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quote:- "supported_version" now requires at least 2 version numbers (e.g. 1.10 or 1.10.*) due to far too many mods misusing supported_version=1 and causing their users to crash. quote:- Changed offensive finisher to from 2.5% to 5% recover army morale speed. Looks like a great patch, the automated exploration sound much better now.
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# ? Mar 6, 2015 21:32 |
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# ? Jun 10, 2024 04:46 |
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alansmithee posted:I tend to integrate the interior ones, and use the others to feed a bit. With the new patch though I think you'll have to integrate, since otherwise you lose your cores (which seems kinda strange to me, but maybe it's to stop that very behavior?) That's probably exactly why. And to make breaking those vassals off of France be actually harmful to them.
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# ? Mar 6, 2015 21:34 |
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Rincewind posted:One thing I've always liked about the current adviser system is that they can potentially be from any culture in your nation, not just your primary, which does a lot to create the illusion that they're actual people drawn from the various parts of your empire and not just generated from a single list of names from one culture somewhere (compare and contrast with, say, Victoria 2 generals and admirals). Then you make a custom Gothic nation and everyone is apparently "of Gothia".
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# ? Mar 6, 2015 21:37 |
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PittTheElder posted:That's probably exactly why. And to make breaking those vassals off of France be actually harmful to them. Yeah, I'm just trying to think where else I've had that possibly come into play. Most of the time if a nation has your cores, you'd likely just eat the cores rather than vassalize I think. I guess there could be some cases where a nation is too big to annex in one go (or you're trying to save AE) but also has some cores so you just vassalize, but then it still seems like you'd just integrate them. Just trying to see what other behavior they're trying to combat than screw France (although that's typically a good idea...). I think DDRJake is actually in the office now so maybe he's given them some gamebreaking strat and they're just getting ahead of the curve.
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# ? Mar 6, 2015 21:42 |
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Funky Valentine posted:Then you make a custom Gothic nation and everyone is apparently "of Gothia". Haha, I knew that for some reason that was the only name in their dynasty list, but is that it for leader names, too? Oh noooo
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# ? Mar 6, 2015 21:42 |
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Rincewind posted:Haha, I knew that for some reason that was the only name in their dynasty list, but is that it for leader names, too? Oh noooo Only for dynasties. Also military leaders. And diplomats. And merchants. And colonists. I really wish there was a way to change the potential dynasty and ruler names without breaking the checksum.
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# ? Mar 6, 2015 21:49 |
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Funky Valentine posted:Then you make a custom Gothic nation and everyone is apparently "of Gothia".
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# ? Mar 6, 2015 22:00 |
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Hinforta posted:Great. Are you going to make a "Men in History" DLC as well? Unfortunately, the last men's day was conviniently ignored, so this time it shouldn't, right? Wiz posted:I think I have just the thing you want. Here's a link to the store page. Wiz, you're the greatest.
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# ? Mar 6, 2015 22:17 |
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For the next year's 8th of March you should make Female unit pack DLC, that changes all base unit models to women.
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# ? Mar 6, 2015 22:26 |
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And thus that thread comes to an end, allowing all the people in it to actually look at the patch notes and find an incredibly minor change that ruins the game for them.
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# ? Mar 6, 2015 22:29 |
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alansmithee posted:Just trying to see what other behavior they're trying to combat than screw France (although that's typically a good idea...). I think DDRJake is actually in the office now so maybe he's given them some gamebreaking strat and they're just getting ahead of the curve. It really made no sense to be able to diplomatically release a nation from vassalage and still be able to claim ownership of their provinces, though.
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# ? Mar 6, 2015 22:31 |
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After all that I only just find out the patch and that DLC didn't come out today. What a (self imposed) letdown.
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# ? Mar 6, 2015 22:40 |
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Ralepozozaxe posted:After all that I only just find out the patch and that DLC didn't come out today. What a (self imposed) letdown. Wait...is my beloved dynamic custom nations mode patch being purposefully delayed to Sunday to push a PC political PR agenda?! :grabs fedora:
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# ? Mar 6, 2015 22:43 |
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misandry!
