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Mare Apertum

Goliath

Arcane
Zionist Agent
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


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)
 

Goliath

Arcane
Zionist Agent
Joined
Jul 18, 2004
Messages
17,830
what don't you like about the expansions after in nomine bro?

This thread is not for discussing that. I see no point in it anyway. You either like the changes or you don't. I don't. E.g. trading in MMP2 is much more fun for me than the "trade league" system Paradox introduced later. There are some nice features in the newer versions like automatic rebel crushing but overall In Nomine is my favorite by far.
 

TripJack

Hedonist
Joined
Aug 9, 2008
Messages
5,132
you can't

you have to get a standalone version of eu3 complete from elsewhere, preferably from the seven seas
 

Goliath

Arcane
Zionist Agent
Joined
Jul 18, 2004
Messages
17,830
you can't

you have to get a standalone version of eu3 complete from elsewhere, preferably from the seven seas

This. Svedska pirates' booty includes EU3 complete, add final 3.2 patch - enjoy! Given that you have already bought a later version of the game I doubt that Paradox will be butthurt.

I have uploaded the FINAL version of the 3.2 patch to make sure that people get the right one. Paradox has this nasty habit of breaking mod compatibility with every new version of a patch e.g. even the minor changes between the last 3.2 beta patch and the final patch broke some parts of Magna Mundi!

BTW, I know now why all modders seem to have mental issues. Trying to do something non-trivial with a scripting system like the one in EU3 is crazy. The MMP2 code is Lovecraftian horror. I am refactoring it but the scripting system makes sanity pretty much impossible.

For example, how do you upgrade the government level of a country? In a sane, manly programming language like C..
Code:
GovernmentLevelUpgrade(country);

