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Author Topic: Europa Universalis IV  (Read 465718 times)

Descan

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Re: Europa Universalis IV
« Reply #510 on: August 19, 2013, 04:54:23 pm »

So, I tried modding the game.  I figured out how to make some new stuff, but after a while, I noticed that nothing I did actually effected what showed up in game.  I did a really easy, obvious change to test it (making western tech group have a huge penalty) and nothing happened.  As it turns out, the game knows my mod is there, but doesn't seem to actually run it.

Anyone know a basic guide to how to make a mod?  I tried downloading a mod and copying the format they used (with the .mod text file and such), but as I said before it didn't work, and Google is just turning up EU3 modding guides and EU4 previews.
When I was modding CK2, one of the problems I had were really stupid mistakes.

Like not putting "landed_titles.txt" into a folder called "landed_titles".

What's in your .mod file?
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EnigmaticHat

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Re: Europa Universalis IV
« Reply #511 on: August 19, 2013, 05:57:33 pm »

So, I tried modding the game.  I figured out how to make some new stuff, but after a while, I noticed that nothing I did actually effected what showed up in game.  I did a really easy, obvious change to test it (making western tech group have a huge penalty) and nothing happened.  As it turns out, the game knows my mod is there, but doesn't seem to actually run it.

Anyone know a basic guide to how to make a mod?  I tried downloading a mod and copying the format they used (with the .mod text file and such), but as I said before it didn't work, and Google is just turning up EU3 modding guides and EU4 previews.
When I was modding CK2, one of the problems I had were really stupid mistakes.

Like not putting "landed_titles.txt" into a folder called "landed_titles".

What's in your .mod file?
So I did a quick check for stupid mistakes in the .mod file and I found the problem.  It turns out I entered the mod's in-game name as its directory location instead of its folder name, which in this case was different.  For the mod I copied, the mod name and folder name were the same.

Thanks for the help.
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MoLAoS

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Re: Europa Universalis IV
« Reply #512 on: August 19, 2013, 06:01:41 pm »

I just mod the main game files when I want to change shit. YOLO.

This may be the only time I ever use that phrase in my life, but it just seemed so appropriate.
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Djohaal

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Re: Europa Universalis IV
« Reply #513 on: August 19, 2013, 06:07:07 pm »

I'm bothered with how the overextension penalty is calculated - it doesn't matter if your empire is tiny or spans half of asia, that 10 income province will grind your empire to a halt. Honestly those excessive nerfs by paradox so people don't pull a napoleon or gengis gets annoying sometimes. Same goes for the massive tech nerf for non-europe.
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Rakonas

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Re: Europa Universalis IV
« Reply #514 on: August 19, 2013, 06:12:05 pm »

Yeah, I would love for some workaround for overextension to be percentage based, but for the time being it's basically obligatory to raise the threshold when you're playing a large empire.
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Dutchling

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Re: Europa Universalis IV
« Reply #515 on: August 19, 2013, 06:28:56 pm »

I'm playing as the Mamluks at the moment and it's quite a frantic game. I'm basically expanding like crazy trying to eat everything that moves so I will have bigger army than the Ottomans when they attack me, who have a +15% discipline modifier D:

The Timurids setting me as a rival and cancelling our alliance right after they take over most of Uzbek is not helping either. At least Tripoli accepted vasalization, saving me many hundreds of Admin points.
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MoLAoS

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Re: Europa Universalis IV
« Reply #516 on: August 19, 2013, 07:21:26 pm »

I'm bothered with how the overextension penalty is calculated - it doesn't matter if your empire is tiny or spans half of asia, that 10 income province will grind your empire to a halt. Honestly those excessive nerfs by paradox so people don't pull a napoleon or gengis gets annoying sometimes. Same goes for the massive tech nerf for non-europe.

My over extension is regularly at 120-160%. Basically I try to run stability boosts and all other relevant actions in the small period where I get all more cores before charging off again to expand.

I definitely hate how I get the same overextension now as I did when I was just Ceylon, the one province and I would capture 5 thingies.

You can still pull a Napoleon, you just have to deal with the rebels that crop up.

For real though I can go on a larger conquering spree in Vicky2 than I can in EU4 and that just doesn't make sense goddamit!

I think perhaps the desire of Paradox is for you to vassalize and personal union a bunch of stuff, plus alliances, rather than actually controlling a fuck ton of land. Plus you can get good colonial powers. Colonies don't set off over extension, they just have super high maintenance.

