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Thread: (MOD) MiscMods

  1. #901
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    I think Pagans are too weak in Shattered Europe. They seem to always get conquered sooner or later, and really aside from muslim spain the whole scenario normalizes itself after 100 or so years.

  2. #902
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    Thats why I think Shattered Europe's problems need to be magnified a lot. Perhaps make huge Islamic inroads into Southern France/Switzerland? Maybe nearly all of Italy Islamic?

    The Greek/Balkans usualyl stay Islamic in my experience
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  3. #903
    "Dark continent" scenario is great! How about making whole world scale scenario similar to it? Also there should be free cores for colonizing countries- becuase muslims already have giant advantage.

  4. #904
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    Southern France and Switzerland is probably too far.

    Anyways, I wonder if there can be a scenario predicated on England not being conquered by Normandy, and a stronger Scandanavia/North. Maybe even having England start as Orthodox (i.e broke off because of the Pope backstabbing them), and then interesting butterflies can be from there. England can be Anglisc culture, and maybe even retain colonies in France that are largely OTL "English". Norway is better off, strengthened Baltic regions, etc. Maybe even have Byzantium be in decent shape (allied with an Orthodox Norway perhaps?) and Anatolia could be a mix of states with Byzantium controlling maybe a minor toe hold. I am just thinking that a "William Fails" is an interesting scenario, though I am descended from the Norse claimant, so maybe that is why I like Alt-Hastings scenarios.



    Anyways, there is something you should change the base tax on Trebizond is far too low, and has always been, it should be something like 5 or 6 or 7 (or maybe more) since it was the terminus of the silk road and a semi-important port. And its manpower is slightly too low.
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  5. #905
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    Karhunkynsi hasn't been on the forum for over a month. This worries me.

  6. #906
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    I think its time for a new scenario why dont you think of your best ideas Karhunkynsi and let us vote or soemthing I love this mod and I want it to expand

  7. #907
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    Quote Originally Posted by Yammka View Post
    Karhunkynsi hasn't been on the forum for over a month. This worries me.
    His location says MN. The majority of the state is a short drive from me. If he's playing Diablo 3, I'll track him down and delete his installation.

    Quote Originally Posted by Selvetrica
    I think its time for a new scenario why dont you think of your best ideas Karhunkynsi and let us vote or soemthing I love this mod and I want it to expand
    Agreed. MiscMods kept me interested after playing vanilla to death. So much so, I used it as my base for my own mod dabbling (added Illuminati based factions: Gnomes of Zurich, Servants of Cthulhu, etc... for example).

  8. #908
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    I think he said he's studying across the world or something...so long plane trip :P
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  9. #909
    PLEASE MAKE CASTILLE SHATTER-ABLE

    I have yet to find a mod that does this. Not that AI Castille needs weakening by adding release-able nations, just that it'd be nice to take a smaller, catholic, iberian state and form spain instead of LOL CASTEEL or ARAGON A BLOO BLOO all the time. Because currently, these are your choices: super easy mode as Castille or BUTTFRUSTRATINGLYHARD mode as Aragon.

    Castille, as represented in EU3 at GC start, is composed of: Kingdoms of Leon, Galicia, Castille, as well as the muslim emirates (represented in shattered europe).

    Leon, at least, should be release-able. The shattered europe nations---zaragoza, badajoz, seville, etc.---should be release-able, too. As in, have cores in respective/appropriate territories.

    Can we hope to see this in the future? Maybe?

  10. #910
    OK, so i wanted to add some buildings to MiscMods, but ended up adapting large portions of Wiz's AzeriLP-mod to MiscMod. I've attached it, in case somebody is interested. It should be compatible with 5.2 and MiscMod 0.79.