Using the EU3 scripting system..
Code:
		random_owned = { 
				limit = { owner = { government = feudal_monarchy } }
				owner = { government = feudal_monarchy-upper }
				}
			random_owned = { 
				limit = { owner = { government = merchant_republic } }
				owner = { government = merchant_republic-upper }
				}
			random_owned = { 
				limit = { owner = { government = despotic_monarchy } }
				owner = { government = despotic_monarchy-upper }
				}
			random_owned = { 
				limit = { owner = { government = noble_republic } }
				owner = { government = noble_republic-upper }
				}
			random_owned = { 
				limit = { owner = { government = administrative_monarchy } }
				owner = { government = administrative_monarchy-upper }
				}
			random_owned = { 
				limit = { owner = { government = administrative_republic } }
				owner = { government = administrative_republic-upper }
				}
			random_owned = { 
				limit = { owner = { government = absolute_monarchy } }
				owner = { government = absolute_monarchy-upper }
				}
			random_owned = { 
				limit = { owner = { government = republican_dictatorship } }
				owner = { government = republican_dictatorship-upper }
				}
			random_owned = { 
				limit = { owner = { government = constitutional_monarchy } }
				owner = { government = constitutional_monarchy-upper }
				}
			random_owned = { 
				limit = { owner = { government = enlightened_despotism } }
				owner = { government = enlightened_despotism-upper }
				}
			random_owned = { 
				limit = { owner = { government = constitutional_republic } }
				owner = { government = constitutional_republic-upper }
				}
			random_owned = { 
				limit = { owner = { government = bureaucratic_despotism } }
				owner = { government = bureaucratic_despotism-upper }
				}
			random_owned = { 
				limit = { owner = { government = theocratic_government } }
				owner = { government = theocratic_government-upper }
				}
			random_owned = { 
				limit = { owner = { government = religious_order } }
				owner = { government = religious_order-upper }
				}
			random_owned = { 
				limit = { owner = { government = tribal_despotism } }
				owner = { government = tribal_despotism-upper }
				}
			random_owned = { 
				limit = { owner = { government = tribal_democracy } }
				owner = { government = tribal_democracy-upper }
				}
			random_owned = { 
				limit = { owner = { government = tribal_federation } }
				owner = { government = tribal_federation-upper }
				}
			random_owned = { 
				limit = { owner = { government = early_feudal_monarchy } }
				owner = { government = early_feudal_monarchy-upper }
				}
			random_owned = { 
				limit = { owner = { government = transitional_monarchy } }
				owner = { government = transitional_monarchy-upper }
				}
			random_owned = { 
				limit = { owner = { government = revolutionary_republic } }
				owner = { government = revolutionary_empire-upper }
				}
			random_owned = { 
				limit = { owner = { government = feudal_monarchy-lower } }
				owner = { government = feudal_monarchy }
				}
			random_owned = { 
				limit = { owner = { government = merchant_republic-lower } }
				owner = { government = merchant_republic }
				}
			random_owned = { 
				limit = { owner = { government = despotic_monarchy-lower } }
				owner = { government = despotic_monarchy }
				}
			random_owned = { 
				limit = { owner = { government = noble_republic-lower } }
				owner = { government = noble_republic }
				}
			random_owned = { 
				limit = { owner = { government = administrative_monarchy-lower } }
				owner = { government = administrative_monarchy }
				}
			random_owned = { 
				limit = { owner = { government = administrative_republic-lower } }
				owner = { government = administrative_republic }
				}
			random_owned = { 
				limit = { owner = { government = absolute_monarchy-lower } }
				owner = { government = absolute_monarchy }
				}
			random_owned = { 
				limit = { owner = { government = republican_dictatorship-lower } }
				owner = { government = republican_dictatorship }
				}
			random_owned = { 
				limit = { owner = { government = constitutional_monarchy-lower } }
				owner = { government = constitutional_monarchy }
				}
			random_owned = { 
				limit = { owner = { government = enlightened_despotism-lower } }
				owner = { government = enlightened_despotism }
				}
			random_owned = { 
				limit = { owner = { government = constitutional_republic-lower } }
				owner = { government = constitutional_republic }
				}
			random_owned = { 
				limit = { owner = { government = bureaucratic_despotism-lower } }
				owner = { government = bureaucratic_despotism }
				}
			random_owned = { 
				limit = { owner = { government = theocratic_government-lower } }
				owner = { government = theocratic_government }
				}
			random_owned = { 
				limit = { owner = { government = religious_order-lower } }
				owner = { government = religious_order }
				}
			random_owned = { 
				limit = { owner = { government = tribal_despotism-lower } }
				owner = { government = tribal_despotism }
				}
			random_owned = { 
				limit = { owner = { government = tribal_democracy-lower } }
				owner = { government = tribal_democracy }
				}
			random_owned = { 
				limit = { owner = { government = tribal_federation-lower } }
				owner = { government = tribal_federation }
				}
			random_owned = { 
				limit = { owner = { government = early_feudal_monarchy-lower } }
				owner = { government = early_feudal_monarchy }
				}
			random_owned = { 
				limit = { owner = { government = transitional_monarchy-lower } }
				owner = { government = transitional_monarchy }
				}
			random_owned = { 
				limit = { owner = { government = revolutionary_republic-lower } }
				owner = { government = revolutionary_empire }
				}
			random_owned = { 
				limit = { owner = { government = feudal_monarchy-lowest } }
				owner = { government = feudal_monarchy-lower }
				}
			random_owned = { 
				limit = { owner = { government = merchant_republic-lowest } }
				owner = { government = merchant_republic-lower }
				}
			random_owned = { 
				limit = { owner = { government = despotic_monarchy-lowest } }
				owner = { government = despotic_monarchy-lower }
				}
			random_owned = { 
				limit = { owner = { government = noble_republic-lowest } }
				owner = { government = noble_republic-lower }
				}
			random_owned = { 
				limit = { owner = { government = administrative_monarchy-lowest } }
				owner = { government = administrative_monarchy-lower }
				}
			random_owned = { 
				limit = { owner = { government = administrative_republic-lowest } }
				owner = { government = administrative_republic-lower }
				}
			random_owned = { 
				limit = { owner = { government = absolute_monarchy-lowest } }
				owner = { government = absolute_monarchy-lower }
				}
			random_owned = { 
				limit = { owner = { government = republican_dictatorship-lowest } }
				owner = { government = republican_dictatorship-lower }
				}
			random_owned = { 
				limit = { owner = { government = constitutional_monarchy-lowest } }
				owner = { government = constitutional_monarchy-lower }
				}
			random_owned = { 
				limit = { owner = { government = enlightened_despotism-lowest } }
				owner = { government = enlightened_despotism-lower }
				}
			random_owned = { 
				limit = { owner = { government = constitutional_republic-lowest } }
				owner = { government = constitutional_republic-lower }
				}
			random_owned = { 
				limit = { owner = { government = bureaucratic_despotism-lowest } }
				owner = { government = bureaucratic_despotism-lower }
				}
			random_owned = { 
				limit = { owner = { government = theocratic_government-lowest } }
				owner = { government = theocratic_government-lower }
				}
			random_owned = { 
				limit = { owner = { government = religious_order-lowest } }
				owner = { government = religious_order-lower }
				}
			random_owned = { 
				limit = { owner = { government = tribal_despotism-lowest } }
				owner = { government = tribal_despotism-lower }
				}
			random_owned = { 
				limit = { owner = { government = tribal_democracy-lowest } }
				owner = { government = tribal_democracy-lower }
				}
			random_owned = { 
				limit = { owner = { government = tribal_federation-lowest } }
				owner = { government = tribal_federation-lower }
				}
			random_owned = { 
				limit = { owner = { government = early_feudal_monarchy-lowest } }
				owner = { government = early_feudal_monarchy-lower }
				}
			random_owned = { 
				limit = { owner = { government = transitional_monarchy-lowest } }
				owner = { government = transitional_monarchy-lower }
				}
			random_owned = { 
				limit = { owner = { government = revolutionary_republic-lowest } }
				owner = { government = revolutionary_empire-lower }
				}

That's from the MMP2 code base and they had to copypasta that code every time they wanted to upgrade the government level of a country.
 

