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Paradox Interactive анонсирует Iron Cross и Darkest Hour

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 Paradox Interactive announce Iron Cross and Darkest Hour

The next two independently developed Europa Engine projects unveiled

NEW YORK – September 14, 2010 – Paradox Interactive has today released details on the next two externally developed titles to be released under the "Europa Engine projects" label; Iron Cross and Darkest Hour.

Developed by a team of experienced modders from the Paradox forum, Darkest Hour is a stand-alone Hearts of Iron II game featuring a mixture of short and in-depth campaigns set across the darkest chapters of the 20th century, from the outbreak of the Great War up to the onset of the Cold War. Darkest Hour will introduce a new artificial intelligence that is now able to react to hundreds of different situations simultaneously, along with a dynamic diplomatic system that will allow the player to have a real impact on the course of history.

Main Features – Darkest Hour

- Play different campaigns from the onset of the Great War to the outbreak of the Cold War

- Brand new game map redesigned for improved detail on both a strategic and tactical level

- Unprecedented diplomatic system that gives the player a real impact on the course of events

- New artificial intelligence system that is now able to react to hundreds of different situations simultaneously

Read more about Darkest Hour:

Facebook: www.facebook.com/pages/Darkest-Hour/143379419030864

Twitter: <noindex>Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое. </noindex>

Forum: <noindex>Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое. </noindex>

Developed by Irshappa, Iron Cross is an expansion for the Grand Strategy game Hearts of Iron II introducing a completely overhauled map with 4,000 new provinces, fresh scenarios as well an extended playtime of 1933 to 1964. New units and brigades, thousands of historical events, improved AI and an impressive new technology tree will ensure that Iron Cross elevates the Hearts of Iron II playing experience to unprecedented heights.

Main Features – Iron Cross:

- Play as any one of over 200 nations from 1933 to 1964

- New game map with more than 4,000 new provinces

- Over 6,000 new events

- Technology tree with a realistic research system across 800 technologies

- New units and brigades including special forces, infantry and heavy artillery

- Improved AI with greater depth and more options

- Will be compatible with Hearts of Iron II: Armageddon, Arsenal of Democracy and Darkest Hour.

Read more about Iron Cross:

Forum: <noindex>Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое. </noindex>

Iron Cross and Darkest Hour are both digital download releases only with releases scheduled late Q4, 2010 – Q1, 2011.

About Europa Engine projects

Europa Engine projects are independently developed games using Paradox Interactive's proprietary Europa Engine, giving small development teams access to one of the best and most powerful Strategy game engines in the industry. The Europa Engine powered such internally developed titles as Europa Universalis, Europa Universalis II, Victoria II, Hearts of Iron and Hearts of Iron II, with the first independently developed external projects being For The Glory and Arsenal of Democracy. Forthcoming Europa Engine projects include Iron Cross and Darkest Hour.

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Изменено пользователем Forza
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Закреплённые сообщения

ещё скрины из Darkest Hour можно заценить Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое.

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Странно как-то... Делают HOI3 и Аддон Fi и вместо того чтоб дальше это направление развивать делают игры на движке от HOI2.

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Эти 2 проекта делают сторонние девелоперы,просто движок лицензировали.А парадоксы будут издавать.

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Пролетарий Стратегиума

Офигезно

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Вы зацените скрины и почитайте сначала что там обещают...

Мля я хочу уже сейчас это...а не в конце 10-начале 11го  :D

вротмненоги и всё такое))

Изменено пользователем Forza
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Эти 2 проекта делают сторонние девелоперы,просто движок лицензировали.А парадоксы будут издавать.
Спасибо что разьяснил.
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Немного скудной инфы про Iron Cross:

Список стран за которые можно будет играть с 33го по 66й годыНажмите здесь!
 Åland

