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  1. #26
    Moderatore BI BI DA L'avatar di Jaqen
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    Predefinito Riferimento: [Crusader King 2] Annunciato il nuovo CK!

    NOOOOOO i ritrattini sono guardabili

    Non è più crusader king senza dei ritrattini generati casualmente totalmente orribili (e D'ALEMA nella lista dei nomi "italiani" )

  2. #27
    Shogun Assoluto L'avatar di Kordian
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    Predefinito Riferimento: [Crusader King 2] Annunciato il nuovo CK!

    uhm... la mappa spero che sia appunto solo una versione grezza perchè altrimenti

    Le donne non hanno un ritratto? (Ad esempio sembra che le varie donne siano tutte uguali)
    Credo siano riusciti a fare i ritratti individuali peggiori dell'originale, che, malgrado tutto alla fine non mi dispiacevano neanche tanto

  3. #28
    La Borga L'avatar di Beato Angelico
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    Predefinito Riferimento: [Crusader King 2] Annunciato il nuovo CK!

    i ritratti sono orrendi

  4. #29

    Predefinito Riferimento: [Crusader King 2] Annunciato il nuovo CK!

    la mappa è grezza, lo afferma doomdark nei developer's comments

  5. #30

    Predefinito Riferimento: [Crusader King 2] Annunciato il nuovo CK!


  6. #31
    Shogun Assoluto L'avatar di Kordian
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    Predefinito Riferimento: [Crusader King 2] Annunciato il nuovo CK!

    lol stavo per postarlo io, fottuto sul tempo

    l'avevano postato nella loro pagina facebook

  7. #32

    Predefinito Riferimento: [Crusader King 2] Annunciato il nuovo CK!

    Citazione Originariamente Scritto da Kordian Visualizza Messaggio
    lol stavo per postarlo io, fottuto sul tempo


    segnalo questo screen dal forum paradox
    http://oi53.tinypic.com/2iht0np.jpg

  8. #33
    Shogun Assoluto L'avatar di Kordian
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    Predefinito Riferimento: [Crusader King 2] Annunciato il nuovo CK!

    le femmine sono tutte uguali

    e non mi piace che le stat siano rappresentate solo da un'icona. Preferivo le scritte "Diplomazia", "Intrigo", "Marzialità", "Economia", "Pietà" e "Onore"

  9. #34

    Predefinito Riferimento: [Crusader King 2] Annunciato il nuovo CK!

    va beh, le donne saranno tutte placeholder, tipo gli screen di MM con tre pulsanti per l'HRE

    Io vedendo il video ho avuto l'impressione che avessero toleto qualche provincia, ma sul forum doomdark ha smentito, dicendo che ne hanno anche aggiunta qualcuna

  10. #35
    Shogun Assoluto L'avatar di Kordian
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    Predefinito Riferimento: [Crusader King 2] Annunciato il nuovo CK!

    boh in Italia mi sembrano le stesse.
    Monferrato
    Genova
    Piemonte
    Lombardia
    Grigioni
    Pavia
    Cremona
    Mantova
    Treviso
    Trento
    Verona
    Padova
    Venezia
    Aquileia
    Bologna
    Ferrara
    Modena
    Parma
    Lucca
    Firenze
    Siena
    Livorno
    Piombino
    Orbetello
    Ancona
    Urbino (?)
    Spoleto
    Orvieto
    Roma
    Salerno
    Napoli
    Benevento
    Capua
    Bari
    Puglia
    Foggia
    Lecce
    Taranto
    Reggio
    Cosenza (?)
    Agrigento
    Messina
    Palermo
    e altre siciliane che non rammento

    vado a memoria eh, e secondo me c'erano tutte quelle

  11. #36

    Predefinito Riferimento: [Crusader King 2] Annunciato il nuovo CK!

    ma le battaglie come sono?

  12. #37
    Shogun Assoluto L'avatar di Kordian
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    Predefinito Riferimento: [Crusader King 2] Annunciato il nuovo CK!

    E chi lo sa, nulla e' trapelato a riguardo.

  13. #38

    Predefinito Riferimento: [Crusader King 2] Annunciato il nuovo CK!


  14. #39
    Banned L'avatar di Ben_Weasel
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    Predefinito Riferimento: [Crusader King 2] Annunciato il nuovo CK!