    There are a lot more buildings (3 new categories), but they should give about the same aggregate effects as the current ones. The new building lines are:
    Government: Constable -> Courthouse -> Printing Press -> Town Hall -> Treasury Office -> Government House (March)
    Army: Training Fields -> Armory -> Barracks -> Reg Camp -> Conscription Center -> Arsenal
    Navy: Dock -> Drydock -> Shipyard -> Grand Shipyard -> Naval Arsenal -> Naval Base
    Production: Marketplace -> Workshop -> Bank (Counting House) -> Customs House -> Mint -> Stock Exchange
    Trade: Road Network -> Trade Depot -> Post Office -> Canal -> Semaphores -> Railroad
    Colonial: Trading Post -> Mission -> Colonial Factroy -> Blockhouse -> Company HQ -> Presidio
    Religion: Shrine -> Temple -> Cathedral -> School -> College -> Hospital
    Culture: Fairgrounds -> Tavern -> Theatre -> Casino -> Opera -> Salon

    - Government-buildings primarily lower administrative burden as implemented in AzeriLP; it appeared more straightforward than the method used in InExtenso.
    - Spy Agency replaces March as an unique building
    - Army & Navy-buildings are the same, but in the order used in AzeriLP and give the same (smaller) benefits
    - The "Production"-buildings give direct tax and trade incomes
    - The "Trade"-buildings give modifiers to tax, production and trade incomes
    - The Colonial buildings are the only buildings that can be built in colonies
    - Most of the Entertainment/Culture-buildings give less revolt risk
    - The Religious/Education-buildings give lower stability costs (which might be a bit too high), and the first three require no magistrates
    - Forts can't be built overseas, but colonial factroys and presidios increase fort level by 1; static modifiers give +1 fort level to all land provinces

    I've only playtested it 50 years into the game, but that seems to be enough these days.

  11. #911
    Quote Originally Posted by Silly View Post
    OK, so i wanted to add some buildings to MiscMods, but ended up adapting large portions of Wiz's AzeriLP-mod to MiscMod. I've attached it, in case somebody is interested. It should be compatible with 5.2 and MiscMod 0.79.

    There are a lot more buildings (3 new categories), but they should give about the same aggregate effects as the current ones. The new building lines are:
    Government: Constable -> Courthouse -> Printing Press -> Town Hall -> Treasury Office -> Government House (March)
    Army: Training Fields -> Armory -> Barracks -> Reg Camp -> Conscription Center -> Arsenal
    Navy: Dock -> Drydock -> Shipyard -> Grand Shipyard -> Naval Arsenal -> Naval Base
    Production: Marketplace -> Workshop -> Bank (Counting House) -> Customs House -> Mint -> Stock Exchange
    Trade: Road Network -> Trade Depot -> Post Office -> Canal -> Semaphores -> Railroad
    Colonial: Trading Post -> Mission -> Colonial Factroy -> Blockhouse -> Company HQ -> Presidio
    Religion: Shrine -> Temple -> Cathedral -> School -> College -> Hospital
    Culture: Fairgrounds -> Tavern -> Theatre -> Casino -> Opera -> Salon

    - Government-buildings primarily lower administrative burden as implemented in AzeriLP; it appeared more straightforward than the method used in InExtenso.
    - Spy Agency replaces March as an unique building
    - Army & Navy-buildings are the same, but in the order used in AzeriLP and give the same (smaller) benefits
    - The "Production"-buildings give direct tax and trade incomes
    - The "Trade"-buildings give modifiers to tax, production and trade incomes
    - The Colonial buildings are the only buildings that can be built in colonies
    - Most of the Entertainment/Culture-buildings give less revolt risk
    - The Religious/Education-buildings give lower stability costs (which might be a bit too high), and the first three require no magistrates
    - Forts can't be built overseas, but colonial factroys and presidios increase fort level by 1; static modifiers give +1 fort level to all land provinces

    I've only playtested it 50 years into the game, but that seems to be enough these days.
    This is a pretty great combination of mods right here. I started it up to take a quick look, and I noticed that I didn't have a reconquest CB on anyone who owned provinces I had cores on. Whether or not that's working as designed or indicative of more CB problems, I'm not sure. When I have more time I'll definitely give this a try. How is colonization handled? I know that AzeriEu3 and Miscmods both were pretty heavy on scripting to get grouped colonies, and in the case of Miscmods more organized colonial revolutions. Did you bring over any of AzeriEu3's scripting for that, or is that still mostly Miscmods?

