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File: 1698763917341.png (Spoiler Image,2.96 MB, 1894x1048, ClipboardImage.png)

 

https://schombert.github.io/Project-Alice/index.html

Getting Started
Please consult docs/contributing.md for more information! it contains information on how to compile the project on both Windows AND Linux

Picking up where Open V2 left off
The goal of Project Alice (named after Alice Roosevelt Longworth) is essentially to create a new version of open v2 – my earlier project to create a Victoria 2 clone – and then to finish a working, feature complete, version of the game. This means that, at least initially, there will be few departures from doing things as Victoria 2 did them, simply to keep the project focused and on track. Once a 1.0 is complete, we can then use it as a playground for new experiments. As of July 2023, I have basically caught up to where open v2 was, minus some deficiencies in the ui.

I hope to find a few people to form an art team that can recreate the assets that Victoria 2 uses to give this project its own distinctive visual identity. I know that is a big ask, but on the other hand, there will be no 3d modeling required. We already have access to a set of new flags that we can use, courtesy of the SOE project.

In comparison to other projects
In comparison to SOE (Symphony of Empires) this project is a more direct Victoria 2 clone, while SOE is its own game. Nevertheless, I tend to think of it as a sister project. We do have some people here involved with both (I myself make the occasional suggestion there), and if you see something that we make that they could use, I am sure that they would appreciate the contribution. Likewise, we will be using at least some of their work.

With regards to the OpenVic2 project, although it "marketed" as a Victoria 2 "clone," that isn't what they are working towards creating. Instead, they intend to provide an entirely new set of assets, including events, decisions, etc., which will make their project more of a Victoria 2-ish game. It is also run with a very different managerial style. If you are interested in both Project Alice and OpenVic2, I suggest spending time with both teams or even joining both projects.

Licensing
All code produced as part of this project will be released under the GPL3 license (as was open v2). The license for art assets will be up to the art team, but I would prefer some form of Creative Commons.

Genossen - it lives. OpenSource Vicky lives and I have ignored it

I'm no big fan of how victoria 2 looks at all, I'd prefer a more original art style

>>31381
that is an opinion thats possible having :)

>they intend to provide an entirely new set of assets
>very different managerial style.
If your going to make a different managerial style than make it somewhat like V3 (for production), the simplified ui management from the building tab is alot nicer. I barely touched the tab or understand production in v2 unlike v3. Probably out of the project scope, but it would be nice.

Also for better or worse, it's much more hard/longer and debatably realistic in the length of time to change ideology in v2 then in v3.
It's took a whole playthrough to do so in V2, while i could do that way sooner in v3, so i'm wondering that going to change? is OpenVic2 towards realism like in v2 or alt history like in v3.

>new set of assets, including events, decisions, etc

Give me an option to make communist CSA, backport anarchism, add Egoism and make the rebels have diffrent ideologies and playble like in V3 (that's felt more realistic then having vague rebels).
Here's also some history video on communist in the civil war.
>>>/hobby/15823

1.0 dropped. I'll give it a proper playthrough this weekend but from a quick test the main thing Im noticing is that the game runs incredibly fast. Took me one minute to get through the first ten years

holy shit, they actually produced something resembling a game. does it have a multiplayer mode?

>>32958
I told you!! And nobody cared.
Actually I take my laptop to a friend today, maybe we give it another run :)

>>32958
And yes it has a multilayer mode and weekly updates as well

>>31380
so whats the main difference in terms of game play and mechanics that your aiming to add compared to vanilla vic2 or hpm?

>>32963
its the same pretty much, Its an open source clone that will provide greater moddability.

Some numbers go slightly different, it runs like 10x as fast, but youll not really see any differences but the new map.

HPM is already compatible. Some complete revamps like CWE sadly are not yet.

Windows only?

>>32977
I tried compiling it on gentoo, gcc didn't throw any error but it was taking too long so I interrupted it, but it seems to work (same with clang)

>>32976
goddamnit victoria 3 had some good additions thta could be used in vic 2 like a national market thats different from a global one.

>>32992
vic2 has a national market, what do you mean? you could even say that it has a 2.5 layered market: interior and exterior (sphere, then global)

>>32993
Im an idiot, what I meant to say is local prices.

>>32992
>national market thats different from a global one.
how do you even implement protectionism without this ?

>>32993
Not really though, prices were the same everywhere, internal market just meant local buyers would get dibs on commodities, while sphere market is a magic.

>>32976
> Some complete revamps like CWE sadly are not yet.
if it CWE ever gets ported i would like that the broken economy that bleeds money at anything a big country do gets fixed.

I played up to 1900 as Brazil. There are QOL features that I'm sorely missing (ex. can't move NF's in one click, have to remove from one state then add to another), other features are seemingly absent (ex. can't invest in capitalists projects), and I suspect some of the numbers are different, (ex. immigration is higher than I've ever seen, I can't seem to keep factories open and I feel like I'm passing more reforms than usual) but all in all I like what I'm seeing

>>32999
yeah some triggers do still seem to be missing. But how it was just getting 0 attention anywhere was rly weird to me.