    Al ritratto del Re manca solo la dida "Deal with it"

  15. #40

    Predefinito Riferimento: [Crusader King 2] Annunciato il nuovo CK!

    nuova DD, mappa

    Spoiler:
    Hello everyone, I'm Tegus, one of the programmers working on Crusader
    Kings II. Welcome to the fifth dev diary for CK2 and the first one written
    by me. In today's dev diary I'm going to talk a bit about the map and why
    we've chosen to implement a new one in CK2.

    As you all know, in our games the map is an important tool for both
    displaying information and setting the mood of the game. In HoI3 we had a
    grayish map that we felt was appropriate for a war game. We took this map
    and altered it slightly when making Victoria 2, but this time the map was
    drawn with vivid colors to portray the progress of the era. The next game to
    use the map was Divine Wind because we all felt that EU3 was in need of a
    graphical face lift. While this map technology looked good in the
    mentioned games, there were certain technological limitations which we
    wanted to improve upon or get rid of.

    With CK2, we have devoted time to rewrite the graphics code for the map
    from scratch. We are back to a pure 3D map similar to the one used in EU3:
    Rome. We have visible topology and you will be able to rotate the world
    around the way you please. While neither the technology nor the art assets
    are in any way final, we do feel that the new map already has great
    potential and is a big step in the right direction towards our visual
    goals. Hopefully this new tech will also span multiple games, so we
    can steadily improve it.



    To be fair, if I would describe what we have done with the map so far, it
    would just be sentence after sentence of technical mumbo-jumbo, so I'll
    spare you the details. Let's instead focus on what visual details that
    have been improved and what we want to add before the game is shipped.

    We've improved the looks of the water significantly and added refraction
    so you can actually see topology under the ocean surface. Aerie has taken
    the time to find real-world topology data(although we've exaggerated it
    somewhat), it definitely gives a cool feel to the terrain. Borders have
    also gotten some love and now use a new system which enables us to make
    them much smoother. Much of the previous jaggedness is gone. We've also
    begun to implement and test a more detailed lighting model, which we will
    continue to improve upon until we release the game. Another cool
    feature(which isn't really part of the map) are the units, whose tabards
    now show the heraldic flag of the unit leader.



    But there are still some things which we're missing. We need trees and
    rivers. We need to add province names and realm names, which exist in all
    our latest games. I'd like to add more information to borders, so borders
    between two realms are colored by the realms' respective colors. There are
    of course lots of more things we want to do, but I won't spill the beans
    just yet.



    All in all, we are very happy with the way the new map is coming along.
    Hopefully you will enjoy it as well once you get to play the game!

    Fredrik Zetterman, Deluxe programmer, currently working on Crusader Kings
    II




    http://forum.paradoxplaza.com/forum/...1#post12056141

  16. #41
    Shogun Assoluto L'avatar di Kordian
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    Dev Diary 6, sugli eventi

    Crusader Kings II - Dev Diary 6 - Events
    New month, new dev diary! This time, let's talk about events. Does anyone remember the first Crusader Kings? Raise your hands, kiddies. Now, think back to the events in that game. There were loads and loads (and loads) of them, though they were not exactly verbose. CK was, in fact, very much an event driven game, and this remains true in Crusader Kings II; characters still gain and lose traits through events, random stuff happens to them, and so on. These are the basic, bread and butter type events, and they are still very succinct and to the point in CKII. They are written in first person and represent various occurrences in the life of the character. They are, however, not particularly immersive, and so, we have added two other classes of events; letter events and narrative events.



    Letter events are a form of custom interaction between characters, and are, as the name suggests, presented in letter form. Functionally, there is no real difference between these and normal events, but they have a different look and feel to them. They are fairly common, though rarer than regular events, normally used whenever a character's choice in an event should trigger an event for another character in a different location.



    Narrative events are very rare, occurring on average only once or twice per game, and are used to tell a kind of interactive story where the player choices can have unforeseen effects down the road. They have fairly lengthy texts, and, like letter events, a distinctive appearance. When one of these event chains kicks off, the player should be surprised, and should rarely get the same narrative again (and never in the same game.) Narrative events typically vary with character culture, and can have a bit of a mythical element to them (subjectively speaking, of course.)