Afghanistan

Alaska

Albania

Algeria

Alsace-Lorraine

Amazonia

Andalusia

Andorra

Angola

Arab Federation

Argentina

Armenia

Asturias

Ausonia

Australia

Austria

Austria-Hungary

Azerbaijan

Baltic States

Bavaria

Belgium

Benelux

Bengal

Bhutan

Bohemia and Moravia

Bolivia

Bosnia

Brazil

Brittany

Brunei

Bulgaria

Burma

Burundi

Buryatia

Byelorussia

California

Caliphate

Cambodia

Cameroon

Canada

Cascadia

Castile

Catalan-Aragonese Confederacy

Catalonia

Celtic Union

Chile

Colombia

Communist China

Confederate States of America

Congo

Cornwall

Corsica

Costa Rica

Crimea

Croatia

Cuba

Cyprus

Czechoslovakia

Dahomey

DDR

Denmark

Deseret

Dominican Republic

East African Union

Ecuador

Egypt

El Salvador

Equatorial Africa

Equatorial Guinea

Eritrea

Estonia

Ethiopia

Euskadi

Finland

Flanders

Florida

Formosa

France

FRG

Gabon

Galicia

Georgia

Germany

Gold Coast

Great Lakes Republic

Greece

Guangxi Clique

Guatemala

Guinea

Guyana

Haiti

Hamburg

Hawaii

Hokkaido

Honduras

Hungary

Iberia

Iceland

India

Indian Empire

Indian Ocean Federation

Indochina

Indonesia

Ingria

Intermountain Federation

Iraq

Ireland

Israel

Italian Social Republic

Italy

Japan

Jordan

Karelia

Kazakhstan

Kingdom of Jerusalem

Kiribati

Korea

Kosovo

Kurdistan

Kyrgyzstan

Kyushu

Laos

Latvia

League of Nations

Lebanon

Liberia

Libya

Liechtenstein

Lithuania

Luxemburg

Macaronesia

Macedonia

Madagascar

Malaysia

Manchukuo

Melanesia

Mengkukuo

Mexico

Micronesia

Mid Atlantic Republic

Moldova

Mongolia

Montenegro

Morocco

Mozambique

Namibia

Nationalist China

Nationalist Spain

Nepal

Netherlands

New Afrika

New England

New Zealand

Nicaragua

Nigeria

Normandy

Norway

Occitania

Oceti Sakowin

Oman

Ottoman Empire

Padania

Pakistan

Palestine

Panama

Paraguay

People's Republic of Korea

Persia

Peru

Philippines

Poland

Portugal

Primorsk

Puerto Rico

Quebec

Republic of the Rif

Republic of the Rio Grande

Republic of Venice

Rhineland

Rhodesia

Riograndense Republic

Romania

Russia

Ryukyu Islands

S'o Paulo

Sahrawi Republic

San Marino

Sarawak

Sardinia

Saudi Arabia

Savoy

Saxony

Scandinavia

Scania

Scotland

Serbia

Shanxi

Siam

Siberia

Sierra Leone

Silesia

Sinkiang

Slovakia

Slovenia

Somalia

South Africa

Soviet Union

Spanish Protectorate of Morocco

Spanish Republic

Spanish State

Sudan

Sweden

Switzerland

Syria

Tajikistan

Tannu Tuva

Tatarstan

Texas

Tibet

Transcaucasia

Transural Republic

Transylvania

Trentino-Alto Adige

Tunisia

Turkey

Turkmenistan

Ukraine

Union of Mali

United Kingdom

United Nations

Uruguay

USA

Uzbekistan

Vatican State

Venezuela

Vermont Republic

Vichy France

Vietnam

Vinland

Vojvodina

Wallonia

Western Australia

Western Canada

Xibei San Ma

Yemen

Yugoslavia

Yunnan

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И это далеко не все что будут :D

nations_iron.png

Республика Сан-Паоло.Ни кофе,ни футболистов  :lol:

Ну и вдобавок плохой кусок скрина исследований.Про исследования говорят разрабы что это одна из наиболее сильных сторон будет игры.Более 800 технологий.

tecno_iron.png

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ROTOR

ААААААА Я тоже это хочу. Блин лишь бы не перемудрили как с Викторией

anytime :)
Изменено пользователем Rot
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Expression

Я не понял это мод или новый выпуск от Парадоксов?

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Я не понял это мод или новый выпуск от Парадоксов?

В ссылке на новость же написано))

аг . ру  новость за 14.09.10

Paradox Interactive, выпустившая в феврале этого года Arsenal of Democracy, анонсировала еще две исторические стратегии от сторонних разработчиков, основанные на движке Hearts of Iron 2: Darkest Hour и Iron Cross. Оба проекта выйдут в службе цифровой дистрибуции GamersGate в конце 2010-начале 2011 года.

