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  #31  
Vieux 01/09/2008, 13h08
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Marco Rale Marco Rale est déconnecté
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Ayé ce beta est arrivé. Que les participants au projet se manifestent à moi

Voici une liste des modifs principales:

Citation:
MAGNA MUNDI PLATINUM GLOBAL PREVIEW




BRAND NEW STUFF

- Jewish Advisors
- The Knights event/decision pool
- Hiring Fair
- Provincial Taxes
- AI Files





THE BIG FOUR


Holy Roman Empire (Sacra Romanum Imperium)

The Holy Roman Empire was once again extensively reworked and is now a complex political identity that no European state can ignore. The difference between knowledge and mastery however, can be felt if one plays within the borders of the Empire itself. Expect the Holy Roman Empire to be a living political entity, defined by its own rules, where the player will feel just one more of the countries that form it. Fully taking advantage of the new IN features.


Pirates of the Barbary Coast

For nations bordering the Mediterranean, a complex system of piracy was introduced. Called ‘Pirates of the Barbary Coast’, it depicts the struggle that raged for millennia in the Mediterranean basin, a conflict that only ended with the defeat of the pirates by a most surprising weapon: The telegraph pole.
It is now completely adapted to IN taking advantage of its new powerful features.


Religion System (Dei Gratias)

A complex religious system that depicts the dynamics of religion in the timeframe considered will be also introduced. All the system has been updated to use IN features extensively. The entire event pool is a complex yet intuitive story, providing the perfect backdrop to the game flow, whether one plays with Spain or with Ming.


Sengoku

Reworked from the ground up to conform to the new capabilities provided by IN, the Sengoku Jidai, Japan’s era of warring states, is masterfully depicted in an event pool that emulates the processes that defined the struggle for power in thel and of the rising sun. Expect an extensive event pool full of twists and turns, complemented with a host of decisions, where the fate of one of the most powerful countries of the time lies in the hands of a dozen or more lords.





GAME MECHANICS SYSTEMS



Balance of Power System

Hundreds of hours were devoted to make nations act like nations and not like players around a table. special AI files were created, event pools were coded and data files were altered to bring again the intangible edge that turns Magna Mundi so special. As befits the Europa Universalis era, total wars are a rare happenstance in the mod. Reputation plays a much more central role and badboy wars cannot be fought for long, given the penalties a player will slowly, but steadily feel.

Continuous aggressive behaviour is also punished by linking it to revolt risk. Internal revolt risk and stability are serious factors one must manage to be successful. Cultural and religious rifts have a deeper impact in a country; conversely, humanist ideas are more important for multi-cultural or multi-religious states.
With the significant increase in time to gain a core, all the world is a bit more static. Changes to the world at large will not seem to be happening in fast-forward, as before.
Several other systems, described below, have a great impact on this one.


National Ideas System

National Ideas have now a comprehensive event system to support and accommodate the big changes introduced. Certain ideas will be unavailable for picking, and are made available by event – and many ideas are quite different from before.


Stability System

Stability means something more than a few side penalties/bonus now. Going to the negatives means a dangerous situation wether the country is a one province minor holding or a one hundred province empire. Stability costs are also increased. Its hard to keep for long on maximum s tability...conversely, it is also hard to keep for long at the lowest stability. We even included a system of quick bailout from some of such dangerous situations... for a price no gold can buy, of course!
We promise you'll be gauging your stability rating like no other for the entire game.


Colonization System

Colonization is handled in a different way from the standard EU3 experience. A few nations hold a huge advantage on this matter, as befits reality. Our view is that it was not by accident that the westernmost european nations were the bigger colonizers.

Colonization is no longer a matter of adjusting some sliders. Colonists may be hard to come by. Placement chance can be very low in the early years. Only the allotment of several national ideas and many resources to colonization can guarantee a strong presence in the New World. The profits, however, are immense.

There is also a complementary system, that enables any nation of a minimum technology level to be able to have a shot at colony building.

The spread of knowledge about newly discovered provinces was also curbed dramatically. The Teutonic Order will not be colonizing Cuba in 1502, unless a very clever player works very, very hard at it!

Magna Mundi Platinum offers more to colonies than ever before. Countries will be able to define colonial policies toward natives, ranging from benevolent integration, to the callous, racist policies of fear and enslavement. Colonies can also have specializations, helping them to have a single place within the player’s colonial empire. Emigration was also reworked. Expect to see migration from Europe to the colonies once cities are large enough. This in turn will lead to a events where religion and politics come into play. Colonies will also develop colonial cultures that reflect their origins in the Old World but also their experiences in the New. Later in the game, players will experience dynamic colonial independence movements like never before.