    All three event types will have many unique pictures and borders. We feel that the new events are more immersive without being more intrusive, and will bring characters to life in a way that was not possible in Crusader Kings. Until next time!


    Henrik Fåhraeus, Associate Producer and CKII Project Lead

  17. #42
    Moderatore BI BI DA L'avatar di Jaqen
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    Guarda, a me l'unica cosa che interessa ormai è quanto è pesante il maledetto engine

  18. #43
    Shogun Assoluto L'avatar di Kordian
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    Settimo diario dei developerz


    Crusader Kings II - Dev Diary 7 - Character Portraits and Modding
    Since there was some discussions and curious people in the last dev diary thread I thought I should take a break from HOI3: For the Motherland and describe how the character portrait system works. If there are any art questions perhaps Danevang who is doing the actual art can answer those for you, I will focus more on the technical aspects. Remember that all of these pictures are still very much in progress and things will change and a lot of things will be added.


    The primordial goo

    The way a character looks is based on two things: inheritance (we call this DNA) and other factors (we call these properties). Your DNA is created when you are born and cant be changed. Its a mix of your characters parents DNA plus a small "mutation chance" to simulate genes from ancestors and to make people look different despite not having millions of characters. Properties on the other hand change during a characters lifetime depending on traits, social status etc.

    For example DNA will tell if you inherited the big 'ol family potato nose and blond hair (and if not it might cast some suspicions on what your mom was up to while your dad was busy crusading) and properties will tell what kind of hair style you prefer and if you are likely to wear a crown because you're king and how fancy your clothes are.
    Currently there are 11 DNA genes and 6 properties for each character, but its not unlikely that we will increase these during the project.

    Below is a picture showing inheritance, sadly none of our female portraits are ready for showing yet so I'v shown only the male line:



    You can also see the effects of properties, our character in the middle is a king with a crown and one of his sons is a bishop, above him is his late father. This picture also shows the effect of aging. We currently have 4 age levels for the portraits so you will see your characters grow wrinklier, get bigger ears and their hair thinning and becoming white.

    The DNA is scriptable in history files for character if we want to make someone look like their historic counter part (arguably this was more important in EU: Rome because the romans were pretty good at making statues so we could see what people looked like), then during startup the game will run through characters outwards from scripted ones and propagate their genes for a plausible result for all the ones not scripted.


    Hey, you said this was about modding not biology!

    ok ok, lets see some code and I'll show you how characters can be modded.
    Character portraits are described in two files, one for the graphics and one for scripting logic around properties.

    Graphical portrait setup
    Codice:
    Code:
    # portraits.gfx
    # graphical look of character portraits
    
    # middle age
    portraitType = {
        name = "PORTRAIT_norsegfx_male1"
        effectFile = "gfx\\FX\\portrait.fx"
        layer = { # GFX_TYPE:[d|p]INDEX:COLOR_LINK
            "GFX_character_western_background:p0"
            "GFX_western_male_clothes_behind:p3"
            "GFX_western_male_headgear_behind:p5"
            "GFX_western_male_beard_behind_midage:p4:h"
            "GFX_western_male_base_midage:p2"
            "GFX_western_male_neck:d0"
            "GFX_western_male_chin:d1"
            "GFX_western_male_mouth_midage:d2"
            "GFX_western_male_nose_midage:d3"
            "GFX_western_male_cheeks_midage:d4"
            "GFX_western_male_head:d5"
            "GFX_western_male_eyes_midage:d6"
            "GFX_western_male_eyes2:d6:e"
            "GFX_western_male_clothes:p3"
            "GFX_western_male_beard_midage:p4:h"
            "GFX_western_male_ear_midage:d7"
            "GFX_western_male_clothes_infront:p3"
            "GFX_western_male_headgear:p5"
        }
    
        hair_color_index = 8 # which DNA gene sets hair color
        hair_color = { # dark, base, highlight
            { 15 8 0 } { 173 158 102 } { 255 255 255 }
            { 10 10 10 } { 125 100 82 } { 255 255 255 }
            { 30 22 18 } { 194 132 97 } { 255 255 255 }
        }
    
        eye_color_index = 9 # which DNA gene sets eye color
        eye_color = {
            { 58 109 193}
            { 120 74 46 }
            { 34 103 36 }
        }
    }
    The name for the portrait type specifies that this is used for the norse graphical culture group and that he is male and middle aged (the number at the end sets age). The portrait is made up of 18 layers (this can change between ages and cultures as well if wanted) and each layer has a string describing it. Lets use "GFX_western_male_beard_midage:p4:h" as an example. This specifies that it should use an image from the GFX_western_male_beard_midage icon strip (specified higher up in the file), that it should use property 4 (:p4) from the character to decide which beard to pick and the last ":h" means that it should be colored using the characters Hair color. If we had wanted to connect to DNA instead of a property (like for the nose) we would write :d4 instead of p4.

