Goliath
Arcane
- Joined
- Jul 18, 2004
- Messages
- 17,830
Magna Mundi is dead, long live Magna Mundi!
I am a major Magna Mundi fanboy and now that all hope for Magna Mundi the Game
is lost, I went back to the best version of Magna Mundi thus far: Magna Mundi Platinum 2
Really, Magna Mundi Ultimate stinks, even the dev team said that, and I don't like what Paradox did in the later versions of EU3 either. In Nomine is my favorite version of EU3 i.e. I am not interested in porting MMP2 to a newer version.
I have applied my elite programming skills to fix bugs in MMP2 and to change things which have always annoyed me:
Downloads
Europa Universalis III In Nomine 3.2 Final Patch
Magna Mundi Post Mortem Release 2
I am a major Magna Mundi fanboy and now that all hope for Magna Mundi the Game
is lost, I went back to the best version of Magna Mundi thus far: Magna Mundi Platinum 2
Really, Magna Mundi Ultimate stinks, even the dev team said that, and I don't like what Paradox did in the later versions of EU3 either. In Nomine is my favorite version of EU3 i.e. I am not interested in porting MMP2 to a newer version.
I have applied my elite programming skills to fix bugs in MMP2 and to change things which have always annoyed me:
Downloads
Europa Universalis III In Nomine 3.2 Final Patch
Magna Mundi Post Mortem Release 2
Code:
Magna Mundi Post Mortem Changelog
* FIXED: 'Razing Our Cultural Heritage' event fired again right after you
got rid of the 'Reneging the Past' modifier
* Extracted idea swap logic
events_for_ideas.txt -> idea_swaps.txt
* Extracted QftNW for free logic
events_for_ideas.txt -> idea_qftnw_for_free.txt
* Extracted AI idea choice logic
events_for_ideas.txt -> idea_choice_ai.txt
* Extracted Revolution and Counter-Revolution idea logic
events_for_ideas.txt -> idea_revolution.txt
* Extracted Deus Vult idea logic
events_for_ideas.txt -> idea_deus_vult.txt
* Extracted idea_xxx flag initialization / update logic
events_for_ideas.txt -> idea_flags.txt
* events_for_ideas.txt (now empty) removed
* The code in the idea_xxx event files was optimized and cleaned up
* All idea_xxx event files now pass the EU3 validator
* Massively slimmed down the CSV files by removing the duplicated content in
the non-English columns.
* merged vanilla and mod event files, events now replaced instead of extended
merged vanilla and mod decision files, decisions now replaced instead of
extended
* FIXED: 'Translation of the Qur'an' event had a broken trigger
* FIXED: 'Islamic Merchants' event gave the wrong modifier
(religious_tolerance) when you chose to ban trade (should have been
religious_intolerance).
* FIXED: 'Islamic Merchants' event no longer happens to Muslim countries.
* FIXED: 'Sufi Missionaries' event gave the wrong modifier
(religious_tolerance) when you chose to persecute them
(should have been religious_intolerance).
The event text was also slightly off
* FIXED: 'Razing Our Cultural Heritage' event fired right at the beginning
of the game for certain countries
* FIXED: Iron / copper monopoly / true monopoly gap bug
* Animists are now annexable
This fixes the issue of the overpowered Animists in the Inca region
* FIXED: 'Western Arms Trade' modifier had a broken trigger
* FIXED: Master of Mint advisor chance was broken
* FIXED: Ulama advisor chance was broken
* FIXED: Alchemist advisor chance was broken
* Advisor types, advisors, ideas, modifiers, policies, and
technology now all pass the EU3 validator
* [From the Firenze modmod]
The Knights of Saint John now only respawn on Mediterranean islands
(except Sicily).