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# ? Mar 6, 2015 23:29 |
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So what's all this in the patch notes? quote:# Units I wonder if they're laying the foundation to have unit sizes change over time or something... ??
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# ? Mar 6, 2015 23:56 |
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Fintilgin posted:So what's all this in the patch notes? I would adore the ability to have unit sizes increase over time. It would feed into my wanting to experiment with unit size per cost, not effectiveness, changing over time. 1000 longbowmen aren't less effective than 1000 musketeers, but they sure are a lot more expensive. This would make it possibly easier for backwards nations to compensate by throwing money at problems, whereas currently they just get wiped.
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# ? Mar 7, 2015 00:11 |
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Dibujante posted:I would adore the ability to have unit sizes increase over time. It would feed into my wanting to experiment with unit size per cost, not effectiveness, changing over time. 1000 longbowmen aren't less effective than 1000 musketeers, but they sure are a lot more expensive. This would make it possibly easier for backwards nations to compensate by throwing money at problems, whereas currently they just get wiped. That would be really cool, though I think at the medium to high levels of weapon tech you'd need to have some change in effectiveness. Unless you want the Civ tank vs spearmen thing to happen eventually, anyway.
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# ? Mar 7, 2015 00:28 |
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Roadie posted:That would be really cool, though I think at the medium to high levels of weapon tech you'd need to have some change in effectiveness. Yes. There are advances in black powder (greater power / distance) as well as firing technologies (faster rate of fire) that make later guns better than earlier guns. But they're still all inferior to bows and crossbows, and will remain that way until rifling. However, unlike bows and crossbows, they enable all kinds of military tactics, like volley fire, dedicated reloaders, and so on, as well as enabling much larger armies and much greater professionalization. The existing model isn't bad in this regard - the overall effectiveness, army for army, definitely goes up. I just want to make the model more precise and see if it has any interesting implications.
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# ? Mar 7, 2015 00:34 |
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It also provides a lot of cool fantasy/scifi modding potential. You could make a fantasy techgroup with wizards replacing cannons, for example, and give them a tiny unit size but tons of pips.
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# ? Mar 7, 2015 00:38 |
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Zurai posted:It also provides a lot of cool fantasy/scifi modding potential. You could make a fantasy techgroup with wizards replacing cannons, for example, and give them a tiny unit size but tons of pips. Wiz self-insert detected
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# ? Mar 7, 2015 00:42 |
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Maybe replacing cavalry with dragons. Dragon dragoons? But you'd need to be able to set different costs for different tech groups then. Unless you wish to stick in a +5000% cavalry cost and maintenance tradition.
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# ? Mar 7, 2015 00:45 |
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Yeah, and being limited to just 3 unit types makes it kinda rough too.
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# ? Mar 7, 2015 00:47 |
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Revolutionary Republic should give +1000% unit size
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# ? Mar 7, 2015 01:00 |
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Kersch posted:Revolutionary Republic should give +1000% unit size Essentially, but I think people's eyes would pop at how much the Revolution changed things. It would cause a butthurt from which EU4 would never recover.
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# ? Mar 7, 2015 01:11 |
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One thing I would like to see for EUIV is more late game stuff like a bunch of Napoleonic/liberty mechanics and stuff. Late game deserves as much love as the early game which has all this HRE and 30 years war stuff.
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# ? Mar 7, 2015 01:49 |
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Fintilgin posted:So what's all this in the patch notes? Modding support.
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# ? Mar 7, 2015 01:54 |
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Wiz posted:Modding support. Now my nation of Sparta can only run squads of 300 men apiece.
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# ? Mar 7, 2015 02:10 |
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Wiz posted:Modding support. Exciting, but not, perhaps, as exciting as I'd anticipated.
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# ? Mar 7, 2015 02:12 |
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Fintilgin posted:Exciting, but not, perhaps, as exciting as I'd anticipated. We mod goon MP games heavily and like to experiment, so the more things that can be customized in mods, the better. I'd like to be able to set the default wartime/peacetime WE and autonomy reduction one day, though I want to experiment with setting peacetime autonomy reduction to 0.