    Layers are free to connect to the same property and this is done quite a bit for clothes and beard/hair etc that needs to show both behind and in front of other layers. This is what GFX_western_male_clothes looks like for the first 3 options:




    Further down are hair and eye colors specified. For hair there is 3 colors for each property so we can tint hair highlights differently from base colors etc.

    Property scripting
    A separate file "portrait_properties.txt" specifies what properties a character should have. These are updated on major changes on the character like a new trait, a new title etc and also randomly once in a while. Scripting properties looks like this this, any property not mentioned will basically have a random value picked (so if we don't specify anything for hair/beards you will just get a random beard):
    Codice:
    Code:
    # p3 clothes
    3 = {
        0 = { # mail armour
            factor = 1
            modifier = {
                factor = 2.0
                martial = 5
            }
            modifier = {
                factor = 100.0
                has_job_title  = job_marshal
                OR = {
                    is_ruler = no
                    is_theocracy = no
                    NOT = { religion_group = christian }
                }
            }
        }
        1 = { # fancy shirt
            factor = 5
            modifier = {
                factor = 10.0
                OR = {
                    has_job_title = job_treasurer
                    has_job_title = job_chancellor
                }
            }
        }
        2 = { # Catholic vestments
            factor = 100
            modifier = {
                factor = 0
                NOT = { religion_group = christian }
            }
            modifier = {
                factor = 0
                OR = {
                    is_ruler = no
                    is_theocracy = no
                }
                NOT = { has_job_title  = job_spiritual }
            }
        }
    }
    The top level is the property, so 3 is the same as :p3 in the graphical description we showed above. The next level in specifies which entry among the icons to pick, this script basically selects between 3 options: chain mail, fancy shirt and a more spiritual outfit. The factors you see are just percentages, but if something is specified with a value of 100 or above it always overrules any other option after it.

    Alright, hopefully that was clear. So lets test this with an example. We want to add another layer connected to property 6 to our portrait. lets call it "props" so first we declare a sprite like normally in our gfx file and refer to it in the portrait description at the very end with "GFX_western_male_props:p6". Then we add a rule in the properties script like so:
    Codice:
    Code:
    # p6 props
    6 = {
        0 = { # empty, dont use props, this is default
            factor = 1
        }
        1 = { # new prop. overrule all if character qualifies
            factor = 100
            modifier = {
                factor = 0
                trait = cool
            }
        }
    }
    This means that if our character gains the "cool" trait and we have done our modding correctly his portrait will be changed to something like this:



    Looks like this
    *puts on sunglasses*
    wraps up this developer diary.

    YEAAAAAAAAAAAAAH!

    (disclaimer: there probably wont be any sunglasses in the real game)

  19. #44
    Shogun Assoluto L'avatar di Kordian
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    Scusate il ritardo, ecco up l'ottava puntata del diario degli sviluppatori

    Crusader Kings II - Dev Diary 8 - Religion
    It's the first Thursday of a new month, and the stars just happen to be exactly right for a new entry in the Crusader Kings II developer diary! God willing, it will be an enlightening one. Yes, my friends, it is time to get serious and talk about religion, and, being a game about medieval times, religion obviously plays a huge part.

    There are three groups of religions in CKII: Christian, Muslim and Pagan. Each group encompasses the main religions (e.g. Catholic and Orthodox) and their heresies (Waldensian, Bogomilist, etc.) Now, the specific religions have certain characteristics that set them apart from each other. For example, Catholicism has an independent chief pontiff (the Pope) who can excommunicate people and call for crusades. He can also, on rare occasions, grant a divorce or a special Casus Belli. Rulers can request excommunications, divorce or an invasion casus belli from the Pope, but it will cost them a lot of Piety, and requires that the Pope hold them in high regard.

