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

 No.31380

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

 No.31381

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

 No.31382

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

 No.31420

>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

 No.32955

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

 No.32958

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

 No.32960

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

 No.32961

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

 No.32963

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

 No.32976

>>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.

 No.32977

Windows only?

 No.32978

>>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)

 No.32992

>>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.

 No.32993

>>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)

 No.32994

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

 No.32995

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

 No.32997

>>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.

 No.32998

>>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.

 No.32999

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

 No.33008

>>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

 No.33009

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

 No.33014

>>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

 No.33016

>>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

 No.34699

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


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