Trade System

In the economic sphere, the trade model was completely reviewed. No longer should a country aspire to lord over every Center of Trade in the world, generating game-breaking profits in the process.

As was the case in reality, there are soft limits that put more and more pressure in the trade environment of a country, forcing it to find a sweet spot between investment and returns in trade. The trade system helps keep small-time traders afloat now, meaning that most nations can profit somewhat from trade.

Regarding CoTs, they are now expensive to build and the decision to destroy one will carry some political consequences for the whole country while spelling disaster for the province affected.

Trade goods were also considerably extended. Provinces now can supply gems, livestock, beer, millet, hemp, brazil wood, glassware or opium, for instance. The elements that cause price fluctuation are stronger than ever. Wars, specific buildings or the number of countries all influence the price of a certain trade good. Expect luxury prices to fall during periods of war and strife while the price of basic goods goes up.

Inflation is now harder to control
. In fact, one should expect to accrue some inflation during his game. With the influx of colonial goods and the ever-more complex nature of trade in the EU3 era, all advanced nations experienced some inflation. Accordingly, the inflation-reducing national ideas as well as the tax assessor have had their values reduced.


Government System

Governments are now more diverse than ever. There are now different governments for each religion, with three or four ranks for each, presenting the player with a world that comes alive with Shahs, Sultans and Shoguns! At the same time, government form is now directly related to your ability to rule a large and diverse empire. The new system to track each nation’s Administrative Efficiency could hamstring the mighty Ming yet let dynamic mid-sized powers make great gains.


Provincial System

Population growth was completely reviewed and is now generally much slower. In the regular game, a large number of provinces reached the limit of population as the growth rate was out of control. This in turn brought serious issues with the huge capacity of some economies later in the game. Not anymore. At the same time, certain penalties to population growth are now reduced to compensate for the new growth rate.
Certain geographic locations add to the defence capabilities of ap rovince without increasing the fortification level.
Finally, an all new province taxation system will be presented with decisions and consequences for them.


Military System

Military technology was extensively reviewed. Land technology was changed in depth to fix a standard game problem where a significant part of the units introduced in the game were never present, as well as to level a bit the playing ground between European powers and the rest of the world near the end of the EU3 era.

Naval technology was also totally rewritten, emphasizing the later importance of Ships of the Line, while stressing their shortcomings, modifying the fighting ability of transports and introducing a new dynamic for light ships and galleys.
Fortresses have now different values. Now, fortress give much more bonus than ever. At the same time, they can add more than a single level to the fortification capability of a province. This coupled with the above mentioned geographic features means that places like Malta and Tibet were simply not conquerable by 1000 men with 12 months to kill.

In the standard game, cavalry is of little use in siege warfare. However, they rule the early battlefield with such effectiveness the clever human player was tempted to wholly rely on it to win battles. Not anymore. First, we introduced the concept of an Army Specialization system to encourage different recruitment styles for the nations. Then we crafted a Cavalry Pay system. Simply put, if the proportion of cavalry in a nation’s army goes above 40% of the total number of soldiers, that country will start to pay more, considerably more, to maintain such a cavalry-heavy army. The larger the country, the more severe the financial burden… as small countries did historically have more flexibility on the matter.

Recruitment speed also underwent several changes. It is now dependent on factors such as cultural affinity, religious affiliation, colony type and laws and most of all, if the province has a land connection to the capital.


Policies System

Radical settings on a nation’s policy sliders can lead to several events, most of them negative in nature. Of course, you may strike lucky and experience a great breakthrough due to your nation’s single-mindedness. Ever wondered why the worst position to be in the policy sliders was the centre? Not anymore. Now having all your policies between -2 and 2 will enable a bonus to all the areas of your country to represent an balanced administrative approach. Each of the bonuses is small, but they do help, and in the end, they matter, giving yet another option for the player to follow.


Vassalization System

A new vassalization system will be introduced to turn the relations with vassals into an exercise in the arts of diplomacy. No more will you experience amorphous vassals that keep quiet, independently of their predicaments or the weaknesses of their overlord. You can even stage meetings with your vassals where both can influence the policies of your dominion... or stage War Councils with them, when the drums of war start to rumble.


Covert Action System

With more than 50 spy missions and an inclusive approach to other game elements the new Covert Action System allows you to have one more tool to decisively influence the outcomes of distant conflicts, be they commercial, diplomatic, military or colonial. This also includes some advanced diplomatic options, useful in a variety of circumstances.



Technology System

A revolutionary technology model was introduced. Supported by a batch of dedicated events, the player can now turn backwards and primitive countries like the Aztecs into a developed and enlightened powerhouse, given proper insight, sacrifices, luck and time all align to make it happen. No longer a matter of waiting on one lucky event, Westernization is a gradual progress that will prove one of the greatest challenges Magna Mundi has to offer.





