Latest version, 06-10-11 for DW with the 5/17/11 patch, is here. I hope it fixes the CTDs people have reported. It works with the 6/21/11 patch, as well.
An SRI-based naval and exploration mod. This is my latest attempt at improving the naval and exploration sides of the game. Helius kindly invited me to post it in the SRI subforum, so here it is.
I don't pretend it is complete, but it is working, and I hope for feedback from any who try it. An AAR by dinofs will soon be forthcoming.
This is based on SRI, and the mapcache must be handled in the following manner:
NotesTo run SRI, unpack this archive into the folder
For SRI to work, you must manually copy the mod's map cache into the vanilla map cache, before starting the mod!
Rename this folder:
... to something like this:
Copy this folder:
... and paste it into this folder:
If you frequently switch between playing mods and unmodified EUIII, I recommend you keep copies of the different cache folders in the root/map folder.
Before switching back and forth between one mod and another, or between a mod and vanilla, make sure to rename the appropriate folder, so that you always have the correct cache on hand.
1. This is by no means intended as a complete explantion of the mod, but only a list of things a player should know before playing it.
2. The most obvious feature is the system of Leaders by event; a development of my earlier mod. This involves both historical and randomly generated leaders.
(NOTE: this does not mean the "Historical Leaders" option is used. Rather, it defaults to "Leaders by Event", but there is no inherent problem with using the Standard system. I'm not convinced the AI can use the latter intelligently, though.
3. Leaders of all sorts are generated by events. Throughout, I've used the approximation that 1 pip of leader value = 1 point of Tradition. However, the amount of tradition does NOT limit you in the value of the leaders received. Historical leaders show up, with their historical stats, independent of the amount of tradition you have. Generated ones simply become more common with more tradition, & the odds of a good one go up with 25, and further with 50, points of tradition. The event given historical leaders come from the EUII mod, Europa Portugalis, which are different from those in EUIII. However, those you get at start ARE the EUIII ones, minus the explorers & conquistadors.
4. Historical explorers and conquistadors are both generated & killed by events, even for the AI, although with a big positive modifier.
Note that you do not HAVE to have QFTNW for this to happen with historical explorers & conquistadors; however, it is more likely for them to show up, and they live longer, with it than without. You will often have the option to spend more money and colonists to extend their missions. Doing so will negate the 1st event which would otherwise kill them.
From my own testing, it's clear that the "kill" events are much less freqent and annoying than in GRIN. However, there will be times where missions do abort almost immediately. It's not common, though, and it is equally true than sometimes missions will run much longer than you might expect.
5. Note that you will never get more than two explorers or conquistadors at a time.
6. Colonisation is significantly harder. It takes much longer to establish or to build a colony; usually well over a year (at least) per attempt. This is additional to the constraints already present in SRI. However, native aggressiveness has been made less relevant to growth, & less of a factor in placement. There are events which will give you a benefit from having natives present, and some which will replace them, once killed. It's a good idea to have units present, too; more than good, almost essential.
7. The land combat values have been changed. All archer units have fire factors, and there is some fire value in the table even at early levels. Note that only the fire values will increase as radically with tech, as in vanilla. Early shock values are much higher here, for infantry and cavalry. At all tech levels, artillery has 0 shock.
8. The naval tables have been more thoroughly overhauled. There are many new ship types, and the the values are rather bloodier at low tech. Ship speeds are slower than in vanilla, by a good margin, and lightships do not show up until tech 25. (This is because the game does not allow increasing strategic -- map -- speeds with higher tech.) There is a special provision -- frankly experimental -- for three decker types. All these are confessedly abstracted from reality, and are a compromise between history and game play.
9. NOTE: I have included, in the history/country files, 2 subfolders. One has the vanilla history files, with all exp/con's present at start. The other has them #'d out. Probably the best way to play is to copy the modified file for the country you are playing, into the main country folder, thus giving the AI its leaders at start. (Of course, this does not affect generals and admirals).
10. There are of course several bugs still in it. I hope anyone who tries it will give me feedback about whatever he thinks is wrong with it. I mean that; I'm hard to offend, & eager to see what is not working. So, if you look at it, and think it crap, please post a comment telling me why.
Helius, for letting me use SRI as the basis for my own mod.
Antracer, who taught me how to do most of this, and many of whose ideas are built in to the mod, including the war blockade events.
dinofs, who tested it patiently.
Also, inspirations and ideas have come from the above, plus:
MEIOU and MM for any number of ideas.
Keraunos, who 1st came up with a leader-by-event system, and Darken, who improved it, in the process showing me how to make my own.
17blue17, whose Updated Naval Mod is probably more influential here than may seem at 1st sight.
BritNavFan, for the constant land table, which I have adapted in part, and for the African cavalry.
And too many to name for teaching and helping me with coding issues.
I've undoubtedly forgotten several more, who deserve thanks and acknowledgement.
As always, anyone may use this for any purpose they choose, under no conditions whatsoever. However, remember that the basis of the mod is SRI, and not my own work. In most cases, my changes can be seen by looking for my initials, "grles". Files I have created include them in their names, while most modifications I've made are annotated with "#grles".
I do not regard this as complete, by any means, and have several ideas for future development.