    Also, I noticed that pretty much every province in the grand campaign starts with a level 1 fort, which is actually a level 2 fort in AzeriEu3, so you've probably got some really rough assaults in the earlier years.
    Last edited by Kerschey; 19-06-2012 at 08:53.

  12. #912
    D'oh I forgot to update the global flag I used for stopping auto-buildings in cb_types.

    The only colonization-scripting from AzeriEu3 that should be working is how the AI targets colonies.

    And yes, there are probably too many level 2 forts at the start of the game. The better way of removing them would be to have updated province histories, but the sillier way would be to destroy them by ai-decision at game start. Might update later today.

  13. #913
    Well, here's a new version, with at least the casus belli working.
    Attached Files

  14. #914
    Silly question, but is there a 5.1 version of this and where is it? I can't find it... Also is this compatible with the DaO map mod?
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  15. #915
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    Quote Originally Posted by EU3NOOB View Post
    Silly question, but is there a 5.1 version of this and where is it? I can't find it... Also is this compatible with the DaO map mod?
    Go to https://sites.google.com/site/miscmods/download. The download you want is "miscmod799DW.zip" towards the bottom of the page. As for DaO, someone posted a version with it integrated back on page 44.

  16. #916
    Quote Originally Posted by Silly View Post
    Well, here's a new version, with at least the casus belli working.
    I had a chance to play this a bit more and ran a hands-off game, too. I like your added buildings. I particularly like the colonial line of buildings - it gives you something to manage on your colonies but also reduces the attention you need to pay them just a bit, both good things.

    Just a few thoughts I had as I was playing:
    - It'd be nice to see the 'AI Restraint' option of AzeriLP on here, as long as you're combining things. It worked really well at helping the AI expand in a sustainable manner.
    - Native Americans are too resilient against AI colonizers. This is a problem mostly inherited from Miscmods. Ever since Miscmod turned the North American natives into horde powers, AI colonizers just don't understand how to deal with them. I'm not sure what the AI's issue is with the Central and South American natives, because even with really attractive CBs targetting them, they tend to avoid them.
    - Might be worth considering upping the base warscore cost for forcing the release of annexed nations, then making the cost reduction better specifically for the Liberation CB. "You broke my trade league? Well, release Northumberland, Cornwall, York, and Wales."
    - Might be worth considering reducing the infamy factor for retaking cores from .1 to .0 to encourage big powers to re-consolidate after losing territory.

  17. #917
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    after playing dao mismods .799 on beta patches, theres one bug niggling at me, its a bug i remember in vanilla DW when it first came out. It's that when people call to arms a bigger nation as defender in a war, the bigger nation becomes war leader, then they use call to war, then someone else becomes war leader, and then they call more to war.. its never ment to chain more than one call to war, but ive had wars where say, i declared war on utrecht who only was allied with say luxemburg, who then bought in austria, who then bought in poland, who then bought in england.. as a example that just cripples a tiny war between holland and utrecht into global warfare that rips apart the two little countries.

    but when the early manpower is very low, and your trying to play someone who isnt a superpower, it seems to be crippling the mod for me, forcing large nations to be the only viable players, as they are the only ones with a buffer against this chain reaction

  18. #918
    Thanks for the feedback, Kerschey. And yes, I only really wanted to add the colonial buildings at first, but ended up reorganizing the other buildings, which prompted the need for new building lines, which in turn prompted the need for further changes. Some sort of mission creep, I suppose.

    - I had actually planned on the AI restraint being on by default and not ever prompt to disable it. However, I deleted the wrong part of the triggered modifier which meant it didn't fire. It should now.
    - I had forgotten that MiscMods' North American tribes were hordes by default, it should be fixed now. I took the liberty to do a few changes, though: Teotl and Inti-religions are now annexable, but they should also be able to switch to unannexable versions when/if they modernize.
    - And yeah, I upped the cost of releasing annexed nations and reduced the reconquest-badboy.