OTHER IMPROVEMENTS

- +500 historical events
- ToT 3.0
- Magna Mundi Platinum Manual
- Exclusive map
- Extensive fixes to game files
- and much, much, much more..
.
Pour ceux qui ne sont pas habitués au mod TOT, vous serez peut etre surpris par la carte, ce mod, qui la modifie, est intégré à MMP.
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Dernière modification par Marco Rale ; 04/09/2008 à 14h56.
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  #32  
Vieux 01/09/2008, 15h36
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Pour ceux qui jouent en français et qui avaient copié in_nomine_text.csv: ça ne marchera pas dans le repertoire localization de ce mod. En tout cas, moi ça faisait que le mod plantait au démarrage, au niveau du chargement du cache de map. Heureusement j'avais fait cette recopie dans un repertoire dupliqué.

En fait le mod se chargera en anglais et bien sûr une bonne partie des elements (missions decisions etc) ne sont pas traduit, ce qui est désagreable.

Le mieux pour découvrir le mod, en attendant une solution meilleure, est de modifier votre fichier settings.txt à la racine du jeu afin de jouer en anglais, rien ne vous empeche de revenir au french après
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  #33  
Vieux 04/09/2008, 14h57
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J'ai mis en gras les apports de MMP qui corresondent à nos souhaits

Un premier test montre que cette beta n'est pas tout à fait stable et que il y a des problemes de reglages. Par exemple il y a deux autriches

En revanche on ne croule plus sous les evenements. celà dit, si on compare Vanilla et mmp, il y aquand meme une différence de vitesse qu'il faudra réduire
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  #34  
Vieux 04/09/2008, 16h19
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de vitesse de jeu ?

2 autriches ???
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  #35  
Vieux 07/09/2008, 11h58
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Je vois pas ce que tu veux dire pour la vitesse. J'ai regardé et c'est comme d'hab.
Par contre, il y a énorméments de bugs d'affichages (noms de province absents, descriptions d'action manquants).

Tout est en anglais. Franchement, lancez une gpo sans avoir passé des dizaines d'heures sur le mod à jouer en solo ça ne fera que nuire à la gpo. En tout cas, je vais attendre une beta un peu plus au point avant de commencer à travailler dessus. A la limite, on peut commencer à traduire le jeu déjà.
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  #36  
Vieux 11/09/2008, 10h53
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T'es mort marco ?
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  #37  
Vieux 11/09/2008, 11h14
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Non non je suis là Marseillais. J'ai perdu 7 jours sur ce de SPORE de mais c'est fini maintenant, oublié, enterré, desinstallé, il ne me reste plus qu'à trouver un kikoolol pour refourguer cette bouze.

Bon alors sur l'affichage je t'explique:
- c'est une histoire de langue: TOT est prévu pour tourner en anglais et ne trouve pas dans le respertoire localisation du mod, les fichiers corrects ou alors les fichiers avec traduction pour le français. Because ton jeu lui est réglé en français. Change ce réglage et tout marchera bien. Mais ce sera de l'anglais.

- les bugs de province etc... ça c'est le probleme du team terranova. Je pense que ce sera réglé à la release, et que cette release n'a aucune chance d'intervenir le 19 septemebre

- la lenteur: c'est pas que c'est vraiment lent mais tu sens pas du petit lag par rapport à la vanilla ? moi si

- si tu ne sens pas de lenteur, ce qui reste c'est voir si on est pas surchargé de décsions à prendre en jeu: qu'en penses-tu ? Ce week end je me fait un bonne session avec autriche, puis espagne pour voir ça
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  #38  
Vieux 11/09/2008, 16h12
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Oui, pour la langue je sais d'où vient le prob car j'avais fait une bonne part de retraduction pour le mod franco.

Pour le TOT, si j'ai bien compris ce que tu dis, les bugs ne seront pas corrigés d'ici le 19 ?

Sinon, pas de lag non, par contre je n'arrive pas à jouer très longtemps sans ctd...si tu y arrives fait moi signe
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  #39  
Vieux 11/09/2008, 19h52
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Et c'est cela votre mod qui devait révolutionner le multi à EU3, ben cela promet
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  #40  
Vieux 11/09/2008, 20h55
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oui bah avec marseillais dans l'équipe, c'est perdu d'avance, toute façon...

en plus cette feignasse préfère aller disserter sur des matchs de voetbal, dont tout le mond e se fout, plutot que de bosser sur le mod... alors...
http://www.franconaute.org/forum/sho...2&postcount=26
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on peut caresser des idéaux sans s'éloigner d'en bas...

En France, on n'a ni pétrole, ni idées. Mais on a des taxes...
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