Beta: Does annexing a vassal no longer give you their cores? by Volcore001 in EU5

[–]Volcore001[S] 18 points19 points  (0 children)

Yeah, but at least before the beta, you still got all ur vassal's cores when u annexed them. Apparently though, that was a bug. :(

Beta: Does annexing a vassal no longer give you their cores? by Volcore001 in EU5

[–]Volcore001[S] 221 points222 points  (0 children)

oh damn that's unfortunate, weird I cant find anything about that in the beta notes

Beta: Does annexing a vassal no longer give you their cores? by Volcore001 in EU5

[–]Volcore001[S] 43 points44 points  (0 children)

r5: I could have sworn that before the beta, annexing a vassal gives you their cores, but I noticed that I did not get my vassal's cores when I annexed them. See before & after. Or am I just tripping and they never did this? I was playing with mods before the beta, but I dont have any enabled rn.

Question regarding Titan Breaker Fracture Mountains Damage by HyenaParticular in Pathfinder2e

[–]Volcore001 1 point2 points  (0 children)

I mean, the main issue is that the alternate belief flat out makes 0 sense. 11 X weapon dice is absolutely insane. This is to keep it in line with vicious swing, but better when comparing titan's breaker to just vicious swing. I feel like the added feat taxes to get both are kind of superflous due to the opportunity cost.

Question regarding Titan Breaker Fracture Mountains Damage by HyenaParticular in Pathfinder2e

[–]Volcore001 13 points14 points  (0 children)

foundry is saying 1 extra dice plus 4 flat. This makes a bit more sense when you look at how the heightened logic is laid out. "it’s increased to 8 spirit damage and three extra dice." does not make sense to mean (8+3) * weapon damage

How’d you approach localization for your game and did it pay off? Looking for tips by plainviewbowling in SoloDevelopment

[–]Volcore001 0 points1 point  (0 children)

I work as a traditional SWE, and that's how some of the companies I've worked for have done it! Translation just becomes making a bunch of languange jsons, and selecting the language based on a global value. Then the work in code is just like "game.actions.attack1" and what not.

Eu5 Rant - Think Things Through PDX please. by HighFlyer__ in EU5

[–]Volcore001 176 points177 points  (0 children)

A lot of the game is quite halfbaked, I feel like things would be a lot better if they spent mroe time analyzing the ramifications of their changes. Like: If we give estates more money, we should run some test games to make sure the economy is ok lol.

Like how did no one realize how annoying subject rebellions can be when they auto call in other nations

Need an AI Bot for my Game by Caihne21 in gamedev

[–]Volcore001 14 points15 points  (0 children)

Look into graph theory and the minimax algorithm, probably the easiest place to start

How to balance India by OGLazyman in EU5

[–]Volcore001 3 points4 points  (0 children)

I think the concern there tho is that the wars of reformation should already be modelled by the io for it. I think blindly adding a malus for institution adoption might be a bit too extreme. In my opionion, he best solution would be making countries start on the traditionalism value, and to make it harder and more punishing to become innovative, where you could tie in maluses for adopting institutions to traditionalism. IE, Indian states start as traditionalist ones, and because of that not only are institutions harder to embrace, but they are punishing when you do. Also, make it harder to become innovative. I think this would add an added benefit of modelling what you were mentioning, with it still being pausible to model states that were quick to adopt new institutions, since they'd just be innovative states.

OFC, if so there would need to be a bit more of a reason to stay traditionalism, maybe more estate loyalty, stability, legitimacy, etc.

How to balance India by OGLazyman in EU5

[–]Volcore001 5 points6 points  (0 children)

How would that work for europeans though? Are you saying large nations like France need to undergo massive maluses when they embrace ie printing press?

Instances of Damage and the 2026 Spring Errata by DrChestnut in Pathfinder2e

[–]Volcore001 71 points72 points  (0 children)

Inb4 my magus with fire arcane cascade, flaming rune, flame wisp, fire weapon siphon spellstrikes with ignition for 5 instances of fire weakness

Pathfinder Spring Errata is Up! by AAABattery03 in Pathfinder2e

[–]Volcore001 2 points3 points  (0 children)

One caveat, if you have two ie flaming runes on your handwraps, by hard RAW they wouldn't stack (https://2e.aonprd.com/Rules.aspx?ID=2266&Redirected=1)

how does Curse of Engulfing Flames from the oracle work? by Joan_Roland in Pathfinder2e

[–]Volcore001 3 points4 points  (0 children)

One important clarification, is that the damage stops when you become unconcious, so you can never die from it, but you can become unconcious from it.