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# ? Mar 7, 2015 02:18 |
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Dibujante posted:We mod goon MP games heavily and like to experiment, so the more things that can be customized in mods, the better. Would autonomy only go down during war then?
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# ? Mar 7, 2015 02:25 |
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Shroud posted:Would autonomy only go down during war then? It wouldn't unless you pushed the button. Or got an idea group that reduced autonomy. This would be to induce a tradeoff between military and non-military ideas, since autonomy reduction is pretty sweet. By the time most players have filled out most of their idea groups, new and better governments with -autonomy get unlocked, so if you never get a -autonomy idea you aren't stuck forever. But in the early game there's an incentive to do something other than defensive->offensive->quality->quantity
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# ? Mar 7, 2015 02:28 |
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Kurtofan posted:To go back to my colonial problem, it seems like I can't enforce peace against Portuguese Caribbeans. Is there something I have to do? It says Invalid target at the start of the war. When you open that dialog it'll show all nations that Portuguese Caribbean is at war with. Make sure you're enforcing peace against your colony. I missed that button the first time I tried to do it.
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# ? Mar 7, 2015 03:37 |
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I keep getting booted from the Protestant religious league every month. What gives? I don't get a popup or event or anything, I just get removed whenever the month ticks over.
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# ? Mar 7, 2015 03:54 |
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Can somebody explain exploration to me a little bit? I understand you need conquistadors to explore terra incognito but how do you ensure that your ships can make it long distances? Do you just create a large naval unit that can sustain the losses? Also what exactly are explorers for? I've read the wiki and I still don't quite get it.
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# ? Mar 7, 2015 04:17 |
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SuicideSnowman posted:Can somebody explain exploration to me a little bit? I understand you need conquistadors to explore terra incognito but how do you ensure that your ships can make it long distances? Do you just create a large naval unit that can sustain the losses? I'm going to skip explaining manual exploration since it's going away in 2 days, but here's how the new system works: You need a fleet that is composed of at least 3 ships, those ships must be either heavy or light or a mixture of the two. An explorer is needed to lead this fleet so that it can explore. Once an explorer is assigned to the fleet, you can press a button on the fleet's control panel to send it to explore a chosen area. The areas it can potentially reach to explore is based on your colonization range. The fleet will move to the indicated area on its own, discover sea zones and shorelines, and then return to the nearest friendly port. The only ways you'll lose ships with the new exploration feature is if you attempt circumnavigation early, because it will go far beyond the range you can sustain them. Otherwise, they should be safe.
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# ? Mar 7, 2015 04:43 |
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I have to say, the tooltip for exploration is poorly worded, it says "You need a total of 3 Light and Heavy ships" which makes it sound like you need 3 Light + 3 Heavy to do exploration.
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# ? Mar 7, 2015 04:57 |
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Luigi Thirty posted:I keep getting booted from the Protestant religious league every month. What gives? I don't get a popup or event or anything, I just get removed whenever the month ticks over. This might explain why I was getting monthly notifications on France joining the league.
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# ? Mar 7, 2015 06:01 |
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Wiz posted:Modding support. hi Wiz, i haven't posted on SA since you were doing the KoJ LP but i want to thank you from nearby the bottom of my heart for helping make a game where the Hansa actually works. EU4 owns
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# ? Mar 7, 2015 06:11 |
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Lori posted:Are you granting Venice military access? Patch 1.10 made it so that during war, you automatically gain military access from anyone your opponent has military access from. I no longer have that save, but that could be it. Thx.
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# ? Mar 7, 2015 06:42 |
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# ? Jun 10, 2024 04:46 |
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Kersch posted:I'm going to skip explaining manual exploration since it's going away in 2 days, but here's how the new system works: Thanks for the explanation. It makes a lot more sense now that I've colonized a new area and have opened up a lot more exploration missions.
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# ? Mar 7, 2015 06:52 |