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    Exclamation Europa Universalis III: Magna Mundi



    !Magna Mundi Version 1.03 Released (2/21/2007)

    The first version of Magna Mundi is now available for download.

    Magna Mundi v1.03.04
    Magna Mundi v1.03.04 (Mirror 1)

    Magna Mundi Interface Modification v0.01 (Seperate Download):
    The Magna Mundi Interface Mod v0.01 is modified interface that uses alot of transparency to allow you to focus on the map. It is a very early project so don't expect to much, but I will be improving over time.

    Example 1
    Example 2
    Example 3
    Example 4

    MM Interface Mod v0.01

    Team of contributors
    - SharpAlignment (Core Systems & various stuff)
    - Ubik (Core Systems & various stuff)
    - Sakura (Japan)
    - Daboese (HRE Relations)
    - Marquoz (Beta Testing)
    - Duke of Earl

    Quote Originally Posted by Introduction
    After the launch of The New World mod and given the excellent experience that we had working together to fulfill the same objective, we decided to look at the game as a whole system, changing it in all its diverse aspects to cover our complete view of the game.

    As befits the History of the time, there are no total wars in the game. This was enfasized in Magna Mundi. In fact, we simulate better the balance of power between the various nations by making each other more sensible to judge any powermongering between them. The badboy is now half of what was before. This has a significant impact in all the game dynamics. Countries must be much more careful about when, what and who they conquer. The diplomatic rating of a leader has now double the importance as before because we kept its bonus to the badboy threshold the same. We give now feedback through events when a country starts acting agressively to the foreign community. The events are scaled and provide the player with a good measure to evaluate their current stance. We also introduced some events that give the player the oportunity to end a badboy war by giving him serious penalties for a significant amount of time (the higher the badboy value, the stiffer the penalties).

    It is also important to consider that a continuous aggressive behaviour gives more penalties right now, mainly due to the fact that the revolt risk is now an important issue to be considered. Going into negative stability is bad news, possibly making any province in the country subject to some revolt risk. Pursuing a strategy of permanent negative stability will likely end up in disaster, especially if your nation has several cultures or religions. Tolerance, while still being central to any countries’ overarching strategy, is a bit weaker on its effects. Finally, culture differences provide a wider rift than before, turning the management of a peaceful, tolerant, multicultural and multireligious empire into some sort of a challenge by itself.

    With the significant increase in time to claim a core and the impossibility of losing one except through events, we aimed at making the game, and consequently the AI, to be a little bit more slow paced and careful on its decisions and results. This was also our objective when we introduced provincial modifiers that, from the start, gives each province an increase in the fortress level. Some provinces also got a hands down increase in the fortress level – after all, not every fortress was built equal!

    In the original game, cavalry may not have been good for sieging the above mentioned fortresses, but they certainly rule the battlefield in a way that any informed player will only field them when facing a battle. Not anymore. First, we introduced the concept of a army specialization system to encourage different recruitment styles for nations. The system assigns a starting specialization. A reform event is possible to change specialization later in the game.
    Then we included a cavalry pay system. Basically, the higher the proportion of cavalry in the army, the more it will cost the country to maintain and recruit it. We assure you, no more blonde mongols in full plate on the German green pastures!

    On the colonization front, we kept the changes done before for the New World Mod… with a not so small diference. Now, the QftNW idea can only be given through event up to 1650. And it will be given for a very short amount of time, the time for the player to recruit an explorer/conquistador team (it depends on how much he wants to invest). Then, it will be taken away again – while the players keeps the team they have recruited, of course. Besides this random way of having explorers/ conquistadors (only available for some nations and the player), all the exploration will be done through events, like the Early Portuguese Discoveries or the Columbus Event Chain illustrates.

    Talking about Quest for the New World, let us tell you the National Ideas got totally overhauled. Our objective was to implement some sort of specialization in the mechanics of this game aspect as well as making it harder for the player to decide upon which idea to choose next. We are proud to say no idea seems useless right now. Every one of them can suit a particular play style, a particular strategy or a particular country.

    We are both ignorant about the far Orient. However unpalatable for our ego, that is a fact. Enter Sakura, his knowledge and his ability to spice up Japan. We think it is very important the game feels “live” from the point of any major country, and certainly Japan was a major power on its own right five hundred years ago. We are very happy the far east History is now taking shape through the work of Sakura, as well as Duke of Earl, who is taking care of China.