The are much more likely to pick Rhodes, Malta, or Corfu
Medium likeliness: other Greek islands
Least likely: Sardinia, Corsica, or Baleares
AI will not give Crete if it owns other islands (this part was buggy
in the Firenze modmod - FIXED)
* FIXED: Broken AI logic event which caused countries to declare
war on the Knights.. while being at war with the Knights
* FIXED: AI used loans to fight the Knights. It wasn't supposed to
* FIXED: Knights 'Tongue In-Fighting' event was buggy
* FIXED: Knights did not discover the provinces they were supposed
to discover
* FIXED: Lots of problems with prestige assignment in TheKnights.txt
* FIXED: Knights culture change upon collapse effect did not work
* TheKnights.txt now passes the EU3 validator
* Moved the capital of Sicily to Palermo.
This allows Aragon to release Sicily. This should make the development
of Southern Italy more interesting and historically plausible
* Ancona now belongs to the Papal State and the Urbino core has been
removed. Even in 1453 most of that land belonged to the Papal State and
the Papal State historically owned the region throughout most of the
time frame of the game.
The old setup lead to utterly historically implausible outcomes,
namely the Papal State being completely wiped off the map by other
Catholic states.. long before the Reformation
* FIXED: Malay expansion event (810001)
* southeast_asia.txt now passes the EU3 validator
* FIXED: Barbarossa events ignored the extended national defense plan
* FIXED: The Ottomans were supposed to get cores on anti-piracy Berber
states. They didn't
* FIXED: Certain naval advisors were supposed to reduce the MTTH of the
'Counter Attack!' (against pirates) events. They didn't
* Barbary_Coast.txt now passes the EU3 validator
* FIXED: The events which were supposed to manage the relationship between
the AIs of Castile / Spain and Grenada did not work
* FIXED: 'End of the Reconquista' event fired too early, it was supposed to
require conquest AND conversion but in fact only required conquest
* Berbers_Granada.txt now passes the EU3 validator
* FIXED: The colonial policy 'Merciless Subjugation' was not removed correctly
in all cases
* FIXED: The 'Humanist Tolerance' idea was supposed to reduce the MTTH of
the 'Improvement in Relations' (with natives) event. It didn't
* FIXED: The 'Humanist Tolerance' idea was supposed to reduce the MTTH of
'Native Integration' events. It didn't
* ColonialEvents.txt now passes the EU3 validator
* FIXED: The 'Commission Gold Fleet' decision did not work
* FIXED: AI merchant management in South America was buggy
* FIXED: 'Establish Colony' mission in South America was less likely
than it should have been
* FIXED: The 'Benign Neglect' decision did not work
* academies.txt now passes the EU3 validator
* army_specialization.txt now passes the EU3 validator
* ATAGE.txt now passes the EU3 validator
* FIXED: 'Nationalist Revolt' event was buggy
* bb_additions.txt now passes the EU3 validator
* FIXED: 'Muslim Elites' event was very broken, it did not fire when it should
and did not do what it was supposed to do
* FIXED: 'Sufi Missionaries' event was rarer than it was meant to be
* FIXED: 'Sufi Missionaries' event was meant to be restricted to dharmic and
pagan provinces. It wasn't
* FIXED: 'Islamic Merchants' event was meant to be restricted to dharmic and
pagan provinces. It wasn't
* FIXED: Banning Islamic trusts was meant to spawn traditionalist rebels.
It didn't
* FIXED: Supporting Islamic trusts was meant to establish an Islamic trust
in an owned province. It didn't
* FIXED: 'Sufi Order' event was rarer than intended
* FIXED: 'Ulema ask for a madrassa' event never fired
* FIXED: 'Sufi Order' event was not meant to be triggered by Christian
provinces. It was
* DG_Islam.txt now passes the EU3 validator
* Removed all unsupported bookmarks
== Magna Mundi Post Mortem Release 1
* FIXED: Jesuit activity in pagan provinces was rarer than intended
* FIXED: 'Christian Missionaries' event was rarer than intended
* FIXED: 'Monasticism' events were meant to fire for non-accepted culture
provinces if said provinces were Christian. They didn't
* FIXED: 'Jesuit Influence' event was meant to fire in non-Christian
provinces. It didn't
* FIXED: 'Bonfire of the Vanities' event trigger was broken
* FIXED: '$MONARCH$'s shame' event was supposed to end the Renaissance
if the Reformation had begun. It didn't
* FIXED: 'Christianization of the Natives' event trigger was broken
* DG_Catholic.txt now passes the EU3 validator
* FIXED: 'Witch hunt in $PROVINCENAME$' event trigger was broken
* DG_Christian.txt now passes the EU3 validator
* DG_Hussite.txt now passes the EU3 validator
* The 'Establish British Merchant Navy' decision is now unlocked
by overseas provinces percentage instead of trade income percentage.
