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  1. #661
    Publicly Certified 17blue17's Avatar
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    Question.

    I was looking at Rebels.txt and I notice you are not using " " around country or province modifier names.

    I notice that in spies.txt you do use " " but in advisor types you do not.

    I notice paradox seems to use " " most of the time with province modifier names but not always and they are not consistent with country modifier names.

    So what is your understanding? Does it matter?

  2. #662
    Quote Originally Posted by extox View Post
    bug, Basutoland became visible in 1450 (50 land discovery) This is with a 1399 start as Portugal, also the earlier bug i mentioned regarding that small african nation offering me a trade agreement occurred again. In fact it has occurred every time ive tested Portugal. Check that countries discovered provinces, it should NOT know Portugal at start. As for the Basutoland discovery check techgroups in the region (ie tech techgroup shared discoveries). Also if i remember correctly Basutoland was the mistaken sea lane in Venice i commented on b4.


    oh and question did you implement some event that removes all your merchants out of a cot suddenly? its driving me nuts i try to get to 5 in 2 cots and as soon as i do ALL my merchants disappear.
    I am not sure exactly what is causing this bug but I will add dates to all african province files. there is known bugs assosiated with province files that do not have dates.

    yes, there is a event called 'global trade disruption'. it has been in the game for a long time now but it was recently refined. I already reduced how often it happens for 10.75 because it was annoying me also lol.

  3. #663
    Quote Originally Posted by 17blue17 View Post
    Question.

    I was looking at Rebels.txt and I notice you are not using " " around country or province modifier names.

    I notice that in spies.txt you do use " " but in advisor types you do not.

    I notice paradox seems to use " " most of the time with province modifier names but not always and they are not consistent with country modifier names.

    So what is your understanding? Does it matter?
    as far as modifiers go, I am 99% sure it doesnt matter if there is " " or not. I get annoyed by seeing the " " in the code so I have removed them from some files in the past. I know for sure that the rebel_types.txt file is properly setting modifiers and I know the TN Decisions.txt events properly read modifiers. I am pretty sure I would know by now if " " were needed anywhere.

  4. #664
    CTD Champion extox's Avatar
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    If your wondering why the cathedral doesnt get the manufactory bonus its becuase you cant declare manufactories in the buildings section of buildings.txt
    i would suggest making the cathedral this instead (remove comments jsut kept original stuff there for ease of reading)
    Code:
    #Cathedral
    admiralty = {
    	#not_if_x_exists = { 
    	#	refinery wharf weapons textile   university fine_arts_academy
    	#}
    	
            cost = 600 #Not sure what a good value is for this
    	time = 60
    	stability_investment = 5
    	population_growth = 0.01
    	
            #onmap = yes		#might crash the game
    	#manufactory = {
    	#	spices
    	#	diamonds
    	#}
    	confirm = yes
    }

    In essence turning it into a stability providing building(not manufactory) as should be in the game IMO to begin with. I fail to see how spices and diamonds are related to a cathedral anyways... if you are dead set on making another manufactory with that title you have to put it after the first manufactory listed (can be later but must be in between first manufactory and forts) and scale the display panels accordingly, oh and alter the building graphics =)
    There once was a man from Nantucket, His .....

  5. #665
    CTD Champion extox's Avatar
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    also wool is completly worth sh*t now... i would suggest adding some pro demand modifier tied in with cathedrals
    There once was a man from Nantucket, His .....

  6. #666
    Quote Originally Posted by extox View Post
    If your wondering why the cathedral doesnt get the manufactory bonus its becuase you cant declare manufactories in the buildings section of buildings.txt
    i would suggest making the cathedral this instead (remove comments jsut kept original stuff there for ease of reading)
    Code:
    #Cathedral
    admiralty = {
    	#not_if_x_exists = { 
    	#	refinery wharf weapons textile   university fine_arts_academy
    	#}
    	
            cost = 600 #Not sure what a good value is for this
    	time = 60
    	stability_investment = 5
    	population_growth = 0.01
    	
            #onmap = yes		#might crash the game
    	#manufactory = {
    	#	spices
    	#	diamonds
    	#}
    	confirm = yes
    }

    In essence turning it into a stability providing building(not manufactory) as should be in the game IMO to begin with. I fail to see how spices and diamonds are related to a cathedral anyways... if you are dead set on making another manufactory with that title you have to put it after the first manufactory listed (can be later but must be in between first manufactory and forts) and scale the display panels accordingly, oh and alter the building graphics =)
    I think I will keep cathedrals mostly the way they are but remove manufactury bonuses (i dont think they were being used anyway by the game). I would like to force the player to choose between a Cathedral or a manufactury, so I will keep the not_if_x_exists part. perhaps reducing the cost and bonus will be a good compramise?