    In Europe’s original game however, we saw again and again that the Holy Roman Empire was in fact the Empire of the three lies. He was neither “Holy”, as he kepts warrying from the inside, nor “Roman”, because it was more germanic in nature, nor even an “Empire”, because more often than not, it would end up as a property of a single country, a huge blob to mar the map, right in the middle of europe. Daboese come to the fray and produced a first class set of events that work to keep a good behaviour between HRE member states… at least most of the time, which is desirable. This, together with our subtler changes to some random events works wonders in keeping the Empire together and diverse.

    While talking informally, we both discovered we had a knack for playing The Knights. In fact, we had both secret plans to deal with them. When I heard SharpAlignment talk about a tongue system, I looked at mine own tongue and aknowledging my ignorance, I understood my best option was to turn tail and run. It was a wise decision. The Knights have now a dedicated chain of events that makes them very interesting to play, while being great, great fun.

    As included before, Central America is properly covered by event chains to give it flavour. The Aztecs in particular, got a nice event chain depicting The Flower Wars that ends up to give them an edge versus other Central American nations.

    To conclude the Portuguese event chain for the first 50 years of the game we implemented “The Lesser of two Evils” event chain that tells the story - that happens to be History – of Portuguese tumultuous internal situation between 1475 and 1485. For gameplay reasons the timespan of the events was increased somewhat.

    Our idea for this first release was to define the gameplay base upon which the event chains for each nation will be implemented. We are very pleased with the testing so far, as it proves the game engine can be tammed to be more challenging and realistic in the way it aproaches the abstractions of the strategic environment of five hundred years ago. The game style is now more mature and deep. We are also very pleased to see the AI choosing sensible strategies based on our defined variables, something rarely seen in games. Credit goes to Paradox, of course.

    Finaly, possibly what pleases us most are the people who offered their work for inclusion in our mod. Certainly this shows a way of a quicker implementation of event chains at least for the major countries. We hope like minded individuals add to the general effort of creating a game that feels different, plays different but makes justice to the Europa Universalis brand.
    Quote Originally Posted by Install Instructions
    • Create a directory below the main installation called “mod”.
    • Copy the MagnaMundi directory, file and readme inside this new directory.
    • Start the launcher and from the mods pull down menu choose MagnaMundi.
    • Start a new game and do not choose a scenario, instead starting from the suggested date of May, 30, 1453.
    • Do not choose the National Idea “Quest for the New World” before 1650.
    • Have fun!
    Quote Originally Posted by Gameplay Tips

    - Be careful with quick expansion at the expense of your neighbors. Reputation means much more now, because the lack of it quickly degenerates into infinite wars with everybody (badboy wars).

    - Concerning reputation, don’t forget if you are depending on your monarch’s diplomatic value to keep you from triggering a badboy war, if he dies, you can end up as a badboy if the next monarch has less diplomacy rating than the late one.

    - Continuing with reputation, be advised that your enemies are not be idle when they perceive you as a threat. There is now a specific event that only fires after you pass a specific badboy value (lower than the badboy threshold) that dramatically increases your badboy value. Having the Espionage National Idea may help to avoid this event.

    - Finishing with reputation, be advised that being Elected Emperor of the Roman Empire, besides giving some interesting perks (better than in the original game) also carries a penalty to the player’s badboy threshold. This means if the player is running high on the badboy scale he can receive the good news about being elected Emperor, only to find half the world declaring war on him suddenly.

    - The player should not expect the event to lower his badboy once he enters a badboy war to be an easy way to jump out of a warranted situation. That event is called Unconditional Surrender. As the name implies, it has some draconian measures attached to it.

    - Make the higher revolt risks work in the players favor: After having a province occupied by an enemy, the revolt risk will go up by 8% right then. Enjoy as the mob spreads the chaos upon a stronger foe.

    - The player must be very careful with negative stability values, especially if his country has several different cultures or religions. With different cultures AND religions the player should avoid negative stability like the plague.

    - Take advantage of the revised commerce of slaves. A Slave Market can be built in slave provinces to boost the province income and the slaves value. A plantation can also be built on the new world that will also raise the value of slaves.

    - The player should make plans for the long term. The game’s pace is now slower and good decisions can have consequences later than in the original game. However, bad, intempestive decisions will have an impact soon enough.