I am already a programmer for, eh, a while. Looked into the code as well and so far so good but this cmake building system makes me absolutely crazy. If I ever get around that, I am taking ideas for Pull Requests in the makers direction

>>32978
can you maybe help me how to use this cmake shit without vscode?

>>33009
check the instructions in docs/contributing.md, the "Linux (Generic)" part
depending on your hardware you might want to change the avx2 flags in the cmakelist.txt file (line 130+) to avx or sse

>>33008
>I am taking ideas for Pull Requests
features from the original, I don't know if this is just me but
<can't build armies
<wars don't have the little ui thing
<you don't receive a message when a country declares war on you
<but you receive one when someone joins that war
<it's hard to see a general's stats
<mobilized units don't spawn
<no successful war justification message
<can't move the map using the screen borders, not even in the flat projection
etc.

besides that, two original features I would like are
<a checkbox to never recruit units from some provinces
<a widget to build factories in multiple regions, instead of one by one
I don't know how the last one would be implemented, but if you have played a planned economy runs with china, you probably understand what I mean
I don't know if the devs are interested in this type of stuff either

>>32998
CWE works but the map gamma is fucked up.
The CWE foxfork fixes that.

File: 1716263659715.png (558.74 KB, 983x420, ClipboardImage.png)

great project. wish there was something similar for ck2 because i've been recently playing the sequel and it has interesting features (like exchanging hostages, the new religion system) but they would be even better if implemented in the previous game through dlcs or in an open source version

File: 1716399957032.jpg (66.13 KB, 500x728, 1631052892208.jpg)

>>32998
CWE dev switched to V3 the day it dropped, and already released a mod, which is updated frequently. Mostly with events.

It's a bit unbalanced, because giving profits to the workers requires the State Capitalism system, while Fully/Semi Planned Economy is pretty much pointless. Universities sell goods, construction sectors sell goods, ports give minting. Only thing really requiring subsidizing are the military and Urban Centers. So you become the number 1 super power with highest standards of living as the Soviet Union right at the start, pretty much. And then you drown in wheat.

Tried to play Japan with The Grand Combination but the game thought I was France regarding to events lol. The assets are also buggy. But it's super fast and fluid, very promising, I'll come back to it when it is more refined

>>35546
>disco elysium deng
sauce?

>>35546
and yet CWE for vicky 2 is pretty mid, whoile vicky 2 CWE is the best there ever was

>>34699
awesome if true

>>35610
>vicky 2 CWE is the best there ever was
lol

lmao

Victoria 3's sole purpose for existence is implementing CWE correctly, instead of being limited V2's stupid fucking mechanics.

>>35636
So is Vicky 3 CWE worth playing if you thought the base game was meh? Is there actually flavour?

>>35638
There's a fuckload of flavour. Too much, probably. 106 update entries, each adding 6 to 15 events. It's been a year since the game released, and another year of updates.

V2 CWE was posted in 2016, and the last update was released on the very day V3 dropped. So there's… still 4 years of catch-up to do.

>>35642
anf the research is still a grid although thats where vicky 3 allows so much more options.

File: 1718818772748-0.png (769.06 KB, 750x729, ClipboardImage.png)

File: 1718818772748-1.png (194.32 KB, 595x325, ClipboardImage.png)

New release with multiple RGOs and language support, among other updates.

https://github.com/schombert/Project-Alice/blob/main/docs/Devlogs/2024-06/log_en.md

>>36269
>multiple RGOs in single state
Actually soyfacing right now. Although the amount of historical research needed to determine what kinds of RGOs each state should produce seems unwieldy.

man i wish i had opengl support to play this, good stuff

File: 1719171369866.png (31.83 KB, 291x181, ClipboardImage.png)


File: 1720750406819.mp4 (Spoiler Image,8.6 MB, 1920x1080, alice_06.mp4)

hqs are being developed

>>36269

Fucking nice.

File: 1727372607820.png (726.55 KB, 638x645, ClipboardImage.png)

they're developing trade between states and trade routes that can be shown as in the image, goods flowing through the suez

>>37218
is it actually playable yet?

>>37219
the main wonky thing is that diplomacy doesn't work like it should be for a 19th century simulation. but aside from this it's quite playable

File: 1727460474790.png (1.11 MB, 915x645, ClipboardImage.png)

soyjaking hard for this


File: 1731790203368.png (1.51 MB, 1340x645, ClipboardImage.png)

>>37225
this is from the server, oil trade

I managed to build it from source on linux a year ago after changing some platform-specific vector arithmetic functions who told these people to write sse/avx calls by hand. why???
now it is completely ogre, it is too much spaghetti to fix it with a small patch, I don't understand why couldn't they use a library, it would have been less work and the code would be "vector agnostic". right now it only compiles for a small subset of x86_64 computers

>>38058
Gamers are always shit tier at writing code, it seems. it just comes with the territory for some reason.

>>38076
dude is a commie tho.

Doesnt make this code better


https://github.com/schombert/Project-Alice/releases/download/v1.2.0/1.2.0.7z
<Latest stable release with support for state-level markets.



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