    Code:
    #Cathedral
    admiralty = {
    	not_if_x_exists = { 
    		refinery wharf weapons textile   university fine_arts_academy
    	}
    	cost = 700
    	time = 60
    
    	stability_investment = 3
    	population_growth = 0.01
    	
    	confirm = yes
    }
    Quote Originally Posted by extox View Post
    also wool is completly worth sh*t now... i would suggest adding some pro demand modifier tied in with cathedrals
    I will do that and see if I can figure more modifiers out for it and other possibly 'worhtless' ones.

    Thanks for the continued work
    Last edited by Darken; 20-07-2009 at 09:41.

  7. #667
    CTD Champion extox's Avatar
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    making a cathedral as you have suggested is completely worthless. Well let me rephrase, very unlikely to ever be usefull. Just look at costs to payback etc... Manufactories are always better... hell, temples make that building look like a joke. The only time i would ever build one is if manufactories are ridiculously expensive and even then i would just quit the game as ive already won. Coupled with the fact that stability costs are generally low in TN and stability drops are rare, i see no reason to keep cathedral as you have described.

    Also note that if you start a game later on every province will have a cathedral... so if your going to give it a manufactory style bonus ie: +3 stability per month then put it in the manufactory section as it ruins later game starts.

    Ive said my piece and unltimately it is still yer baby, problem is its getting harder to mod TN the way i like it as theres just so much stuff in it hehehe
    There once was a man from Nantucket, His .....

  8. #668
    CTD Champion extox's Avatar
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    oh and to address your above comment i just explained to you why the game wasnt using the manufactory bonus, its the location of said building in the buildings.txt file. If you want the trade good bonus and the 6base bonus the building has to be amended to manufactories area.
    There once was a man from Nantucket, His .....

  9. #669
    Quote Originally Posted by extox View Post
    making a cathedral as you have suggested is completely worthless. Well let me rephrase, very unlikely to ever be usefull. Just look at costs to payback etc... Manufactories are always better... hell, temples make that building look like a joke. The only time i would ever build one is if manufactories are ridiculously expensive and even then i would just quit the game as ive already won. Coupled with the fact that stability costs are generally low in TN and stability drops are rare, i see no reason to keep cathedral as you have described.

    Also note that if you start a game later on every province will have a cathedral... so if your going to give it a manufactory style bonus ie: +3 stability per month then put it in the manufactory section as it ruins later game starts.

    Ive said my piece and unltimately it is still yer baby, problem is its getting harder to mod TN the way i like it as theres just so much stuff in it hehehe
    well, its very annoying that we cannot add more manufacuries. even after putting buildings in the manufactury area, they still dont get the bonuses and the engine doesnt pay attenting to building requirements meaning it will build one of the new manufacturies in a province that has one of the old ones when loading at a later date.

    I will just make the Cathedral as capital only and up the cost to 1000 and stability investment to 12. what do you think?

    I apologize if I annoy you with some of my changes.

  10. #670
    CTD Champion extox's Avatar
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    Quote Originally Posted by Darken View Post
    well, its very annoying that we cannot add more manufacuries. even after putting buildings in the manufactury area, they still dont get the bonuses and the engine doesnt pay attenting to building requirements meaning it will build one of the new manufacturies in a province that has one of the old ones when loading at a later date.

    I will just make the Cathedral as capital only and up the cost to 1000 and stability investment to 12. what do you think?

    I apologize if I annoy you with some of my changes.

    I wasnt aware that only the manufactories currently present get the bonus... Im gonna break out some dusty building modding skills and see if i cant disprove that.

    As for the cathedral in the capital, if what you said is true and i cant get it to work, i would suggest you model it like you do the spy headquarters (a % of stability cost, rather then an actual monthly investment)

    Oh no worries, YOU dont annoy me hehehe
    There once was a man from Nantucket, His .....