    - Do not choose Quest for the New World idea before 1650. It will be taken by an event as soon as you recruit your first explorer/conquistador.

    - To enjoy the mod to its fullest, start the game in the default starting date (May, 30, 1453)
    Change List v1.03
    Code:
    General Changes / Core Files
    -	Added Sakura's Sengoku Mod v1.3 as the foundation for Japan.  Some changes were made to these files to better integrate into the overall mod.  Thank you again Sakura for your excellent rendition of Japan.
    -	Added Daboese’s HRE AI relations system as the foundation for HRE relations.  Some changes were made these files to better integrate into the overall mod.  Thank you Daboese for you extensive system of HRE events.
    -	Core gain has been changed from 25 to 75 years
    -	Core Loss has been changed from 50 years to 350 years, effectively removing it from the game.  The only way for a country to lose a core is through a peace settlement or event.
    -	Added new Fortress Levels to represent Legendary Fortresses and highly Defendable geography.
    -	Base Bad Boy Threshold has been reduced from 30 to 15.
    -	Increased Normal and Severe winter attrition values.
    -	Same group culture Revolt Risk raised from 0% to 1%.
    -	Non-accepted culture Revolt Risk raised 1% to 2%.
    -	Occupied Province Revolt Risk raised to 8% revolt risk.
    -	Tolerance: each step +/- 0.8% Revolt Risk
    -	Adjusted values for Slaves
    -	Revised all National Ideas. (Note: DO NOT TAKE QftNW before 1650!!!!  It will fire and be removed by event before this date)
    -	Holy Roman Emperor: added merchant placement chance, merchant compete chance (strong diplomatic liaisons) and lowered the Badboy limit for the Emperor
    -	Curia Controller: added global spy defense
    -	Controlled Cardinals: added a small spy efficiency and spy defense
    -	New Global Modifiers: baddieboy, worseboy, Evil_Incarnate, heavy_income_loss, riots, light_revolt_risk, prepared_defense, unit_manuevers, no_cavalry_manuevers, no_infantry_manuevers, horse_shortage, & low_aristocracy_morale
    -	Added Plantation and Slave Market
    -	Event based Early Exploration System guides the AI to colonize in a more historically plausible method
    -	Gives Castille/Spain and Portugal a considerable head start over any other nation
    -	Gives England and France an advantage over any other nation except the two above
    -	Postpones uncovering of TI provinces to a more reasonable date, except where dictated by events
    -	Greatly increased ocean attrition by 400% and increased movement cost to 125%
    -	Uses temporary modifiers triggered by event to help AI establish a foot hold in historic regions
    -	Lucky nations no longer receive flat bonuses to most stats, and instead receive a bonus chance of receiving good events and less chance in receiving bad events
    -	Each country start with a National Idea at Gov Tech 0.  No country starts with Quest for the New World
    -	Delays the second National Idea to Government Tech level 8 (around 1508)
    -	Removed the penalty for non-culture CoT
    Code:
    Combat System
    -	Made slight increases to Infantry_shock, infantry_fire, and artillery_fire values.
    -	Added army specialization system to encourage different recruitment styles for nations.  This system assigns a starting specialization.  A reform event is possible to change specialization later in the game.
    -	Artillery Specialty – Reduces artillery cost, enhances leader’s Fire and Siege ratings.
    -	Infantry Specialty – Reduces infantry cost, increases land force limit, and increases leader Fire rating.
    -	Cavalry Specialty – Reduces manpower and force limit, increases leader shock rating and the amount of prestige from land battles.  Primary benefit of this specialty is ignoring Pay level 1 of cavalry pay system.
    -	Mixed Arms Specialty – Increases land morale, land force limit, and prestige from land battles.
    -	Native Specialty – Reduces Infantry cost and increases Cavalry Cost and Artillery Cost.
    -	Artillery Weakness – Reduces leader’s Siege and Fire rating
    -	Infantry Weakness – Reduces leader’s Siege and Shock rating
    -	Cavalry Weakness – reduces leader’s Shock rating
    -	Increased Mercenary Maintenance from 2x to 5x
    -	Added Increased Cavalry Pay System
    -	Pay level 0 – This is the default.  If you have less then 4 cavalry units, and/or less then 30% of your entire army is cavalry, then you receive no additional tax penalty or cavalry price increase.
    -	Pay level 1 – If you have more then 3 cavalry units, and they make up 30% or more of your armies, you will receive a 10% tax penalty, and the cost to purchase new cavalry will increase by 100%.