This makes more sense from both a historic and a gameplay point of
view (the decision gives a bonus to tariffs not trade income)
* The 'Establish British Merchant Navy' decision is now visible
as soon as you tag change to Great Britain but no longer available
to England.
* The 'Sing "Britannia Rules the Waves"' decision is now visible
as soon as you tag change to Great Britain but no longer available
to England.
* Extracted Great Britain decisions
england.txt -> country_britain.txt
* Extracted England decisions
england.txt -> country_england.txt
* england.txt (now empty) removed
* Removed the vanilla 'Navigation Act' decision (superseded by SRI version)
* Building_System.txt now passes the EU3 validator
* FIXED: 'Dissolution Act' decision was meant to be available to upper-tier
revolutionary republics. It wasn't
* FIXED: 'Tenures Abolition Act' decision was not available to all feudal
monarchy tiers
* civic.txt now passes the EU3 validator
* FIXED: 'Build Royal Palace' decision had a broken trigger and thus never
became available
* construction.txt now passes the EU3 validator
* FIXED: 'Empower Loyalists' decision had a broken trigger
* cw_provinces.txt now passes the EU3 validator
* faction_decisions.txt now passes the EU3 validator
* dharmic.txt now passes the EU3 validator
* Colonial_Policytxt now passes the EU3 validator
* FIXED: 'Force Confucians to convert' decision was broken
* FIXED: The AI was not supposed to use the
'Make $PROVINCENAME$ into a Hindu haven' decision if it knew
any Hindu countries but it did
* FIXED: The international reactions to the
'Make $PROVINCENAME$ into a Hindu haven' decision did not trigger
* DG_religious_turmoil.txt now passes the EU3 validator
* DG_religion.txt now passes the EU3 validator
* Merged and cleaned up country forming code
britishnation.txt -> form_country.txt
russiannation.txt -> form_country.txt
scandinaviannation.txt -> form_country.txt
arabia.txt -> form_country.txt
frenchnation.txt -> form_country.txt
mughalnation.txt -> form_country.txt
chinesenation.txt -> form_country.txt
englishnation.txt -> form_country.txt
greece.txt -> form_country.txt
irishnation.txt -> form_country.txt
italiannation.txt -> form_country.txt
* FIXED: The AI was meant to have a chance to get a free West Aryan
province when forming the Mughal Empire. It didn't
* Country forming no longer gives free missionaries
* Country forming now gives +50 prestige instead of +5
* Updated all prestige values to the current format
(i.e. prestige = 50 -> prestige = 0.50)
* Forming Scandinavia now centralizes one step instead of two
* germannation.txt (empty) removed
* governments.txt (empty) removed
* Country forming now gives +1 base tax in the new capital instead of
the old one
* 'Form the nation of Italy' decision won't appear before government
tech level 25
* 'Claim the title of king of Sardinia-Piedmonte' decision won't appear
before one owns either Piedmonte or Sardinia or both
* 'Claim the title of king of Sardinia-Piedmonte' decision now moves
the capital to Piedmonte
* FIXED: 'Claim the title of king of Sardinia-Piedmonte' decision was
supposed to change your culture from Sardinian to Ligurian. It didn't
* hre.txt (empty) removed
* romania.txt (empty) removed
* colonial_takeover.txt (empty) removed
* test.txt (empty) removed
* tribal.txt (empty) removed
* westernisation.txt (empty) removed
* china.txt -> country_ming.txt
* 'Reparations of the Great Wall' decision no longer available to Manchu
* FIXED: 'Reparations of the Great Wall' decision required the wrong provinces
and thus wasn't available to Ming like it should have been
* burgundy -> country_burgundy.txt
* Austria.txt -> country_austria.txt
* byzantium -> country_byzantium.txt
* Extras\Font with Ornaments removed
* Extras\localisation removed
* Extras\Naval system removed
* Extras\Intel Bluemap Fix removed
* Extras\ -> extras\
* venice.txt -> country_venice.txt
* FIXED: Spelling 'Adopt Vordenskab' -> 'Adopt Vornedskab'
* 'Adopt Vornedskab' decision now requires serfdom 2 instead of 3
* History: Denmark now uses 'Adopt Vornedskab' in 1481
* Denmark now starts with serfdom 1 instead of freesubjects 1
* Added a new event (1000035) which removes the 'Vornedskab' modifier
if the country ends feudalism (freesubjects at least 0)
* FIXED: There was dead code related to the removed anti_christian_edict
* FIXED: removingmodifiers.txt was grotesquely broken i.e.
