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Thread: Christmas momod

  1. #341
    Quote Originally Posted by Nimurrud View Post
    If you still don't trust the game then, you could check one of the National Idea's descriptions - they differ noticably from the ordinary mmu 1.26.
    Someone noticed the descriptions!

    Quote Originally Posted by TheLoneTaco View Post
    "Moral fibre" events were always annoying
    You're right; i'll check this again.

    Quote Originally Posted by Willum View Post
    As for the quick sieges, I have found it to be a result of bankruptcy, which I actually think is a good thing.
    I guess it shouldn't be that drastic; i'll check defensiveness values.

    Quote Originally Posted by Jirlow View Post
    the Firenze mod is awesome. Would be a shame to get rid of it... Well, guess you can't have it all. :/
    Unfortunately the two mods are not compatible; i've once contemplated a merging but the two overall designs are too different.

    Quote Originally Posted by Discordia View Post
    As for AE, prestige and advisors also matter. Statesmen and Ulama gives a full point for every star, treasurers, aldermen, high judges, sherrifs and sufi fakirs each give 0.5 points.
    Come on man what about my reenchantment policy!

    Quote Originally Posted by TheLoneTaco View Post
    Am I missing something here? I was doing pretty well until I united the Netherlands and then everything turned to crap. It's not fun to deal with 20%+ revolt risk in every province, horrible admin efficiency, 35%+ inflation (so I can't afford a navy or merchants)...
    Religion? Or war exhaustion maybe? When reporting issues please provide their circumstances; if you want me to look at a save, PM me and i'll send you my email.

    Quote Originally Posted by SerialCereal View Post
    Playing Castille, 5 years into the game and I am at 1.7 inflation already, I normally gain aroun 0.2/0.25 yearly from reliance on gold. Personally, I think that should happen later after they discover the Americas.
    You can use the provincial decision to switch production.

    Quote Originally Posted by Gogog View Post
    Hopefully you don't give up on the mini-mod, it has done wonders for Magna Mundi.
    Thanks man! but please, please do not call a 3 years and probably more than 2000 hours work 'mini'!

    Quote Originally Posted by TheLoneTaco View Post
    I was already at 35% inflation by 1520 (1399 start)
    Don't forget the mod is balanced for a 1453 or 1477 start.

    I hope everybody has a great summer!

  2. #342
    Second Lieutenant Gogog's Avatar
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    Fair enough but mod-mod sounds funny. Sub-mod I guess? But that has similar problems as mini-mod. It's a strange nomenclature when the 'submod' starts outgrowing the regular mod.

  3. #343
    Quote Originally Posted by Gogog View Post
    Fair enough but mod-mod sounds funny. Sub-mod I guess? But that has similar problems as mini-mod. It's a strange nomenclature when the 'submod' starts outgrowing the regular mod.
    Alright sorry for the touchiness; i guess i'm traumatised since i'm just not used to work that much.
    Regarding vocabulary i can remember checking the custom, and finding there was no real establishment in that matter; i went with 'momod' as i felt 'modmod' was less sexy, and it's not like the whole name wasn't dumb anyway.

    I hope you have a great winter!

  4. #344
    wont let me download off the google docs

  5. #345
    Quote Originally Posted by darkwolfe22 View Post
    wont let me download off the google docs
    Have you managed? If you haven't that's weird; i'll then post an alternative link.

  6. #346
    Quote Originally Posted by darkwolfe22 View Post
    wont let me download off the google docs
    have you tried logging in with a google account? I had the same problem until I logged in

  7. #347
    Quote Originally Posted by Amartya View Post
    have you tried logging in with a google account? I had the same problem until I logged in
    But no sign-in should be required, goddammit!

  8. #348
    Cmm v.1.311 released! Barely more than cosmetic changes for this one.

    Contents:

    >added some missing localisation
    >removed 'moral fibre' events
    >fixed 'liberation' events (60776/60857)
    >tweaked land tradition gained from battle
    >tweaked some modifiers
    >tweaked religious NIs

  9. #349
    Quote Originally Posted by franckfuck View Post
    But no sign-in should be required, goddammit!
    well I was asked to log in for security purposes or something dont remember exactly.