    -	Pay level 2 – If you have more then 6 cavalry units, and they make up 50% or more of your armies, you will receive a 20% tax penalty, and the cost to purchase new cavalry will increase by 200%
    -	Pay level 3 – If you have more then 12 cavalry units, and they make up 75% or more of your armies, you will receive a 30% tax penalty, and the cost to purchase new cavalry will increase by 300%
    -	Added Siege attrition and max_attrition so that besiegers of any size will normally take a minimum of 3% damage every month.
    Code:
    Events
    -	Added AI HRE Relations Event to help maintain good relations between all neighboring AI HRE members. 
    -	Quest for the New World Event allows the occasional purchase of Explorers and Conquistadors for a small price.  Once an Explorer or Conquistador has been purchased another event will fire removing the option to hire Explorers and Conquistadors.  Once 1650 occurs the events stop and you may take QftNW as a national idea.
    -	Portuguese early intrigues event chain
    -	Added new events to the Portuguese Early Discoveries
    -	Created “Quest for the New World” Add/Remove events to allow for sporadic hiring of explorers/conquistadors.  It is only available to historical nations, lucky nations, and nations played by players.  Please DO NOT take Quest for the New World as an idea, as it will be automatically removed in a short time period.
    -	Changed the Trigger on Cessation of Church Functions to never fire for Theocracy, Papacy, and Hospitaller Order
    -	Changed the Trigger on Medical Breakthrough to allow the random event to fire for the Knights even if they do not have the required slider value (the Knights of the Hospital owned and operated several hospitals)
    -	Added stability modifiers for MTTH to Poor Government Policies event, and changed the penalties from -1 stability to adding Disorder and Obscurantism modifiers.
    -	Added modifiers to Unhappiness among the Clergy so it happens less for Papacy and Theocracies.
    -	Fortification Efforts will now fire more often if next to a bad boy nation.
    -	Fixed issues with meso-american conquest events
    -	Altered Border Dispute random event to fire less often and to not fire between countries with good relations, decreased how often the AI accepts the event, and added Bad Boy to accepting the event.
    -	Bad Boy events to make high bad boy more dangerous and more uncertain.  Be very careful about being overly aggressive!!!
    -	Portugal House Keeping Event
    -	Events to better represent the Knights in game
    -	AI / Player opening Question to allow for AI specific events
    -	Conquest of Central America event chain
    -	Columbus Storyline Event Chain
    -	Portugal Exploration Event Chain
    Code:
    History Files
    -	Changed Native Aggression values in several provinces
    -	Added flags to CAS/SPA history files to allow proper firing of Columbus and central-american conquest events
    Code:
    Country Specific Changes
    -The Knights
    -	Added Tongue system to represent the historic holdings and divisions of the Knights, and to better represent their system of funding and recruitment as most of their funds and recruits were not derived from the islands they held, but instead from their holdings throughout Europe.
    -	Added Hospitaller Order government type.  The government type has no allowed conversions, and adds 1% army tradition and navy tradition, and +10% morale.  The Knights can never change to another government.
    -	Added Hospitaller Unit type, exclusive to the Knights
    -	Changed default AI Ideas to a more naval bent.  The Knights were some of the most experienced fighting seaman in the world.  Their performance on the sea was the reason they were considered the Terror of the Muslim world.
    -Aztecs
    -	Added Flower Wars system to represent the Flower wars.  This modifier is triggered by having less then 1 stability.  When it fires, revolts will break out that you need to put down, this represents warfare with the various tribes that reside in your domain, the Aztecs (and other countries affected) will receive morale bonuses during this time period, infantry will be cheaper, army tradition will increase, and stability cost (Aztec’s only) will be 50% cheaper, allowing you to get back to lvl 1 stability very quickly.  The Flower Wars allow the Aztecs to get out of negative stability very quickly, often at the expense of their neighbors who do not receive the stability benefit but must still deal with the consequences of the Flower Wars.
    Code:
    Interface Changes
    -	Changed spacing on Building Interface to allow extra buildings
    -	Expanded the amount of text that can be displayed in the Event screens
    We hope you enjoy Magna Mundi!

