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Thread: SubUltimate - The Firenze Submod

  1. #221
    Care to post that mod Rabid?

  2. #222
    Quote Originally Posted by Karrde View Post
    Care to post that mod Rabid?
    I don't think it's been released yet, when it is I'll link to it if I remember about this post ^^

  3. #223
    Ammiratus ammiratorum Hastu Neon's Avatar
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    First of all, thanks to CJL78 for his efforts!
    I have just downloaded this submod and started a GC, playing exactly Firenze.

    I have a question out of curiosity: in MMU there were those - quite annoying actually - local trader, regional trader, etc etc events which popped up (IIRC) when you had 5, 10, 15, etc merchants placed in various COTs.

    Those messages do not appear anymore in this submod. Just disactivated the pop-ups or completely removed the feature?

  4. #224
    Duca di Firenze CJL78's Avatar
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    Quote Originally Posted by Hastu Neon View Post
    First of all, thanks to CJL78 for his efforts!
    I have just downloaded this submod and started a GC, playing exactly Firenze.

    I have a question out of curiosity: in MMU there were those - quite annoying actually - local trader, regional trader, etc etc events which popped up (IIRC) when you had 5, 10, 15, etc merchants placed in various COTs.

    Those messages do not appear anymore in this submod. Just disactivated the pop-ups or completely removed the feature?
    No they are still there

  5. #225
    Colonel Dr. B's Avatar
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    Quote Originally Posted by Hastu Neon View Post
    First of all, thanks to CJL78 for his efforts!
    I have just downloaded this submod and started a GC, playing exactly Firenze.

    I have a question out of curiosity: in MMU there were those - quite annoying actually - local trader, regional trader, etc etc events which popped up (IIRC) when you had 5, 10, 15, etc merchants placed in various COTs.

    Those messages do not appear anymore in this submod. Just disactivated the pop-ups or completely removed the feature?
    If you are a small nation dedicated to trade, you get one modifier: "Specialised Traders" or something like that, wich is very good. This works all the time, so you get no other modifiers from merchant numbers. Firenze seems like a good candidate for this case.

  6. #226
    Quote Originally Posted by Hastu Neon View Post
    I have a question out of curiosity: in MMU there were those - quite annoying actually - local trader, regional trader, etc etc events which popped up (IIRC) when you had 5, 10, 15, etc merchants placed in various COTs.

    Those messages do not appear anymore in this submod. Just disactivated the pop-ups or completely removed the feature?
    Are you in a trade league? You get based of the trade league leader's stuff, and you don't get those modifiers.

  7. #227
    Ammiratus ammiratorum Hastu Neon's Avatar
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    Thanks all.
    By exclusion, I believe that Iamwinterborn's is post is the one which seem to apply to my late 1400's Florence. I do not have the "Specialised Trader" modifier, but I'm in trade league with Genoa. Anyway, it's good way to avoid spamming of those merchant modifiers!

  8. #228
    Quote Originally Posted by Hastu Neon View Post
    it's good way to avoid spamming of those merchant modifiers!
    It also destroys trade balance in the game. Its one of the reasons why MMP > MMP.

  9. #229
    Lt. General Sikker's Avatar
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    Quote Originally Posted by zing View Post
    Its one of the reasons why MMP > MMP.
    Wh..What? You mean' MMP > MMU' I take it?
    Scandinavians unite!

  10. #230
    Second Lieutenant ijzervuist's Avatar
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    Hey,

    I placed the version in the mod file, but i constantly get an appcrash. Anything i missed?

  11. #231
    Dumb question, but can Venice eventually become a monarchy? Just thinking of the Crown of Lombardy event.

  12. #232
    Yes. If your gov tech is high enough, you can switch to a monarchy.

  13. #233
    Second Lieutenant Tapochki's Avatar
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    This is probably a vanilla bug but I'll ask anyway:
    As Quito, had war of religion (animists VS intis). At some point I got the "Peace Talks Begun" modifier, which gives me +1 tolerance of heretics.
    A hundred years later, the modifier is still there. Quito, which has become Inca since then, still has the War of Religion flag, so I cannot surrender to religious revolters or heretical rebels.
    This will help me when I try to core fetishist provinces, I bet >_> but really, is the event that removes it incomplete or simply failing to fire for any reason?

