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Thread: New Nations Mod (For AHD)

  1. #221
    You are not Forgotten Demi Moderator SAS's Avatar
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    Quote Originally Posted by Rylock View Post
    I'll be updating the mod sometime in the next week. The Liberal Revolution (and how it affects Austria) should be a part of that.
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  2. #222
    Does this mod have the change where Jewish pops will move to Israel once it becomes a nation?

  3. #223
    Field Marshal Rylock's Avatar
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    Quote Originally Posted by jake_ziegler View Post
    Does this mod have the change where Jewish pops will move to Israel once it becomes a nation?
    No, there's nothing like that.

  4. #224
    Quote Originally Posted by Rylock View Post
    No, there's nothing like that.
    Oh well, I was hoping to be able to have something like that without trying to play PDM on my slow computer. Thanks anyways.

  5. #225
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    Quote Originally Posted by jake_ziegler View Post
    Oh well, I was hoping to be able to have something like that without trying to play PDM on my slow computer. Thanks anyways.
    Eventually I'll add something in for NNM. I just don't want to start editing the migration files-- which is how PDM does it. If NNM does something, it'll be event-driven.

  6. #226
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    Okay, version 1.3 has been posted for NNM Full:

    * Added Maritimes Union, Carlist Spain, Sardinia, Savoy, Libya and Aotearoa.
    * Added the remainder of the rebel types from PDM.
    * Added Mormon pops, who will move to Salt Lake City via event once the USA takes its cores there.
    * Added new Canadian Confederation events-- Canada begins only with cores on Upper Canada, and may gain cores on Quebec and the Maritimes through events (if it doesn't, those countries can be released separately by the UK and either join Canada then or join the USA if in its sphere). Rupert's Land may be sold to Canada a few years after its release, and British Columbia may petition to join Confederation then (again, if it doesn't it will eventually be released on its own).
    * Added a slough of new events for the Carlist rebels, which can turn Spain into Carlist Spain if they succeed.
    * Added the new National Unification events/decisions from PDM, including a peaceful route for Scandinavia (achieving cores after the Political Union decision is taken), Austria only being able to become Germany if it either loses its non-German cores or it becomes SGF, Italy only getting pan-nationalist rebels once Sardinia takes the "March of the Thousand" decision or any other Italian state taking the "Call for Italian Unity" decision. Both Italy and NGF get events to help them unify if they are delayed.
    * Added the Liberal Revolutions events from PDM, which includes the Hungarian Revolution and the French Revolution.
    * Added a bunch of minor events from PDM which affected various countries-- too numerous to list here.
    * Bunch of fixes to the Boer War and Boshin War events/decisions.
    * Russia's "Peking Convention" decision should now work correctly.
    * The "Repay Debts" CB has been removed.
    * Added the new adjacencies file from version 1.1 back in now that the map folder works in mods again.
    Last edited by Rylock; 21-06-2012 at 21:24.

  7. #227
    You are not Forgotten Demi Moderator SAS's Avatar
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    Love your mod, thanks for the hard work.
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  8. #228
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    Added a Hotfix A file for 1.3, which actually contains few fixes but does contain some new content intended for 1.4:

    * revamped the Liberal Revolution modifiers to add more militancy.
    * added inventions that increase/decrease the org gain rate for new rebel types.
    * changed Austrian cores to correspond to the German Confederation. Added events to cover the possibility to Austria being in a position to form Germany or join Germany but it cannot because it owns non-Austrian cores, in which case an event chain begins which can lead to it either forging ahead (with great increase in infamy), releasing non-Austrian cores as vassals or giving up on Greater Germany (which Germany can respond to by claiming German-majority provinces in Austria, also at a great infamy increase).
    * Added an event for the formation of Israel which will cause Ashkenazi and Sephardic pops to emigrate to it, as well as anger neighboring Arab states.

  9. #229
    You are not Forgotten Demi Moderator SAS's Avatar
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    Nice thanks for the hard work, love the mod!
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  10. #230
    could you add all the nations from bakumatsu not just some
    also could you add dagestan, cicircia and the caucasin emirate

  11. #231
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    Quote Originally Posted by Claymore1 View Post
    could you add all the nations from bakumatsu not just some
    No-- if you look at the Bakumatsu mod, the majority of the daimyo were superfluous. They were one-province minors that were all designed to align with each other in a pre-set manner, so having them as separate entities was meaningless. Frankly, I could have broken them down into two groups rather than three, but decided to allow them to be a bit more variable (which Bakumatsu did not allow).

    So, no, having upwards of thirty tags just for Japan isn't going to happen. Each country tag you add into the game adds a certain amount of overhead to the event/decision processing required, so I'd rather only do that when there's some gameplay purpose behind it.

    also could you add dagestan, cicircia and the caucasin emirate
    The Caucasian Imamate and Dagestan are the same country. Both Dagestan and Circassia are already in NNM.

  12. #232
    how could i add all he bakumatsu mod nations?

    do they start independent?

  13. #233
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    Quote Originally Posted by Claymore1 View Post
    how could i add all he bakumatsu mod nations?

    do they start independent?
    I suppose you could try to add them in, sure. How you would mesh it in with the NNM Boshin War events, however-- well, good luck with that. Those events are not built with 30-odd OPM's in mind.

  14. #234
    I never thought of that

    I man can dream though

  15. #235
    how would i do it?

  16. #236
    Field Marshal Rylock's Avatar
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    Quote Originally Posted by Claymore1 View Post
    how would i do it?
    Well, you'd have to add in the new countries, edit the province files & the .oob files and make sure they all had the proper fudai/tozama flags set. Then hope for the best, I guess, unless you want to also re-write the events.

  17. #237
    That sounds way to difficult

  18. #238
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    Rylock, can I say that I love you?

    Thank you for keeping this mod alive and well!

  19. #239
    for forming Germany - do I still need to war with Denmark and France and what would be the exact CBs I need for that? Thanks for the great Mod!
    Last edited by Steelwarrior; 04-07-2012 at 19:59.

  20. #240
    Field Marshal Rylock's Avatar
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    Quote Originally Posted by Steelwarrior View Post
    for forming Germany - do I still need to war with Denmark and France and what would be the exact CBs I need for that?
    If you're playing Prussia, then forming Germany still follows the same method. You need to take Germany's cores, via sphere or conquest. There are additional events that will help if you fail, but there should be no need for that with a player. The main difference you will notice is that you cannot use the decision to form Germany until you have State & Government.
    Last edited by Rylock; 04-07-2012 at 23:41.

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