    - The Magna Mundi Team of Contributors
    Last edited by SharpAlignment; 27-02-2007 at 19:02.

  2. #2
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    [Pointless]
    Last edited by ubik; 14-02-2007 at 00:30.

  3. #3
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    [pointless]

  4. #4
    MM Dev Team
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    Quote Originally Posted by Duke of Earl
    Wow, rival total-game-enhancement mods have formed already. I wish you guys (and Stonewall) the best of luck.
    Talking just for myself, I have no kind of rivalry towards any other mod or modder.

    I am not here to beat anyone, but just for the pure pleasure of modifying the game to fit my own taste, team playing with a nice bloke as Josh, who happens to share the same vision for the game as myself. I am also here to learn with him and if possible, to share my knowledge with him. Finally, I am here to learn with every one of you, modders and players alike, who will certainly have a thing or three to teach me.

    Concluding, I will gladly accept your wishes for best luck (especially if it means winning next week lottery), but I respecfully decline any kind of rivalry with anyone.

  5. #5
    Quote Originally Posted by Duke of Earl
    Wow, rival total-game-enhancement mods have formed already. I wish you guys (and Stonewall) the best of luck.
    I am with Ubik on this not being a rivalry. I have high expectations for the entire modding community to release some truly awesome mods over the coming years, as they did for EU2 and HOI 2.

  6. #6
    Dei Gratia author dharper's Avatar
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    Very impressive. The best of luck to you! I look forward to seeing what you can come up with - the New World mod was impressive enough for the game only having been out a month!
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  7. #7
    Morlock Duke of Earl's Avatar
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    Quote Originally Posted by ubik
    Talking just for myself, I have no kind of rivalry towards any other mod or modder.

    I am not here to beat anyone, but just for the pure pleasure of modifying the game to fit my own taste, team playing with a nice bloke as Josh, who happens to share the same vision for the game as myself. I am also here to learn with him and if possible, to share my knowledge with him. Finally, I am here to learn with every one of you, modders and players alike, who will certainly have a thing or three to teach me.

    Concluding, I will gladly accept your wishes for best luck (especially if it means winning next week lottery), but I respecfully decline any kind of rivalry with anyone.
    Hm, I think my wording was too ambiguous... I meant "rival" in the sense of "Someone or something with similar claims of quality or distinction as another", or "One that equals or almost equals another in a particular respect." I certainly am not trying to sow animosity here. I was wishing you luck in achieving your goals for the mod, not in beating the "competition."

    In any event, will you guys be accepting/soliciting mod material (as opposed to just suggestions)? I was planning on doing some work on China (balancing, adding Qing as a country, adding some flavor events, overhauling cultures) as a standalone mod, but I'd just as soon contribute it to MM if you'd like.
    Last edited by Duke of Earl; 14-02-2007 at 01:37.

  8. #8
    Yes, we are interested in other contributors joining the team. We are particularly interested in individuals who are looking to create event chains and do work on specific regions.

    Send me a PM about what you have planned and with any questions you have about the direction of the mod.

  9. #9
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    Quote Originally Posted by Duke of Earl
    Hm, I think my wording was too ambiguous... I meant "rival" in the sense of "Someone or something with similar claims of quality or distinction as another", or "One that equals or almost equals another in a particular respect." I certainly am not trying to sow animosity here. I was wishing you luck in achieving your goals for the mod, not in beating the "competition."

    In any event, will you guys be accepting/soliciting mod material (as opposed to just suggestions)? I was planning on doing some work on China (balancing, adding Qing as a country, adding some flavor events, overhauling cultures) as a standalone mod, but I'd just as soon contribute it to MM if you'd like.
    If you have knowledge from China that's a big plus!

  10. #10
    Sounds excellent, guys. You know I'll be playing/testing each release.

  11. #11
    Quote Originally Posted by SharpAlignment
    We feel that the Holy Roman Empire can be greatly enhanced by maintaining good relations between the AI members of the HRE and by making fundamental changes to the triggers for the Boundary Dispute event. Also under development are events that impose significant penalties to aggressive nations within the HRE. Great pains will be taken to not cripple the AI through these events.
    I have done that.
    However, you cannot stop the AI from declaring war at each other if it thinks the other one is weak. You can ask it to give back the province, in order to improve relations, however as soon as it sees the chance it will declare war on a weaker opponent.
    So there will be still some wars within the HRE, even if you improve the relations of the member states with each other from time to time (that prevents other countries like ethopia from becoming emperor ).
    Anyhow, I have been able to completely prevent blobbing this way, and after a while, there are not as many wars anymore.

