands will add flexibility and will avoid having to rely on the regular_id entry on revolt.txt to achieve the same result whereas the enhanced manpowerpool command is very useful for the mobilization process, as you might learn in another DD! Wink

And now, we're going to have a look at the new event commands that we introduced. We cannot talk about the new trade system yet (you'll have to wait for another DD Wink ), so let's skip its commands and let's look at the change flag/shield/counter name and skin and change country name commands. We think these are going to be some of the most loved additions, especially by the modders, as these commands have been loudly requested by the community for years. We hope you'll appreciate them! Smile
Other commands that you'll soon grew accustomed to will be the new command to assume or relinquish military control over another country and the commands to secede whole areas or regions to another country: no more typing secede_provinces hundreds of times for the Soviet Bitter Peace! Very Happy
Code :

- New commands and country specific modifiers on max stockpiles:
* command = { type = stockpile which = (industry / supplies (used for oil too) / all) when = ( war / peace / all ) value = XX }
- New event commands to toggle auto-trade options.
* command = { type = auto_trade which = (oil/energy/metal /rare_materials/supplies/money) when = (import/export/stockpile) value = 1/0 }
Notes:
a. Enabling Stockpile will disable Export and enable Import
b. Enabling Export will disable Stockpile
c. Disabling Import will disable Stockpile
* command = { type = auto_trade_reset } - reset auto-trade options to defaults ( Stockpile disabled, Import and Export enabled for all resources)
- New event command – add/remove tech/trade embargoes:
* command = { type = embargo which = TAG where = TAG [value = -2/-1/0/1/2/3] } # which – enforcer; where – subject; value: -2 – clear tech embargo; -1 – clear trade embargo; 0 or no value – clear all embargoes; 1 – enforce trade embargo; 2 – enforce tech embargo; 3 – enforce both trade and tech embargoes; If which = where then value = 0 (clear all embargoes the country has), -1 (clears all trade embargoes the country has), -2 (clears all tech embargoes the country has)
- New event command – trade:
* command = { type = trade which = TAG where = TAG [energy = x] [metal = x] [rare_materials = x] [oil = x] [supplies = x] [money = x] [when = Days duration / default is 100 years] [value = 1/0 – default, can be broken, 1 = not] }
- New event command – change flag/shield/counter name and skin:
* command = { type = flag_ext where = TAG [which = “string”] } # where – change flag of TAG; which - add that string to flag/shield/counter name and skin folder; use empty string (“”) or no which to clear.
- New event command – change country name:
* command = { type = name where = TAG [which = “string”] } # where – change name of TAG; which - new country name; use empty string (“”) or no which to reset name to default.
- New event command – military_control:
* command = { type = military_control which = TAG where = TAG value = 1/0 } # which – controlling country; where – controlled country; value – 1(assume MC), 0 (relinquish MC)
- New event command – secederegion:
* command = { type = secederegion which = TAG value = REGION_NAME }
- New event command – secedearea:
* command = { type = secedearea which = TAG value = AREA_NAME }
- New event command: type = addclaim which = [prov id] # Add province to country claims
- New event command: type = removeclaim which = [prov id] # Remove province from country claims
- Added a new command to change leader of a major alliance: command = { type = alliance_leader [which = TAG] where = 1/2/3 } #sets TAG (or country in question if no which is specified) as the new leader of Axis (where = 1), Allies (where = 2) or Comintern (where = 3)

We regulary add new commands and triggers, or improve the existing ones, whenever we reach a point where it is not possible to achieve a certain effect with those already existing, so this list is by no means final. We might surprise you again in the future! Smile

This is all for now! Next week we'll probably talk about the new event and decision interface! Here's a sneak peek:

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Fernando Torres
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Posté le : 23/02/2011 09:10:07 Sujet du message : Dev Diary #12 - Modding with Darkest Hour Part 2




Today's Development Diary will focus on the new event and decision interface.

First of all, we've introduced two new styles for events.
The first style is chosen by writing "style = 1" and allows the use of bigger pictures. The new picture size is 400x116 instead of the standard 156x116: the height did not change but now the picture is as large as the event window. Moreover the action buttons are now smaller. Overall, this is a simple cosmetic improvement in style, but take a look at how beautiful it is:



The second event style (chosen by writing "style = 2") is a bit more complex and provides a newspaper-style header. The header is composed by a 400 x 48 pictures that can be generic (news_header.bmp) or country specific (news_header_TAG.bmp). Under the header, the current game date and capital name are displayed (e.g. "March 7 1936, Berlin" or "March 25 1939, Rome"). Below that, the event pictures (440 x 116, as for the first style) is diplayed, followed by the event title and description. For the generic header we used the "News of the World" newspaper, but we also added more specific headers for some countries:



The HOI2 Vanilla style is obviously still the default style and can be explicitily chosen by writing "style = 0".

