84 posts
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Post by HansWormhat EvW-Dev on Jan 9, 2015 23:03:23 GMT
Moving forward I want to look into fixing bugs related to the above 3 areas. This is my plan: 1. Modifiers: As far as I can see, they are completely unbalanced. Early in the game the revolt risks everywhere are much too high, causing rampant rebels that are historically inaccurate. There are some other areas where this is a problem as well, but this is where it's most evident. What I think would work is, to rebalance the modifiers for most of the events and conditions (all of which seem exaggerated, my guess is due to testing purposes) more towards what exists in Vanilla HoI, then adjust accordingly based on EvW's timeline. It will be a chore, but it's pretty simple data entry. 2. Technology: From my experience it seems like tech research is extremely stagnant. Personally I feel like tech research speeds are slower than they need to be and usually more expensive. I need your input on this, as in what would be more realistic and fair in terms of speed and price. 3- ?: I'm not sure. I'd like to get the election interface working (seems like a small graphical fix using photoshop) and diplomacy (UN's decisions seem odd, maybe it's just me). That's what I think I'll move to until someone with more access to the source code can fix the fuel supply problem.
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49 posts
Skills: Coding, Historical Research, Modding Units, Finding Bugs, Bug Fixing, Modding Technologies
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Post by Tiberius - EvW-Dev on Jan 10, 2015 15:07:23 GMT
Economy/market! My production income shouldn't fluctuate between 250 and 40 within a couple of weeks and then take months to bounce back again with no change in either commodity price nor profit figures on the factories.
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84 posts
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Post by HansWormhat EvW-Dev on Jan 10, 2015 16:48:27 GMT
Economy/market! My production income shouldn't fluctuate between 250 and 40 within a couple of weeks and then take months to bounce back again with no change in either commodity price nor profit figures on the factories. That's not something I've ever experienced in any of my games but I'll look into it. Maybe try a few more nations and see what's up.
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110 posts
Skills: Localisation/Language Translation, Historical Research, Finding Bugs, Modding Countries/Leaders, Modding Provinces, Economic Balancing
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Post by Viking Panda on Jan 11, 2015 5:42:23 GMT
The elephant in the room of course is doing a complete rebalance of the global economy. Currently to get the game up and running the original devs just placed down random factories in weird places, like equal number of factories for each country. We need to ensure that the USA and USSR are dominating global manufacturing in 1946. This means we should do a full global supply chain analysis to understand fully global demand for inputs and outputs of goods.
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25 posts
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Post by arian on Jan 11, 2015 17:01:57 GMT
Moving forward I want to look into fixing bugs related to the above 3 areas. This is my plan: 1. Modifiers: As far as I can see, they are completely unbalanced. Early in the game the revolt risks everywhere are much too high, causing rampant rebels that are historically inaccurate. There are some other areas where this is a problem as well, but this is where it's most evident. What I think would work is, to rebalance the modifiers for most of the events and conditions (all of which seem exaggerated, my guess is due to testing purposes) more towards what exists in Vanilla HoI, then adjust accordingly based on EvW's timeline. It will be a chore, but it's pretty simple data entry. 2. Technology: From my experience it seems like tech research is extremely stagnant. Personally I feel like tech research speeds are slower than they need to be and usually more expensive. I need your input on this, as in what would be more realistic and fair in terms of speed and price. 3- ?: I'm not sure. I'd like to get the election interface working (seems like a small graphical fix using photoshop) and diplomacy (UN's decisions seem odd, maybe it's just me). That's what I think I'll move to until someone with more access to the source code can fix the fuel supply problem. Technology is weird. Investing more into it(through policies) counts as a longer timespan. Investing less counts as faster research times.
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84 posts
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Post by HansWormhat EvW-Dev on Jan 11, 2015 17:36:40 GMT
haha hadn't noticed that. That's an easy thing to do
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50 posts
Skills: Historical Research, Writing Events/Decisions, Finding Bugs, Economic Balancing
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Post by warsmith17 on Jan 19, 2015 9:00:23 GMT
I second policies and tech, first thing is to actually add some modifiers that make sense on the policies (balancing them will be a long process anyway). Tech needs to be added to some countries that should have the proper tech. Plus some of it is definitely bugged, I couldn't add it and others went much slower than they should have, even with full funding and me always running a surplus.
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