Darkest Hour — самостоятельная игра, которая предложит несколько кампаний, посвященных крупнейшим конфликтам XX века, с Первой мировой до начала «холодной войны». Улучшенный искусственный интеллект научится реагировать на сотни событий одновременно, а гибкая система дипломатии позволит игроку активно влиять на ход истории. Более детализированная карта сделает интереснее тактические и стратегические операции.

Iron Cross — дополнение к Hearts of Iron 2, совместимое с HoI 2: Doomsday — Armageddon, Arsenal of Democracy и Darkest Hour. Более 200 государств сразятся за мировое господство с 1933 по 1964 год. Аддон добавит в игру 4000 новых провинций и более 6000 событий, улучшит ИИ и расширит «древо технологий». Кроме того, в Iron Cross появятся новые типы дивизий и бригад.

------------------

IC вроде делает команда,что делала мод 34 под HoI2.

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Тиро Фихо

это типа мод но официальный.. за лавэ

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это типа мод но официальный.. за лавэ

Если то что они сделает мод,то что же такое оригинал HoI2?Если судить по качеству то парадоксы должны нам доплачивать.Про ч.3 я вообще молчу... :D

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Тиро Фихо

Согласен. может с провами порядок наведут а то так их много с третьей части, а во второй мало..

Изменено пользователем Тиро Фихо
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Бидон

Меня всегда напрягало кол-во провинций,но в то же время в хои3 их слишком много,а этой игре будет как раз думаю :rolleyes:

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Как раз 2й дневник разработчиков Darkest Hour касается темы карты

Development Diary # 2 - World mapНажмите здесь!
 It is Monday, and as promised, we are going to reveal a little more about Darkest Hour.

But let us start with a few words from Eric 'Eginhard' who defined most of the concepts of the main map (used in the grand campaigns).

The Holy Rule

The basic problem with game design is to find the best compromise between simplicity and realism. Knowing the community's (and our own) fondness for historical realism, and at the same time the needs of the Europa engine to provide an enjoyable game, we had to resolve the same dilemma with the map.

The first issue that we dealt with was to establish specifications that would make sure that our map would not completely break the game balance, especially regarding artificial intelligence capabilities. After many discussions during the preliminary phases of map development, three major specifications were established.

First, in order to keep consistent with the massive improvements made by Martin with game speed, it was agreed to keep the overall number of provinces below 3,000. It was soon discovered that only the actual number of province IDs used had influence on game performance, which allowed us to put the province number limit to 10,000 (or even higher for future modders' use) as well as to suppress all other limits regarding map modding.

Second, given that military artificial intelligence may have trouble with handling fronts with too many connections (that is, when attackers could come from too much sides), it was decided that no province would have more than six connections with its neighboring provinces. Each time where a province had borders with seven or more other provinces, we suppressed extra connections, either on geographical grounds (major obstacles such as mountains, escarpments, lakes…) or by redrawing it slightly to make the absence of connection "visually acceptable". After some jokes among the team, this rule became known in our team as the Holy Rule. Nevertheless, this rule admits arbitrary exceptions for gameplay reasons. For instance to ensure fluidity in the Belgian front, Lille has seven connections instead of six.

The Holy Rule can be summed up in two articles:

A province shall not have more than six connections with other provinces;

If it proves impossible to comply with article 1 without breaking all you have done previously, skip article 1.

Third, we were asked to put emphasis on 1914-1945 era. This means that whenever eras borders would conflict, borders from the world wars era would prevail. It also means that some areas would have more attention than others, so you'll find far more provinces in North Africa than in Sub-Saharan areas. This point has never been fully consensual in our team and has evolved along the overall concept of the game, but combined with the other two specifications it gives the map its current look. Map design is now frozen until release (to ensure a proper game balance and the implementation of other features), but this doesn't mean that it won't change in the future.

All combined, these three major specifications brought us on the verge of insanity more than once, especially when you compare them with our methodology and our desire to achieve the best possible map in terms of geography, history and realism. At one point, I even felt schizophrenic, but now, we do feel better.

So what's new?

Now let us have a look at the things you can see.

Our map originally started as the E3 map, as many of you already realized from the screen-shots. But as beautiful as the E3 map was, it soon became clear that it had severe weaknesses and that was not exactly what we had in mind for our own game.

The biggest was that it was of course limited to 2607 provinces, which were just not enough.