  10. #350
    Second Lieutenant Gogog's Avatar
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    *Bug

    Just confirming what someone was saying earlier, if you 'shut the valve' in Toledo as Castille you still accumulate 'reliance on gold' inflation.

    So you are stuck with the inflation whether or not you get the benefit.

    Not a major deal but very strange.

  11. #351
    Quote Originally Posted by Gogog View Post
    So you are stuck with the inflation whether or not you get the benefit.
    To make sure; does the decision turn the production into lead or whatever non-inflationist goods? And if so, does the inflation pass through the new year?

    I hope you won't confirm all of this, because i really can't see any reason for the inflation to be!

    Thanks for reporting

  12. #352
    Second Lieutenant Gogog's Avatar
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    The gold does turn to copper but for some bizarre reason inflation stays. I tried reloading but it didn't help.

    I never had a problem as Bohemia and the only difference I can see is that Prague turns to lead instead of Copper.

    I'm pretty sure the inflation stuck around past the next year but will double check.

    *Edit

    Never mind I did a trial run right off the bat and the inflation did not last past the year. It slowly declined and was gone after January. I did not have the slow decline last time so I'm not sure if there was anything different. Disregard for now.
    Last edited by Gogog; 01-08-2012 at 01:17.

  13. #353
    When I changed it the inflation stayed for a short amount of time, but went away after about a year or so.
    Destroying blobs since 1995

  14. #354
    Quote Originally Posted by Gogog View Post
    Never mind I did a trial run right off the bat and the inflation did not last past the year. It slowly declined and was gone after January. I did not have the slow decline last time so I'm not sure if there was anything different. Disregard for now.
    Quote Originally Posted by SerialCereal View Post
    When I changed it the inflation stayed for a short amount of time, but went away after about a year or so.
    Good, good

  15. #355
    Germany forming seems a bit deterministic to me. The emperor has no way of preventing it or even fighting it. He doesn't even get a notification. Both as a rising Germany and as the emperor I would like this to be a dramatic fight between the old and new order, but instead it is oftenmost just Brandenburg (also seen Bavaria do it) in one way or another annexing most of the German culture group. Even if I fight them and force release some states, they mostly get reannexed again without even af short war (I don't get a call to arms anyway.) I admit, Germany is usually a fine oppononent on line with France for the endgame, so for balancing and keeping-things-interesting reasons one might argue that their rise should happen, even if it seems a bit too deterministic, especially when "Napoleon" (in my last game Great Britain became the revoloutionary nation) almost never succedes in disbanding the empire. (A perfect example of a sentence that started one place and ended somewehere else entirely)

    Trading-wise I usually find it quite easy to dominate the late game, when I have taken the national trade policy idea + gotten +4 market economy, as the Netherlands don't form half of the time, and the other major trade empire, Portugal, oftenmost fall apart. Domination of Africa and the Indies really make the player an unrivalled economic powerhouse in the late game, and I can't really see any way these possesions could be put at any risk, as nationalism does not kick in for these colonial possesions (the Indies even get the "East Asian Factory" modifier) and they can't really be targeted for colonial wars by the AI, as they are islands, and they do not give the "colonialism" CB. What I am trying to say is, that these provinces are to secure. (Great job making India itself contested though)

    On the topic of colonial wars, I feel it is a bit weird to only be able to claim neighbouring provinces. This prevents a late comer like Germany from entering the contest as they did historically and excludes the large scale conquest of for example French America. I would like the wars in the late game to be bigger not only in army size but also in risk and potential gain, especially in the colonies. Giving up three provinces is not going to hurt my 100+ provinces empire nearly as much as my 5 province duchy. It feels a bit weird, althoug this happend historically as well, fighting wars with casualties running up over a million for provinces containing less than a hundred thousand inhabitants. Could one perhaps construct a set CBs especially for great powers?

    As always, I love your work.

  16. #356
    Quote Originally Posted by Willum View Post
    Germany forming seems a bit deterministic to me..
    Cool report, man, thanks!
    The end game is meant to be dynamic, with power polarising and stakes increasing. If requirements are met, and if history is favorable, the unifications of Germany and Italy will happen, as will colonial and European revolutions. But the whole needs additional work to be the real final chapter it deserves to be. I promise you i'll get into it as soon as i have time, along with the DW porting!