And now, let's take a look at the decision interface. We've already introduced decision in Dev. Diary 6 and we will talk more about their coding in another DD, for now we will introduce their interface.
As you've already seen from our screenshot, we added another tab to the frame in the left side of the screen. In this tab, all available and active decisions are listed. A decision is available when it is listed there, which means that you can read its requisites and its consequences. A decision is active is the requisites are met and can be taken by the player at any time. That means that a decision can be available but not active if its requisites are not met: the player can then read the requisites necessary to make the decision active and its consequences and decide whether to pursue them or not. Take a look at the following example:



If you decide to take a decision, it is triggered as an event and you can accept it or cancel it. If you cancel it, the decision won't disappear but remain listed as active in the decision list, so that you can take it at a later moment (if the requisites are still fulfilled, of course).



Next week we'll talk about our improvements to the event system!
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jmcm2
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Posté le : 23/02/2011 09:56:21 Sujet du message :

J'aime bien cette idée de décision disponible avec prérequis et conséquences facilement accessibles. C'est un outil en plus. Un peu artificiel, quoi que...
 
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Fernando Torres
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Posté le : 24/02/2011 19:07:47 Sujet du message :

Paradox Interactive a annoncé que Darkest Hour sortirait le 29 mars prochain !

Voir l'annonce officielle + le trailer
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Posté le : 24/02/2011 19:46:42 Sujet du message :

Bon, je suis absent tout le mois d'Avril où je ne pourrai pas jouer...m'etonnerait que je reporte mon achat !
 
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Fernando Torres
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Posté le : 25/02/2011 19:10:58 Sujet du message :

Le prix sera de 10 euros !
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Posté le : 26/02/2011 11:10:33 Sujet du message :

Pourquoi un prix aussi bas ? C'est trés indiscret mais vous gagnez quelque chose dessus vous ?
Remarque que le jeu doit déjà être rentabilisé, que graver (y aura t il un support physique ?) un DVD ne doit pas couter grand chose, donc 10 euros c'est normal.
 
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Fernando Torres
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Posté le : 26/02/2011 14:33:44 Sujet du message :

Personnellement je ne touche rien donc peu m'importe (seul le développeur principal).
Paradox ne nous a pas alloué de budget donc on n'a rien à rentabiliser.
Pas de version boîte pour l'instant. Je pense que Paradox attend de voir l'ampleur du succès pour lancer une version physique éventuellement.
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Posté le : 26/02/2011 17:54:13 Sujet du message :

J'imagine que c'est un travail de romain de que vous avez fait. Vous faites ca pour le plaisir ou la gloire ? Pour certains ca peut etre aussi servir sur un CV ? Quelle est ta motivation ?
 
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Posté le : 27/02/2011 00:41:57 Sujet du message :

Je suis étudiant en droit public et en science politique et je vais préparer le concours d'entrée à l'Ecole nationale d'administration donc ça ne rentre pas exactement dans mon CV ! Very Happy
C'est vraiment parce que c'est un plaisir incroyable de créer le jeu que l'on veut, c'est un rêve de gosse qui se réalise. Et puis j'adore la période de la Première guerre, j'ai toujours regretté qu'il n'y ait pas un HOI-like sur le thème.
Beaucoup de contributeurs se sont succédés durant deux ans sur ce projet. Certains ont rejoint le projet en cours (beaucoup parce que je les connaissais et les ai finalement persuadé !). Nous sommes tous des passionnés au fond et c'est une expérience très enrichissante et stimulante de bosser en équipe. Je pense même que l'absence de pression financière a beaucoup fait pour assurer une bonne ambiance entre nous.
Nous sommes un peu les Don Quichotte contre les moulins de l'industrie du JV. Very Happy
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Posté le : 27/02/2011 10:57:51 Sujet du message :

Oui effectivement je ne pense pas qu'il y ait une option Jeux Video a l'ENA...
Intéressant voire impressionnant. Un vrai travail de passionnes. Mais pourquoi passer par Paradox et finalement publier un jeu payant si vous ne faites pas ca pour l'argent ? Pour avoir accès au moteur du jeu ?
 