I'm conquering my way from Ceylon to Kashimir and even with my super charged Ceylon its quite the feat to avoid massive rebellions. And I'm balanced on a razor's edge with regards to loans that I use to finance construction.
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EnigmaticHat

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Re: Europa Universalis IV
« Reply #517 on: August 19, 2013, 07:26:35 pm »

So, I don't suppose its possible with modding to change which troops a country can recruit after the game has started?  As far as I can tell it isn't :(
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MrWiggles

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Re: Europa Universalis IV
« Reply #518 on: August 19, 2013, 07:33:27 pm »

I wonder why they go with a mercator projection.
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Rakonas

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Re: Europa Universalis IV
« Reply #519 on: August 19, 2013, 07:41:03 pm »

I'm bothered with how the overextension penalty is calculated - it doesn't matter if your empire is tiny or spans half of asia, that 10 income province will grind your empire to a halt. Honestly those excessive nerfs by paradox so people don't pull a napoleon or gengis gets annoying sometimes. Same goes for the massive tech nerf for non-europe.

My over extension is regularly at 120-160%. Basically I try to run stability boosts and all other relevant actions in the small period where I get all more cores before charging off again to expand.

I definitely hate how I get the same overextension now as I did when I was just Ceylon, the one province and I would capture 5 thingies.

You can still pull a Napoleon, you just have to deal with the rebels that crop up.

For real though I can go on a larger conquering spree in Vicky2 than I can in EU4 and that just doesn't make sense goddamit!

I think perhaps the desire of Paradox is for you to vassalize and personal union a bunch of stuff, plus alliances, rather than actually controlling a fuck ton of land. Plus you can get good colonial powers. Colonies don't set off over extension, they just have super high maintenance.

I'm conquering my way from Ceylon to Kashimir and even with my super charged Ceylon its quite the feat to avoid massive rebellions. And I'm balanced on a razor's edge with regards to loans that I use to finance construction.
You can't even go a vassalizing route because of diplomatic relations limits. If you have more than 1 or 2 vassals at once you're hurting yourself in terms of alliances/military accesses. The bad events for overextension don't really make sense either, you end up with random nationalist revolts in territory that you've controlled forever.
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MoLAoS

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Re: Europa Universalis IV
« Reply #520 on: August 19, 2013, 08:28:42 pm »

So, I don't suppose its possible with modding to change which troops a country can recruit after the game has started?  As far as I can tell it isn't :(

After it's started? Maybe if you deleted all your armies with existing troops? Did you try to change units mid game and get a crash?
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EnigmaticHat

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Re: Europa Universalis IV
« Reply #521 on: August 19, 2013, 10:09:54 pm »

So, I don't suppose its possible with modding to change which troops a country can recruit after the game has started?  As far as I can tell it isn't :(

After it's started? Maybe if you deleted all your armies with existing troops? Did you try to change units mid game and get a crash?

No, I'm trying to make it so if you switch to a certain made up tech group, you get new options in terms of which units you can make your main unit.  But unit choices seem to be defined by country in common/countries/[countryname].txt and I can't find any way to change that list after the game has started, through events or decisions or whatever.
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MoLAoS

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Re: Europa Universalis IV
« Reply #522 on: August 19, 2013, 10:35:04 pm »

Well you can't see units from a tech group that is different from yours. Just add your new units to the country files and then enable them in the mil.txt file in technologies at w/e military tech level you want. Then when you switch techs it should modify the units you can pick from.

Also I just successfully created and swapped in a whole new set of units into a game that was like 55 years in. Wee. Although it turns out the cannons I added weren't nearly as overpowered as the infantry or cavalry.
« Last Edit: August 19, 2013, 10:56:17 pm by MoLAoS »
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Re: Europa Universalis IV
« Reply #523 on: August 20, 2013, 03:52:30 am »

Spoiler: Big Image is big (click to show/hide)
« Last Edit: August 20, 2013, 03:54:35 am by Catastrophic lolcats »
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Chaoswizkid

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Re: Europa Universalis IV
« Reply #524 on: August 20, 2013, 04:31:50 am »

Spoiler: Big Image is big (click to show/hide)

Very nice!


Now for everyone else:

WHY CAN'T YOU BE THIS GOOD?
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