    I'm leaving again for an unknown duration, so here's a small patch that should fix the notification problem, and increase the middle and late trade game difficulty.

    Additionally, if you want to try another colonial CB, you can install this file in the eu3\mod\MagnaMundi Ultimate\common folder. The tooltip will keep telling authorised provinces have to be adjacent to owned ones but it should no longer be the case.

    None of these files has been tested; they should however work fine; i recommend not using the alternative CB one.

    A bonus for the francophones; as a friend told me when sending me the link: 'sacrebleu si ça ne donne pas un peu envie d en commencer une'

    It's August!

  17. #357
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    How do I tricker revolution as France? I tried to look for the conditions but didn't really find out what they were. In any case, I suppose it's event 3011 as I want to try and RP a bit with my nation.

    Few notes/ideas.

    Portugal fails 9/10 games because it gets dragged early on to wars with Spain. This is mainly due to it's alliance with Granada or Aragon. An event could be in place, to make it more wary about Iberian politics. I haven't seen Portugal in Brazil for ages.
    Nevers gets mediterranean decline event. A bug.
    Ottomans fail far too often. Make European powers really be afraid of this giant.
    Few historical/plausible event(chains)for alliances would be nice. Anglo-German/Austrian alliances. Franko Russian/Ottoman alliances. Spanish-Portugese alliances et cetra.
    Revolution spreads event seems a bit too powerful. I'd simply remove it.
    I don't know if this is done, but religious CB's could be removed after 1750 or so.
    Last edited by Ragabash; 08-08-2012 at 23:05. Reason: Saw that you already fixed some of these issues in later versions

  18. #358
    Hi folks, i'm back in town!

    Quote Originally Posted by Ragabash View Post
    How do I tricker revolution as France? I tried to look for the conditions but didn't really find out what they were. In any case, I suppose it's event 3011 as I want to try and RP a bit with my nation.
    Precisely; if you role-play as France, you'll probably end up with a revolution.

    Portugal fails 9/10 games because it gets dragged early on to wars with Spain. This is mainly due to it's alliance with Granada or Aragon. An event could be in place, to make it more wary about Iberian politics. I haven't seen Portugal in Brazil for ages.
    Such events already exist and regulate Iberian relations in regard to foreign threats. From an imperialistic point of view, i feel the Portuguese historically performed better than what could have been expected from them, so i think it's fair not to see green everywhere in every game. I might be wrong; don't hesitate to teach me some lessons in colonial history.

    Nevers gets mediterranean decline event. A bug.
    It takes a while, but it does fire, at least in test games.

    Ottomans fail far too often. Make European powers really be afraid of this giant.
    Noted.

    Few historical/plausible event(chains)for alliances would be nice. Anglo-German/Austrian alliances. Franko Russian/Ottoman alliances. Spanish-Portugese alliances et cetra.
    There's already the great powers system of SRI, which offers flexibility.

    Revolution spreads event seems a bit too powerful. I'd simply remove it.
    It might need some work, but won't be removed as it adds dynamism to the end game.

    I don't know if this is done, but religious CB's could be removed after 1750 or so.
    Holy war CB is already bound by several things; among them, time.

  19. #359
    Soft Taco TheLoneTaco's Avatar
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    The Portuguese are going to under-perform in EU3 because there is no good mechanism to model how their colonized in comparison to how just about everyone else colonized. From Africa to Indonesia, they just put up "factories" - small fortresses that doubled as marketplaces - so that they could trade with the locals. These factories were very cheap to construct and maintain yet brought in an incredible amount of trade revenue.

    Ideally we would have trading posts like in EU2.

    Maybe an alternative is to mod the map to create about a dozen small provinces along the coast of Africa, India, and Southeast Asia that only nations with QftNW can own. When one of these nations picks up one of these provinces, events could give them centers of trade and a fort for relatively cheap (200 ducats?)
    Only ugly on the inside

  20. #360
    I've had the noble opposition modifier for ages now, despite the fact that are no rebellions. Does it go away in this mod?
    Destroying blobs since 1995

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