    Perhaps the most central feature of the Catholic Church, however, is the investiture of bishops. As you probably recall, fiefdoms can be held by members of the clergy (the rich and juicy Temple type baronies in particular). The income from these holdings normally goes to the Pope and not the secular liege of the bishops. However, if the Prince-Bishop happens to like his liege more than the Pope, he will instead pay taxes to his liege (and allow his troop levies to be raised.) The problem is just that the clergy naturally tends to favor the Pope, which is why kings can pass a law called Crown Investiture. This allows them to appoint new bishops who are appropriately grateful and loyal. Why not just do this all the time then? Because the Pope will be most displeased with kings who have passed this law, effectively barring them from any special Papal favors. There is a way around this problem too though: antipopes. Kings with Crown Investiture and high enough Prestige can set up a Pope of their own; an Antipope. This will ensure that all of the bishops in the kingdom pay taxes to the Crown, and will allow the king to excommunicate characters within the kingdom (but not outside it), arrange divorce, etc. Moreover, characters within the kingdom are immune to excommunication by the Pope, and foreign bishops who prefer your antipope might actually pay taxes to him (and therefore to you.) Antipopes cannot call for Crusades, however.

    Another downside is that the setting up - and existence of - antipopes harms the "Moral Authority" of your religion. This value represents how respected the religion is and its general hold over the faithful. When the value is low, the chief pontiff can no longer call for Crusades, heresies start to run rampant, and characters and provinces will not convert to the religion easily. It is all a trade-off, and trade-offs are the heart and soul of good gameplay.


    Spoiler:


    What about the other religions then? Well, in Orthodox Christianity the chief pontiff is the Ecumenical Patriarch of Constantinople, and he is vassal to the Byzantine Emperor. There is no investiture conflict (church taxes go to the secular liege) and the Patriarch cannot call for Crusades. However, he can excommunicate characters and grant CBs and divorces. Pagans have no chief pontiff at all and lack all the special mechanics. The two Muslim religions (Shi'a and Sunni) resemble Orthodoxy, but the Caliph himself is the chief pontiff, and they can call for Jihad.

    That's all for now. At some point I will talk more about heresies. Until next time!

    Spoiler:


    Henrik Fåhraeus, Associate Producer and CKII Project Lead

  20. #45
    La Borga L'avatar di recs
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    per promuovere CK2 hanno regalato il primo con deus vult a chi è registrato sui loro forum.

    che dite vale la pena metterlo su o no?

    cmq dopo essermi appassionato ad EU3 seguo ck2 con molto interesse.

  21. #46
    Shogun Assoluto L'avatar di Kordian
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    Predefinito Riferimento: [Crusader King 2] Annunciato il nuovo CK!

    *accento emiliano ON*

    ziovah, se vale la pena

    *accento emiliano OFF*

    E' il mio paradox preferito però per dargli ancora più gusto installerei il BOPACK. Sul serio lo regalano? Quasi quasi me lo backuppo

  22. #47
    La Borga L'avatar di recs
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    mi è arrivata la newsletter con il codice per prenderlo su gamersgate.

    ma funziona anche su win 7 senza problemi? cos'è il bopack e dove lo recupero?

  23. #48
    Shogun Assoluto L'avatar di Kordian
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    Su win 7 funziona pacificamente, c'è solo da smanettare nel file config per fargli prendere le risoluzioni dei monitor odierni, niente di ostico


    Bopack è una mod (ma il termine non è corretto perchè non modifica tecnicamente il gioco, aggiunge solo eventi) di un utente italiano, Ambrox, postato su paradoxplaza e su BOPItalia dove lurkando qua e là trovi pure i file per tradurre manualmente CK e DV nell'italico idioma

  24. #49
    La Borga L'avatar di Beato Angelico
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    Predefinito Riferimento: [Crusader King 2] Annunciato il nuovo CK!

    se qualcuno lo vuole posso dare il mio codice per ck + espansione

  25. #50
    Shogun Assoluto L'avatar di Kordian
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    Predefinito Riferimento: [Crusader King 2] Annunciato il nuovo CK!

    a me comunque non è arrivato nessun fottutissimo codice

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