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Posté le : 27/02/2011 11:56:16 Sujet du message :

Tout à fait.
Nous n'avons qu'un programmeur dans l'équipe qui a une femme, deux gosses et un boulot prenant, donc bâtir un jeu de zéro, c'était infaisable !
Et nous avons considéré que l'opportunité de bosser sur le moteur Europa (pas qu'Hearts of Iron !! Il y a aussi les codes de Victoria, Europa Universalis, etc, dont on peut également s'inspirer) était idoine, d'autant que l'on connaissait tous bien ces jeux.

Mais c'est vrai que c'est difficile de se détacher de la marque Hearts of Iron [Paradox a d'ailleurs quand même réussi à placer HOI dans le nom officiel du jeu ("Darkest Hour: A Hearts of Iron Game")].
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Posté le : 27/02/2011 11:59:36 Sujet du message : Dev Diary #13 - Modding with Darkest Hour Part 3




Today we're going to talk about the improvements we made to the existing event system.

First all, you'll be happy to know that now events can have an unlimited number of action, we are no more bounded by a maximum of 4 choices. You can create an event with as many action as you want, you're only bundled by the size of your screen. Smile

But this is just the beginning. Perhaps the greatest improvement we made to the event system is the introduction of triggers in action and commands. This means that a trigger can be associated to an action and that action will be displayed and selectable only if its trigger is satisfied. The same happens for commands: a single command can have a trigger and that command will be executed only if its trigger is satisfied. This change opens a whole new dimension for event writing because with only event you'll able to attain results that previously required many different events (or where altogether not reachable!). Let us give you a few simple examples of this feature.
Example 1 - you can have different actions based on the government:
Code :
action = {
   trigger = { government = democracy }
   command = { ... }
}
action = {
   trigger = { government = communist }
   command = { ... }
}
action = {
   trigger = { government = nazi }
   command = { ... }
}

Example 2 – a command can be executed only if the trigger is satisfied (surrender of France):
Code :
action = {
   command = { type = secedearea which = GER value = "Bourgogne_Champagne" }
   command = { type = secedearea which = GER value = "Lorraine_Alsace" }
   command = { type = secedearea which = GER value = "Pas de Calais" }
   command = { type = secedearea which = GER value = "Paris" }
   command = { type = secedearea which = GER value = "Normandy" }
   command = { type = secedearea which = GER value = "Loire" }
   command = { type = secedearea which = GER value = "Brittany" }
   command = { trigger = { control = { province = 87 data = ITA } } type = secedeprovince which = ITA value = 87 } # Nice
   command = { trigger = { control = { province = 86 data = ITA } } type = secedeprovince which = ITA value = 86 } # Toulon
   command = { trigger = { control = { province = 90 data = ITA } } type = secedeprovince which = ITA value = 90 } # Grenoble
   command = { trigger = { control = { province = 91 data = ITA } } type = secedeprovince which = ITA value = 91 } # Chambery
   command = { trigger = { control = { province = 94 data = ITA } } type = secedeprovince which = ITA value = 94 } # Corsica
}

As you can see, now you don't have to write action_a, action_b, action_c and action_d anymore, but a simple action is enough. Obviously the old syntax is still valid, as we always said we want to keep compatibility with HOI2 Armageddon mods.

This change also required a new system to calculate the ai_chance. We therefore created this new set of rules:
- sum of AI chances of all valid actions could be any positive number (removed fixed sum = 100 prerequisite);
- invalid actions are skipped in AI chances calculations;
- actions without specified AI chances are ignored by the AI if there is at least one valid action with AI chance set;
- if no AI chance is set for valid action, random action is chosen from all valid actions (removed increased chance to pick 1st action);

Another feature we introduced are the so called one-action events. This means that when this option is selected (by writing one_action = yes), even if an event has more than one action, only one of the possible actions will be displayed to the player (who therefore will be forced to accept it).The choice of the action is based on the defined AI chance for each action. In this way the player cannot choose the action and is forced to accept whatever happens to him.
An example is perhaps worth more than many words: the effects of the attack on Pearl Harbour can be written as a one_action event, so that neither the Japan nor USA can choose the amount of losses inflicted on the American fleet.
Code :

event = {
   id = 1122334455
   random = no
   country = USA
   one_action = yes

   name = "Attack on Pearl Harbour!"
   desc = "4062desc"

   action = {
      ai_chance = 10
      name = "We suffered very heavy losses"
      ...
   }
   action = {
      ai_chance = 50
      name = "We suffered heavy losses"
      ...
   }
   action = {
      ai_chance = 15
      name = "We suffered light losses"
      ...
   }
   action = {
      ai_chance = 5
      name = "We suffered very light losses"
      ...
   }
}

When this event is triggered, only one action is displayed to the player and the probability of a single action is based on the ai_chance. The same rules explained above apply here, so it is not necessary to have the sum of ai_chance equal to 100. So the second action ("We suffered heavy losses") has a probability of being chosen equal to 50/(10 +50 +15 + 5) = 62.5 %.