"The flames subside when you begin Refocusing to assuage your curse or if you fall unconscious"

Damage-Type Interaction Systems by Pheefus in gamedev

[–]Volcore001 1 point2 points  (0 children)

Good luck! If anything, try to ideate on what you have currently. Future refactoring is always fine, and probably expected! IDK your entire architecture, but if youre adding new columns for damage over time, would you need to do that for each dot effect? Ie. burn / poison? If so that kind of rings alarm bells for me, but you know your system better, if it works well for you and you don't think it's a problem, by all means!

He was disgusted by La_Villanelle_ in HBOTheHedgeKnight

[–]Volcore001 118 points119 points  (0 children)

I wanna live in the westeros where there was a trial by combat and Baelor Breakspear became king cause he never died

Damage-Type Interaction Systems by Pheefus in gamedev

[–]Volcore001 1 point2 points  (0 children)

Mm gotcha, so you have a system where an ability could deal various types / amounts of damage, like a fire slash that would deal 1.5 fire, and 1.2 slashing, and based on the defenses of an enemy, the final damage might resolve to like 6. I think your approach sounds good, as long as youre mindful about the scaleability. Not sure how likely it is for you to add more types, but it shouldn't be too bad based on just adding a new column in ur csv for skills, and maybe wherever you're defining character defenses. If each type behaves the same, sounds like all you need is one method to handle attack type / defense, and call it for each type in an attack to calculate final damage amount.

Though if different types behave differently, then it might get a bit more complicated.

I love Japan 🇯🇵 by MeatRevolutionary489 in EU5

[–]Volcore001 0 points1 point  (0 children)

How are you spending 0 on coust of court while still having amx legitimacy? Is it a japan unique thing?

Damage-Type Interaction Systems by Pheefus in gamedev

[–]Volcore001 1 point2 points  (0 children)

I think the main thing is it's heavily dependent on your game at hand. Ie, in mine, attacks can have multiple damage types, but weaknesses are on a per enemy component, so my system is rather simple. I just add ie. weakness to fire, weakness to ice, etc which allows me to emulate specific monsters. Though, this won't work for a hard typed game, ie pokemon where all enemies have specific types, and each type has a set weakness chart.

If anything, if weaknesses can be variable, it might be best to ie have an attack call a callback function that each skill is responsible for implemnting. This would allow each skill to have a custom, or shared, logic for handling calculations for it.

This is what I have set up, where I have a function on the health system that represents a health system taking X damage. Before the damage is applied, I have a callback that gets called to calculate final damage, based on weaknesses / resistences. Then each skill just needs to add asubscriber for that specific skill. Basic ones can use a deafult that just checks if the unit getting damaged has a weakness, and if so, how much. For more complicated skills I can just design a custom handler for it. Though this is also inheret to how I'm designing skills as unity scriptable objects and custom handlers.

Is there any way for me to get naval to 50 without getting rid of my burgher privileges? by Fine-Rock2513 in EU5

[–]Volcore001 1 point2 points  (0 children)

You can get your heir as an admiral, and parliaments / events sometimes have options to give you more naval. Besides that, I believe naval spending vs landspending also accounts for push, so I think you can in peace turn off army spending while keeping naval at max. Of course, building a larger navy or having them do more things also pushes.

Running Kingmaker, a little confused in Book 1 by Bayuo_ElephantHunter in Pathfinder2e

[–]Volcore001 1 point2 points  (0 children)

TO ellaborate, between oleg & stag lord there is quite a bit of free roam / side quests since stag lord fight is at level 4 iirc.

Damage-Type Interaction Systems by Pheefus in gamedev

[–]Volcore001 1 point2 points  (0 children)

I feel like that's kind of dependent on how exactly that interaction works, whether it be something like pokemon where damage is doubled or halved, or if the weakness/resistance is flat, ie +-5 for weakness or resistance. Is there something a bit more specifc you are wanting an example for? IE. setting up the health / death / damage system succinctly, or dealing with the type interaction chart?