  11. #671
    Quote Originally Posted by extox View Post
    I wasnt aware that only the manufactories currently present get the bonus... Im gonna break out some dusty building modding skills and see if i cant disprove that.

    As for the cathedral in the capital, if what you said is true and i cant get it to work, i would suggest you model it like you do the spy headquarters (a % of stability cost, rather then an actual monthly investment)

    Oh no worries, YOU dont annoy me hehehe
    oh, , right, its TN that annoy's you , cant say I am sorry about that (unless it is a bug and thus not WAD)

  12. #672
    Hi Darken... My apologies for not posting awhile and not keeping in touch with your thread... i've been on holidays since i last posted about trade items. I see you got a new version that includes the much desired and highly accurate new nations that make up Indonesia and Malaysia. As well as Australia and other things....

    I'm downloading the "Terra_Nova_mod_10.74" now and will keep you posted on anything... If i like this mod better the Terra Universalis and Renaissance Mods, then i'll do some research for you on anything for this mod. Keep in mind genious, i know little about modding and coding. I'm afraid i cant help you in this area.

    I'll keep you posted on bugs and suggestions on your latest version 10.74

    - Rosco

  13. #673

    Majapahit

    My fave Southeast Asian nation, Majapahit which i'm playing.

    Once I'm done with Majapahit, I'll try others. Btw, nearly all mods while playing Majapahit crashes. Renaissance and Terra Universalis Mods comes to mind. And they dont answer to my post, the creator haven't checked in for about 2 to 3 months now.

    EDIT: You may need to create an few islands provinces in one sea province for Feudal Kingdom of Tonga. I think you have islands for Samoa and Fiji. You may need to create a few islands for the nation of Yap empire north of Papuan Island Look at Federation States of Micronesia at the atlas for more infor.

    I'll be continuing to play more games today. But as a Vijapangar.

    Cheers
    -Rosco

  14. #674

    Question help on modding

    Hi everyone... sorry if you dont want me posting here abt my problems. But no one is helping me.

    I am modding new nations... i have created Hawai'i, Polynesian nations, Aotearoa (new zealand) and Maladagascar. I have done it successfully and no problems with them... I only need to add discovered_by = MDG (as example) in each sea province. I've done that but never checked to see if it worked bec i thought it was an easy thing to do. Instead of checking, i went on to create a fictious nation which i'll play called Imperial Malaysia, it covers all the islands from Malacca to Papuan Island and to Phillipines. It took forever to complete including sea provinces as well for this nation.

    For Imperial Malaysia, I deleted { citysize = 9999 } events only and kept revolts and other events the unchanged or not deleted, only deleted citysize. I have also changed the culture and religion same as the new nations before i created and had no trouble. I adjusted base_tax and manpower.

    NOW>>>> when i start the game after all that for Imperial Malaysia, i loaded the game and as soon as the word says Loading History Files, it crashes without telling me what the problem was. I do believe it has something to do with History file but what.... The other new nations worked but Malaysia hasn't !!!!

    I'm thinking of deleting all the events in all provinces of Malaysia !?

    Plz help out as soon as possible.

    EDIT: I've went through all the sea provinces, still doesn't work; grrr

    EDIT: I've deleted all the events in each History\Provinces files that i used for Malaysia, still doesn't work; arrgh !

    EDIT: I've taken out countries of Malaya and Indonesia nations into a folder on desktop (from History/Countries folder)just in case, and deleted the SIA = "countries/Siak.txt" as (an example) from common\countries.txt to see if that was the problem; still problems;

    ..... I have put the countries back into the rightful place and re-entered the details of each removed countries.... SIA = "countries/Siak.txt" (as example) back into the common/countries.txt file;

    EDIT: I've changed naming of my new nation that i'm trying to create from Imperial_Malaysia to simply Malaysia, still problems; arrgh what the heck is the problem :/

    A THOUGHT: i think i'll delete my DEMO mod and create new one again. IF i do, i'll lose the 3 other nations that work really well, Hawai'i, Aotearoa, and Madagascar. Still thinking if i should !!!


    - Rosco
    Last edited by GreatBurgundy; 25-07-2009 at 07:34.