Fianlly, the last feature we're going to talk about today is the events with saved date. It is possible to save the date in which an event fired and then use it as a trigger in another event, for example to make an event fire at least 100 days after another event fired.
Example: the first event will have save_date = yes:
Code :
event = {
   id = 1234567890
   random = no
   save_date = yes
   country = GER
   ...
}

The second event will have:
Code :
trigger = {
   event = { id = 1234567890 days = 100 }
}


Darkest Hour Complete will make full use of these new features, but some of the mods currently being ported to DH will use them too! Wait&See! Wink

Here are a couple of screenshots from our Development Team:


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jmcm2
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Posté le : 25/03/2011 13:24:49 Sujet du message :

Sur le site Gamersgate, la sortie est prévue pour le 5 Avril.
 
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Fernando Torres
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Posté le : 28/03/2011 07:55:10 Sujet du message :

Tout à fait, les portails de téléchargement ont retardé un peu la sortie
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Fernando Torres
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Posté le : 29/03/2011 07:56:31 Sujet du message :

Suite à de nombreuses questions sur les forums, je laisse un message qui permettra de clarifier la situation.
Les distributeurs ont eu le feu vert pour le 29 mars mais ont retardé la mise en ligne du jeu au 5 avril. Nous avons demandé des explication à Paradox qui nous a confirmé que les distributeurs étaient dans leur droit. Plus que quelques jours à patienter donc.
Pour ceux qui voudraient pré commander le jeu, il est dispo sur GamersGate pour 10 euros : [http]
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jmcm2
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Posté le : 29/03/2011 10:38:50 Sujet du message :

OK pas de soucis.
Merci de ces précisions.
 
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Fernando Torres
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Posté le : 05/04/2011 08:12:29 Sujet du message :

Ceux qui ont pré commandé le jeu peuvent désormais le télécharger sur GamersGate ! Smile

N'oubliez pas d'enregistrer votre jeu sur Paradox pour avoir accès au patch 1.01 : [http]

Bon jeu !
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jmcm2
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Posté le : 06/04/2011 09:05:28 Sujet du message :

Ca attendra mon retour en France, soit fin Avril. D'ici là plein de bugs auront été trouvés et corrigés. Very Happy
 
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Fernando Torres
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Posté le : 06/04/2011 09:51:10 Sujet du message :

Bonnes vacances veinard ! Cool
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Gottorp
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Posté le : 06/04/2011 19:21:15 Sujet du message :

heuu déjà un patch ?

(j'attend la fin de ma partie de HoI 3 pour acheter, faut que je finisse sinon je vais être frustré)
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Fernando Torres
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Posté le : 08/04/2011 11:06:01 Sujet du message :

C'est une version beta.
Le jeu ayant été retardé par les distributeurs, on a eu un décalage de 2 semaines sur notre planning et le patch qui était prévu pour 1 à 2 mois après la sortie du jeu est déjà prêt dans sa version bêta. Donc on essaye d'en faire profiter les joueurs, c'est plus simple.
Mais la version 1.0 est déjà très stable.
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Niko
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Posté le : 29/04/2011 11:19:28 Sujet du message :

Le test paru dans CPC parait mitigé : la guerre de 14-18 ne semble pas si intéressante sur le papier (du reste ça n'était pas forcément non plus le cas sur le terrain, hein) et surtout Arsenal of Democracy est déjà passé par là pour débuguer/modder largement le HoI II qu'on aimait déjà bien dans sa version Doomsday...
Après, sachant qu'à côté on a un Victoria II qui commence à être bien patché et un Europa Universalis III bien velu dans sa version Chronicles...

D'un autre côté, à 10 EUR...
 
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Fernando Torres
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Posté le : 01/05/2011 10:12:16 Sujet du message :

J'ai lu le test et il fait références à des problèmes qui existaient dans des versions antérieures et qui ont été corrigées depuis.
Dommage qu'ils n'en aient pas tenu compte.
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