  12. #12
    Quote Originally Posted by daboese
    I have done that.
    However, you cannot stop the AI from declaring war at each other if it thinks the other one is weak. You can ask it to give back the province, in order to improve relations, however as soon as it sees the chance it will declare war on a weaker opponent.

    So there will be still some wars within the HRE, even if you improve the relations of the member states with each other from time to time (that prevents other countries like ethopia from becoming emperor ).
    Anyhow, I have been able to completely prevent blobbing this way, and after a while, there are not as many wars anymore.
    Yes, with how the AI works, it is almost impossible to prevent all wars. The AI will go to war for so many different reasons that there is no way to really prevent them all without robust AI files which we don't have.

    From my limited testing of the AI relations event I created, coupled with the adjustments to the Border Dispute event (it no longer fires between nations with good relations, thus HRE states aren't getting cores on other HRE states as often), it does reduce the number of HRE wars, more HRE alliances appear to form, and more emperors are coming from HRE states then before.

    With how the event is created, the Player still has to work for good relations in the HRE, as it doesn't work on player countries. It actually makes becoming the Emperor alot more work since the member states actually have good relations. The chances of you becoming emperor as Spain just for being you should be a distant memory.

    As you said, this method should prevent blobbing within the HRE, which is the primary goal of the alterations.

  13. #13
    Field Marshal Walter Model's Avatar
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    Has nyone got anti-blob files in the HRE to post? It would be really nice to have. Going to 1477 at the removal of Burgundy just makes Austria twice as strong.

  14. #14
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    Quote Originally Posted by Walter Model
    Has nyone got anti-blob files in the HRE to post? It would be really nice to have. Going to 1477 at the removal of Burgundy just makes Austria twice as strong.
    Wait a week and we will present our try to solve the issue.

  15. #15
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    If anyone has knowledge on particular difficult fortresses to take in the Orient (China, Japan, etc.) we would be more than a little willing to hear from you!

    We are currently reviewing the difficulty of conquering provinces and we need any help we can to implement the system in Asia.


    Thanks!

  16. #16
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    Quote Originally Posted by mandead
    Speaking of fortresses, make sure Ft. Louisbourg is level two or three before the British capture it. You can read about it on Wikipedia of course.
    Thank you for the contribution.

    However our main concern is to make the necessary changes at game start date (1453). Maybe later, when things stabilize into a sound game system, we will look to add that info to the history of each province.

    Sorry for not clarifying the point!

  17. #17
    Second Lieutenant Darktooth's Avatar
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    Have you thought about working together with Stonewall? I mean your goals are nearly the same, so why make two mods?
    If properly organized (making groups of people for different tasks) a lot more people would contribute. Testing and modding would be faster.
    I would really like to see this happen.

  18. #18
    Field Marshal Walter Model's Avatar
    EU3 Complete

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    Stonewall's mod aims for historical realism. Magna Mundi seems to be to tone down things, add things to majors, and besides combining the mods would make it (not)compatible.

  19. #19
    MM Dev Team
    Hearts of Iron 2: ArmageddonDarkest HourDeus VultHeir to the ThroneEuropa Universalis III: In Nomine
    EU3 Napoleon's AmbitionSword of the StarsMount & Blade: Warband

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    We are please to announce Magna Mundi v1.0 entered today its Beta Testing.

    If everything goes as planned we will release the mod next Wednesday.

    It is a mod that covers the game mchanics as a whole making it all more realistic and harder. Of course we included the changes we had made in The New World mod, refining them where we felt an improvement could be made.

    But this time our aim was to cover not only colonization, but the game balance and feeling as a whole!

    Wait 'till Wednesday and then give Magna Mundi a chance!

  20. #20
    If I might offer a cautionary word, it would be this: don't get stuck modding for the sake of modding, because someone fancies making a change. This is what happened to some extent with AGP-EEP for EU2 and what may already be happening with the HR Project (why are they changing probabilities for spies, for instance?) Keep the game recognisable and the changes subtle; anyone who wants a fresh challenge can look at mods that change everything which are much easier now with EU3.

    Ooh - and let's get rid of the Maya!

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