  15. #675
    Quote Originally Posted by GreatBurgundy View Post
    Hi everyone... sorry if you dont want me posting here abt my problems. But no one is helping me.

    I am modding new nations... i have created Hawai'i, Polynesian nations, Aotearoa (new zealand) and Maladagascar. I have done it successfully and no problems with them... I only need to add discovered_by = MDG (as example) in each sea province. I've done that but never checked to see if it worked bec i thought it was an easy thing to do. Instead of checking, i went on to create a fictious nation which i'll play called Imperial Malaysia, it covers all the islands from Malacca to Papuan Island and to Phillipines. It took forever to complete including sea provinces as well for this nation.

    For Imperial Malaysia, I deleted { citysize = 9999 } events only and kept revolts and other events the unchanged or not deleted, only deleted citysize. I have also changed the culture and religion same as the new nations before i created and had no trouble. I adjusted base_tax and manpower.

    NOW>>>> when i start the game after all that for Imperial Malaysia, i loaded the game and as soon as the word says Loading History Files, it crashes without telling me what the problem was. I do believe it has something to do with History file but what.... The other new nations worked but Malaysia hasn't !!!!

    I'm thinking of deleting all the events in all provinces of Malaysia !?

    Plz help out as soon as possible.

    EDIT: I've went through all the sea provinces, still doesn't work; grrr

    EDIT: I've deleted all the events in each History\Provinces files that i used for Malaysia, still doesn't work; arrgh !

    EDIT: I've taken out countries of Malaya and Indonesia nations into a folder on desktop (from History/Countries folder)just in case, and deleted the SIA = "countries/Siak.txt" as (an example) from common\countries.txt to see if that was the problem; still problems;

    ..... I have put the countries back into the rightful place and re-entered the details of each removed countries.... SIA = "countries/Siak.txt" (as example) back into the common/countries.txt file;

    EDIT: I've changed naming of my new nation that i'm trying to create from Imperial_Malaysia to simply Malaysia, still problems; arrgh what the heck is the problem :/

    A THOUGHT: i think i'll delete my DEMO mod and create new one again. IF i do, i'll lose the 3 other nations that work really well, Hawai'i, Aotearoa, and Madagascar. Still thinking if i should !!!


    - Rosco
    you could try checking the EU3\logs\ files but they are usually not very helpfull.

    you should backup the mod and then start over, add one file at a time to the mod (when adding nations you need all the related files, so what I mean here is that you should add just one feature to the mod at a time). Then fire up the mod and run a few months of the game.

    I usualy do this after at least a few changes.

    also keep a detalied change list so that when this happens, you know what yo uchanged and in what order. It has saved me lots of trouble by having a list because I knew it was a problem in only a few changes and not anything in the mod.
    Shalom
    John F. Kennedy
    "For we are opposed around the world by a monolithic and ruthless conspiracy that relies primarily on covert means for expanding its sphere of influence--on infiltration instead of invasion, on subversion instead of elections, on intimidation instead of free choice, on guerrillas by night instead of armies by day."

    John 8:32
    "And ye shall know the truth, and the truth shall make you free."
    Martin Luther King
    "A nation that continues year after year to spend more money on military defense than on programs of social uplift is aproaching spiritual death."

  16. #676
    Thx for you posting... I'm now creating a new mod for myself again. Large fictious. I'll make small changes then play it everytime to make sure everything is good.

  17. #677
    Quote Originally Posted by GreatBurgundy View Post
    Thx for you posting... I'm now creating a new mod for myself again. Large fictious. I'll make small changes then play it everytime to make sure everything is good.
    you're welcome, good luck and let us know how it goes

  18. #678
    Quote Originally Posted by extox View Post
    put out .75 without this i need to figure this out not to mention i dont have steady internet atm (camping) Time to go get drunk weeeeeee

    (Also i dont have the slightest idea where i got alot of my images some are from WWM but many others are not [the advantage of as home brew mod ahha])
    ok. enjoy your camping. I hope to be camping withing a week or two

    it should be ok, I have permission from just about every mod anyway

  19. #679

    Cool my mod thread

    Hi everyone... you're probably wondering hows my mod creation coming along...

    I've created a thread to showcase my work.

    Here is the link: Beginner Fictitious Mod THREAD

    - Rosco

  20. #680
    now thats more like it !

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