Another one was that it took no account of what became the so-called "Holy rule" of map design.

Others were not real weaknesses but different design choices.

Optical changes

We decided to switch back to English names for all provinces in order to keep things as user-friendly as possible for the majority of players.

We switched to a new font, Calluna, that is a lot clearer and better to read on higher zoom levels.

We also switched back to a dotted border concept which really brightened up the whole map.

General concepts

We obviously kept the general guidelines of E3 to try to get as close as possible to historical borders when setting up provinces.

We removed mini-provinces that were too small to host counters, unless they were of key importance during the World Wars.

Optical gimmicks

Every province can now have its own illustration. We can add unique capital icons for each province. We also no longer use the HOI2 beaches icons, as they didn't really fit on a map that uses realistic coastlines and we instead included a new small icon.

Things you don't see at first glance

The terrain types and resource distribution is based on historical data and is a big change compared to HOI2. You will be pretty surprised and curse a lot at first when your old strategies lead you in a swamp or forest that wasn't there before.

Of course, the climate zones are as close to the real climate zones as we could get as well.

We also tried to adapt the design of the map to pay tribute to little details like the Trans-siberian Railroad or the Burma Road.

The things you don't see at all

Let us start first with the obvious, all limits are gone.

There is no limits on province number. Well, to be really honest the current limit is set to 10000, but if you can come up with a map featuring more then 10000 provinces, I will get you a patch with a higher limit the next day.

There are no limits on connections.

Gimmicks for modders

Everybody knows we love modders. Thus we have added extensive map related debug logs with warnings for misplaced map icons (grouped by icon), possible wrong climate zones, missing sea province definition in the province.csv file and suggestions for which sea province would be the best choices. There are also warnings for wrong or not ideal sea province definition in the province.csv and suggestions which sea province would be the best choices, as well as logs about resource/IC distribution by province or for whole countries.

Modders will also find analysis of connections per province in different variations (depending on what you are doing, you might prefer one presentation or the other, this is mostly interesting in regard of the Holy Rule that we introduced above).

And finally, analysis of distance between provinces are also available (I will explain in the next paragraph what this is about).

A new heart

Here is the first of the really big new features to be revealed, and I am pretty excited about it.

HOI2 distance calculation was based on pixel coordinates defined in the province.csv file (the amount of pixels between one airbase coordinate and another to be exact).

The whole thing started like this.

One of the biggest problem with HOI2 maps was the size of the oceans.

It was a bit of a compromise, according to the range calculator for the game, the world was 10,000 km in circumference. While that might be fine per se, it created other (and worse) problems considering that large amounts of the Pacific have been shrunk.

It could therefore never be possible to really fix the naval combat system unless we had more reasonable ocean cartography. If the map had to be expanded, how about doing something to increase the relative size of the oceans, so that the Mediterranean is not half the size of the Atlantic?

What have we done about this?

In Darkest Hour, we replaced the old HOI2 system with a new distance calculation which is based on real geographic coordinates (the old engine can of course still be activated in the misc.txt file, as most new features, it is optional to use the new calculation).

Most of you are now asking: "Why should I care? What is so exciting about that?"

Well let us think about it.

You can now see real distances between one province and another, the distance between Berlin and Moscow is as far in the game as it is in reality.

While this is cool in itself, it becomes even cooler when it comes to sea provinces. With HOI2, all you got was wrong distances based on the way the map was morphed to display a 3D earth on a 2D map.

When you used to have, for instance, a giant Mediterranean sea, and a tiny Pacific ocean compared to reality, the game now features real distances.

The whole thing gets especially important when it comes to battle-scenarios, which use new and more detailed maps (that we will show you later ).

As in HOI2, all distances were based on pixel coordinates you ended up with provinces that were hundreds of kilometers far away in-game, although they were maybe 20kms away from each other, only because you had increased the scale of the map.

Even with massive workarounds and modified units speeds you couldn't get it completely right.

Still not excited?

Alright, what does it mean for the casual player who doesn't care about realistic distances? And why should you as a map modder go through the hassle of creating coordinate tables?

The simple answer is performance.