  14. #234
    Duca di Firenze CJL78's Avatar
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    Quote Originally Posted by Tapochki View Post
    This is probably a vanilla bug but I'll ask anyway:
    As Quito, had war of religion (animists VS intis). At some point I got the "Peace Talks Begun" modifier, which gives me +1 tolerance of heretics.
    A hundred years later, the modifier is still there. Quito, which has become Inca since then, still has the War of Religion flag, so I cannot surrender to religious revolters or heretical rebels.
    This will help me when I try to core fetishist provinces, I bet >_> but really, is the event that removes it incomplete or simply failing to fire for any reason?
    AFAIK, this should just be a Reformation (i.e. European) thing.

    No idea/i've never played in Americas

  15. #235
    Second Lieutenant Tapochki's Avatar
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    War of religion happens whenever religious rebels are surrendered to, voluntarily or otherwise.

  16. #236
    or if you force a huge "minority" religion to convert.

  17. #237
    Second Lieutenant WGPower's Avatar
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    CJL78, have you noticed a conflict with minefields COA's? they don't seem to work with your (fantastic I might add) mod? I have cleared the map cache to no avail..

    EDIT: silly me, forgot to follow minefields own instructions, "delete default files flagfiles.dds and flagfiles.txt manually" now ready to roll after my surgery on Thursday!
    Last edited by WGPower; 08-11-2011 at 08:37. Reason: read the instructions!

  18. #238
    Duca di Firenze CJL78's Avatar
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    With dharper resurrecting 6 month old threads on the forum, I recommended he try Firenze and let me know what he thinks.

    Checking my file, I noticed that v1.5 had been downloaded 404 times!

    Thanks for all the support and interest in the submod, which will soon be its own, full, built-from-scratch mod of Magna Mundi the Game when it is released (see my stickied thread and recommend ideas in the Magna Mundi the Game forum)

    I have now uploaded a v1.5b FINAL really FINAL including the Sikh events bug fix and other minor bug fixes and tweaks completed after the original 1.5 release. It's in the regular download spot at the bottom of the first post of the thread. Thanks! and enjoy

  19. #239
    Dei Gratia author dharper's Avatar
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    CJL78, I've made a couple of bug fixes to my files in Magna Mundi. Looking at the state of things right now as Magna Mundi: the Game approaches release, I think the best way to get my changes released would be to attach them to your submod. I understand this means your FINAL version won't be...final. But it's in a good cause!

    If you download the bugfixes from my signature, you'll see it's only five files - one of which you've already included (the Sikh event chain fix that you authored).

    Of the other four, it looks like no changes were made to my Dei Gratia files, so we can safely include DG_Catholic and DG_Setup. The two Japan files are a little less clear, but although there are a ton of differences throughout them, they appear to be entirely formatting - probably safe to include as-is.

    I'm going to be playing a game using the Firenze submod and these fixes.
    A mod for Europa Universalis IV that enhances religion in the age of faith and reason
    Over 1,100 events and decisions for over 30 religions
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    Version 1.7.08 standalone (August 23, 2014) or Steam Workshop

    Path of Adventure: A mod like no other
    A procedurally-generated adventure quest for EUIV
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  20. #240
    Duca di Firenze CJL78's Avatar
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    Quote Originally Posted by dharper View Post
    CJL78, I've made a couple of bug fixes to my files in Magna Mundi. Looking at the state of things right now as Magna Mundi: the Game approaches release, I think the best way to get my changes released would be to attach them to your submod. I understand this means your FINAL version won't be...final. But it's in a good cause!

    If you download the bugfixes from my signature, you'll see it's only five files - one of which you've already included (the Sikh event chain fix that you authored).

    Of the other four, it looks like no changes were made to my Dei Gratia files, so we can safely include DG_Catholic and DG_Setup. The two Japan files are a little less clear, but although there are a ton of differences throughout them, they appear to be entirely formatting - probably safe to include as-is.

    I'm going to be playing a game using the Firenze submod and these fixes.
    Great, now I'll have to do another update!

    jk, thanks much dharper. let me know how the game goes. who are you playing?

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