    Here's a new version, which probably introduces a host of new and interesting bugs. The only interesting change might be that the government-line buildings also count toward administrative capacity for adjacent (owned) provinces.
    http://www.mediafire.com/?xcgyu4zvjlpa5vc

  19. #919
    I ran two hands-off games with your latest version as the Pirate Hunters. One with my dao_miscmod combo and one with standard miscmod. The results were about the same for both runs. Here's how the map turned out in the standard Miscmod game. In both games, Scandinavia united relatively quickly - I guess Denmark is able to keep its personal unions going without constantly being in war. In both games, Scandinavia kind of fell apart afterwards. England and Scotland's borders stayed relatively static for the entire first game. In the second, England inherited Scotland in the late game. The borders in Iberia were relatively stable in both games. Aragon would spar with Castille a couple of times and either lose or gain a province, then they'd flip back later. France managed to claim most of its cores both times. Colonial revolts hit very hard both times and most of North and South America outside of the Caribbean ended up as revolutionary states. Golden Horde survives until the 18th century and beyond in both games. Novgorod and Muscovy made little progress against each other or the horde.

    I ran both games with difficulty on hard and every other setting on normal. It seems like the AI is too timid about pressing really valuable CBs, like the Ottomans with their cores and missions or France with some of their ignored cores. I'll try another couple of runs with AI aggressiveness set to higher to see if that helps.

    1399 Grand Campaign Reference Shot


    1456


    1500


    1552


    1605


    1724

  20. #920
    Again, thanks for the feedback and testing, Kerschey.

    Regarding The Golden Horde, their stability must have resulted from trying to make steppe_horde-government not nomadic. I apparently misremembered how hard tribal succession crisis hit non-nomads. They should fracture a bit more now.

    Personal unions were way too stable and likely to lead to inheritance, since I had put the wrong version of unionevents.txt in the events folder – they got all the better relations from diplomatic boost-decisions but none/way too few of the problems from the events. I also drastically lowered the mean time to happen for bad events outside of (Christian) Europe now.

    One of the reasons for AI stability and lack of aggression was probably that Conquest-missions were way too unlikely to happen, since I had forgotten to alter the mission chances of the default mission. Wiz used base 1, the default mission used 1000. Iberian, French, Dutch and Russian powers should now get more missions to conquer one another.

    Other than lack of conquest missions and overly restrictive CB:s badboywise, AI lack of aggression might also be caused by even lower manpower-levels than in regular 5.2 due to early military buildings not giving manpower-boosts. Might have to change that.

    E: Ottomans and Ming seem to have way too much difficulties, don't really know what to do about that. Other than giving Ming/Celestial Empire a nice boost to administrative capacity.

    Anyhow, a new version with undoubtedly new problems and further mission creep:
    http://www.mediafire.com/?s2bj97c26l9efsp

    - Semaphores are replaced by (a nerfed) Grain Depot. I only now remembered that I had not altered the tech-level that enables it. D'oh. Anyhow, Grain Depot as a unique building is replaced by Penal Colony, available at GT 49. It's pretty underwhelming and has no events tied to it (I've tried to make the rest of the mod playable without using the way-over-the-top-buildings).
    - Tax Assessor might also get replaced by, say Parliament, since Treasuries give a similar (but much smaller and local) effect.
    - Some more Native American tribes may need to be added to the Grand Campaign for the Incas to be able to conquer regions they did control historically and to make Central and North American natives more interesting.
    - Wiz's native system might as well be ported, but since he seems to be making a proper scenario of it I better not. The only real problem with that system is that it becomes a somewhat repetitive provincial decision, I would probably prefer to make it a country decision that can be revoked or changed through events.
    - Greenland, the Pacific, parts of Australia and Africa need to be made much, much, less hospitable for colonists, at least in non-Dark Continent-scenarios. There are probably more elegant ways of doing it, but for now they get modifiers specifically added to the provinces that lower colonist chance by 90% (removed at government and naval tech 50) and are specifically avoided by the colonizing ai (with some exceptions).
    - Western Europeans seem to rocket ahead technology-wise way too soon. For now, it's jury rigged with lack of a specific country flag triggering a modifier that adds 20% to tech cost until a Modernization-decision removes it. Which I just now realized lacks localization.
    - ...and really, Africa and Asia also need fixing. The tinkering never ends.
    Last edited by Silly; 26-06-2012 at 00:45.

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