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Thread: Vassal benefits to their overlord

  1. #21
    Field Marshal jdrou's Avatar
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    Quote Originally Posted by mate0815 View Post
    whats about with a triggered_modifier which has the "is_subject=yes" trigger inside for make the benefits work. only an idea...
    The problem is that modifiers can't include scope-changes so there's no way to communicate from the vassal to the overlord.
    Unfortunately once a vassal/union ends there's no easy way to contact the former overlord to adjust the variable either (although we can clear the no longer valid flag with an event that fires if a country that is not a vassal/junior has it).
    It's probably possible to 'brute force' it with either a huge number of flags or with a 'polling' event that refreshes the variable periodically but that might be too much effort for a small benefit.
    "The trouble with fighting for human freedom is that one spends most of one's time defending scoundrels. For it is against scoundrels that oppressive laws are first aimed, and oppression must be stopped at the beginning if it is to be stopped at all." --H. L. Mencken

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  2. #22
    Ruler of the Queen's Navee George LeS's Avatar
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    How in the world did I miss this? I've got to incorporate it in my own games.

    Thanks, very much.
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  3. #23
    I was wondering if I would be able to incorporate this into my vanilla game of EU3 Chronicles? I've only owned the game for about 4 weeks now and never had modded the game before. I was interested in getting the Magna Mundi mod's but unfortunately my friend told me that neither MMP2 or MMU was compatible with my game.

    If it's possible, how do I go about 'installing' this?

    EDIT: Ok I saw the download links, my bad. I was in a rush before and had a quick read of the OP but somehow missed it :P
    Last edited by Oxea; 29-09-2011 at 11:10.
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  4. #24
    Quote Originally Posted by jdrou View Post
    Absolutely. Any mods are free to use this.
    I just found this and plan on adding it to RTG.

  5. #25
    Field Marshal jdrou's Avatar
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    New version compatible with 5.2 beta patches.
    Includes changes the beta made to triggered_modifiers.txt and reduces the manpower bonus by 5x to match the manpower reduction done in the May beta.
    "The trouble with fighting for human freedom is that one spends most of one's time defending scoundrels. For it is against scoundrels that oppressive laws are first aimed, and oppression must be stopped at the beginning if it is to be stopped at all." --H. L. Mencken

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  6. #26
    just a question by someone, who has very limited modding experience with EU3 DW
    - What would AI do with this Mod?

    Edit: recognized that EU3_:_DW includes a smiley when posted xD - see: EU3W

  7. #27
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  8. #28
    Field Marshal jdrou's Avatar
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    Quote Originally Posted by ben_mit_b View Post
    just a question by someone, who has very limited modding experience with EU3 DW
    - What would AI do with this Mod?
    AI doesn't need anything new to make use of it if that's what you mean.
    The additional manpower would presumably affect some of its decisions while at war (may be included in War Capacity for example).
    AI is probably not smart enough to consider the effects of the modifier before it actually has it though so it wouldn't affect its decision to go to war.
    "The trouble with fighting for human freedom is that one spends most of one's time defending scoundrels. For it is against scoundrels that oppressive laws are first aimed, and oppression must be stopped at the beginning if it is to be stopped at all." --H. L. Mencken

    Playing EU3 Divine Wind 5.2 latest beta

    Download the Fix-it-Yourself Pack for HoI 1.06c (updated 11/14/05)
    Download the Unofficial fixpack for EU3 4.1b 4/29 beta or final 11/24 patch (updated 12/25/10)
    Download the text fixpack for EU3 Divine Wind (updated 2/11/11)

  9. #29
    Prime Minister lukew's Avatar
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    Quote Originally Posted by jdrou View Post
    Absolutely. Any mods are free to use this.
    Thanks *integrated into D&T*
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