modifiers were not removed correctly
* removingmodifiers.txt now passes the EU3 validator
* All country history files now pass the EU3 validator
* Denmark's 'Strenghtening our Borders' event no longer considers
Oldenburg a valid target
* denmark.txt -> country_denmark.txt
== Magna Mundi Post Mortem Release 2
Code:
Magna Mundi Post Mortem Readme
== What is this?
This is mod for the PC game 'Europa Universalis III - In Nomine'
Version 3.2 - Final Patch
Magna Mundi Post Mortem is based on the mod 'Magna Mundi Platinum 2' and
the Magna Mundi dev team deserves most of the credit.
== Why should I care?
Because Magna Mundi Platinum 2 is the best grand strategy game in the
universe.. and Magna Mundi Post Mortem is even better!
== How to install Europa Universalis - In Nomine on Windows Vista or newer?
Like all pre-Vista Windows games:
- Do not install the game in 'Program Files', choose a non-protected folder
like 'C:\Games'
- Disable UAC
(Google how to do this)
- Disable Data Execution Prevention (DEP)
(Google how to do this)
(Here is how it works in Windows 7:
Control Panel -> System and Security -> System -> Advanced system settings
-> Advanced -> Performance settings -> Data Execution Prevention
-> Turn on DEP for essential Windows programs and services only)
- Make sure that all executables of the game have administrator privileges
(Google how to do this)
(Here is how it works in Windows 7:
Right-click on eu3.exe -> Properties -> Compatibility ->
Run this program as an administrator
Right-click on eu3game.exe -> Properties -> Compatibility ->
Run this program as an administrator)
- Do not activate Window XP compatibility mode
Sounds strange but this option does not tend to help games and may
actually cause problems.
Only use this if you have already done all of the above and the game
still doesn't work
== How to install / start?
Basically like all other mods for this game except:
- Make sure that the Europa Universalis III map cache contains the data for
this mod. To ensure that you must delete the directory [EU3]\map\cache
before you load this mod the first time, and again every time you switch
between this mod and other mods or the vanilla game.
(Limitation of the engine)
- The following Europa Universalis III engine settings ([EU3]\settings.txt)
are mandatory:
language=l_english
renderTrees=no
simpleWater=yes
- Multiplayer is not supported.
(Inherited limitation from MMP2)
- The available bookmarks are the only supported start dates.
Do not start from any other date. If you do, don't be surprised if
your computer explodes and don't write bug reports.
You usually want the 'Magna Mundi' start data, the 'Sengoku Jidai'
start date is special purpose (see manual)
(Inherited limitation from MMP2)
- You cannot change countries during play.
If you try everything will crash and burn.
(Inherited limitation from MMP2)
- Do not change gameplay options (i.e. lucky nations,
province discovery, difficulty, etc.)
(Inherited limitation from MMP2)
- If you change tags (e.g. from Castile to Spain) immediately save
and reload, otherwise you might experience broken behavior.
(Inherited limitation from MMP2)
== Any tips for new players?
- Read the manual
(http://www.magnamundi.com/downloads/public_release/MagnaMundiPlatinum.pdf)