The following table shows the time that it takes with Darkest Hour compared to Hearts of Iron II to perform distance calculation (more than one calculation taken into account to get a nice average) :

Code:

HOI2 DH 

188  94 

187  109

203  109 

203  94 

219  94 

218  94 

218  109 

203  110 

203  110 

1842 923 Total

205  103 Average

That is a 45-50% reduction in calculation time for each distance check. The artificial intelligence does multiple of those for each division every tick to decide about unit movements, and even more for air units.

Of course a lot more things influence game performance, but this one is a good chunk and led to a noticeable performance boost.

The best thing about this improvement is that it actually has a higher impact when the game progresses as the amount of units increases and war breaks out. The more distance calculations the engine does, the higher the performance gain compared to vanilla.

Same goes for maps that have more provinces.

We do regular tests to check performance, the old Doomsday (fictional WW3) scenario shows the impact pretty well.

We compared the average cycle time of different game versions between 1936 (the world at peace) and the Doomsday scenario with fighting all over the place.

Switching to the new distance calculations increased game speed by up to 10-15% in scenarios with heavy fighting compared to the same Darkest Hour version that used the old calculation model.

Code:

 Game 1936 DD 1936/DD %

 Arm 1.2 25' 72' 34.7 %

 Arm 1.3b 25' 59' 42.4 %

 DH 0.32 24' 38' 63.2 %

 DH 0.36 24' 36' 66.7%

 DH current 24' 30-32' 80-75% (in 3 tests) This with the new distance calculation

In Armageddon 1.2, game speed in DD scenario was ~1/3 of the speed in 1936.

In Armageddon 1.3b it is increased by ~8 points to 42%.

In our current DH version, it is at 75-80%, or only 20-25% slower then in 1936

We of course included the necessary coordinate tables for our own map, and the old HOI2 map, so that all mods that are based on HOI2 can benefit from the new system.

I will not say that it is not intensive work to set up those coordinate tables, because it is! But it is definitely worth it to do so for your own mod maps, and once you get in a rhythm, it is not that bad.

We will support mods conversions from HOI2 to DH anyway.

You can get the coordinates straight out of Google Earth, and with the right settings and tools to copy the coordinates, it gets pretty fast (at least compared to the time involved to actually draw a new map).

And that's it for today guys, I hope you enjoyed it.

Of course this thread is open to topic related questions.

See you next Monday for a new development diary.

Björn 'Nathan' Winkler,

Darkest Hour Developer

- Map Implementation

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3 скрина карты СШАНажмите здесь!
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И ещё один БОЛЬШУЩИЙ скрин ID мапы европы 36го  Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое.  (9 984 x 5 760 пикселей ,4,5 мб)

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registration

Тема не в том разделе, все же. Модераторы, переместите пожалста.

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        zomg

новые скрины Iron Cross :

events_map_iron.png

north_europe_iron.png

About 7,000 events Нажмите здесь!
 Hello Forumites

Irshappa wanted Iron Cross expansion as realistic as possible when developing the scenarios and live the game. We know that the player wants events, wish events, enjoy the events and the amount of chances you have to develop your game for making each game different from another.

Our team has always looked for historical accuracy, but allowing the player to take major decisions for his nation and the future of war. We have introduced thousands of new events, in fact, we have programmed so many of them that we do not even know how many there are in total, but we know that far surpassed the 6000 new events scheduled.

All countries will enjoy new events, with plenty of options and consequences for the decisions that the player is taking over the game.

In this way we achieve better explanation of the time context, the escalation of hostilities, the vision of every nation in the world, international relations and wars that marked the twentieth century.

We have programmed major events of the decade of 30's and 40's as well as minor events that also were part of the history.

From Italian and German rearmament, isolationism and the crisis in the U.S., France's internal problems, relationships and agreements between nations, the decolonization of the empire, internal revolutions, wars and peace among nations.

No detail or event is missing to show the history of the game era.

Irshappa also wanted not to forget the non-historical possibilities, and added events that could create an alternative story line.

About 7,000 events will take the player to a level of detail and realism never seen before

Irshappa ID & Paradox Interactive

www.irshappa.com

www.paradoxplaza.com

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зы: это только у мну лагает или это с форумом проблемы?

Изменено пользователем Forza
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Iron Cross вышла 7 октября 2010, вот только на форуме по ней активности больше не нашел

страница проекта, внизу линк купитьНажмите здесь!
 Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое.

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Кто какими новостями поделится по данным аддонам может?

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Гость
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