Goliath

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Messages
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Before I started combing through the files I never understood the point of the events like "Islamic Trusts". Except for fixing the bugs I also intend to write more documentation so that players know what they can do without reading all the scripts themselves. For example, I always simply abolished "Islamic Trusts" - I mean there was no obvious reason to keep them around, right? Now with the bugs fixed I actually have to think twice before making a decision. While the "Islamic Trust" province modifier is rarely useful in itself..

islamic_trusts = {
missionaries = 0.1
stability_cost_modifier = -0.05
global_tax_modifier = -0.05
icon = 9
}

..it is a requirement for the madrassa event:

madrassa = {
government_tech_investment = 1
direct_tax_percentage = -0.10
local_tax_modifier = 0.10
missionaries = 0.05
icon = 9
}

Better and cool for role-playing purposes (yes, I rolepay in Magna Mundi) and if you don't like it.. another option in that event is to build a university for only 500 gold! Fuck yeah!
Of course no player ever got it because the Islamic Trust event was buggy, also the madrassa event has the requirement "treasury = 500".. That's a general problem in Magna Mundi which makes the lack of documentation worse. Unless you like to keep a truckload of money in the bank many, many events and decisions will never show up.
 

J1M

Arcane
Joined
May 14, 2008
Messages
14,616
This is (partly) why I have no plans to include a scripting language in my game. People can use a real language (C#) and compile it against a library I provide. The game would load it as a module, etc.
 

Destroid

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Joined
May 9, 2007
Messages
16,628
Location
Australia
There's no need to go that far, you could use something standard like Lua instead of inventing your own language.
 

Goliath

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Joined
Jul 18, 2004
Messages
17,830
Just combed through DG_Catholic.txt, no wonder that I almost never got Jesuit action:

Code:
* 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

Fixes not in the current release, will be in the next one.

BTW, almost all bugs listened here (plus many more) are also in Magna Mundi Ultimate and its modmods.

Oh, and another thing about modder insanity: finally, totally fixing the 'Razing Our Cultural Heritage' event (AFAIK still unfixed in any other version) took me an entire night, and I have quite a bit of programming experience. The problem was that you have to figure out through trial and error which effects actually (and always) work in which scopes. The problem was that the idea_xxx flags weren't cleared correctly. The MM code was correct according to the documentation but did not in fact (always) work.

It's amazing that they managed to achieve so much despite those issues.
 

J1M

Arcane
Joined
May 14, 2008
Messages
14,616
There's no need to go that far, you could use something standard like Lua instead of inventing your own language.
I can assure you C# already exists. Providing a .dll is not that exotic...
 

Destroid

Arcane
Joined
May 9, 2007
Messages
16,628
Location
Australia
Yes, but most people go with an interpreted language for scripting (for a long time I think that even defined a scripting language), presumably to avoid waiting around for it to compile when you run.
 

Goliath

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Joined
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Messages
17,830
Ok, going to give this a go..Mr Pirate was very helpful in getting the right version, now to see what abomination you created copx.

The changelog I posted is complete and accurate i.e. it's still 99% MMP2 - just with less bugs.
 

Goliath

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Joined
Jul 18, 2004
Messages
17,830
More work done:

Code:
* 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
 

Goliath

Arcane
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Joined
Jul 18, 2004
Messages
17,830
Yet more

Code:
* 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

I would like to point out again that none of these changes are in the version you can download yet, I am basically just using this thread for dev blogging.
 

Goliath

Arcane
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Joined
Jul 18, 2004
Messages
17,830
Another decision very few players ever saw:

Code:
* FIXED: 'Reparations of the Great Wall' decision required the wrong provinces
  and thus wasn't available to Ming like it should have been
 

Goliath

Arcane
Zionist Agent
Joined
Jul 18, 2004
Messages
17,830
Code:
* 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

New release uploaded!
 

Goliath

Arcane
Zionist Agent
Joined
Jul 18, 2004
Messages
17,830
Code:
* 'Sign "Den Danske Lov"' decision won't appear before government
  tech level 30

* FIXED: Multiple mission related CTDs

* All mission files now pass the EU3 validator

* There were three different, conflicting ways to commission privateers.
  That mess was replaced by a new decision whose requirements and effects
  are closer to historic reality. The new decision is called
  'Grant Letters of Marque' and allows major European powers with serious
  naval muscle to profit from piracy like the did historically.
  The new system also makes the Privateer adviser and the Sea Hawks idea
  more useful.

* FIXED: 'One of the following must be true:' display issue

* Mergned vanilla and mod /common files. /common now replaced instead of
  extended

* Merged vanilla and mod /localisation files. /localisation now replaced
  instead of extended

* Changed the mod name to Mare Apertum
 

Goliath

Arcane
Zionist Agent
Joined
Jul 18, 2004
Messages
17,830
Janitor work:
Code:
* exploration_routes.txt now passes the EU3 validator

* Early_Exploration_POR.txt now passes the EU3 validator

* Dynamic_cores.txt now passes the EU3 validator

* DynamicSieges.txt now passes the EU3 validator

* faction_moods.txt now passes the EU3 validator

* FIXED: A faction reaction was supposed to generate a Sergeant Major
  General advisor but didn't

* faction_advisors.txt now passes the EU3 validator

* FIXED: Forming Arabia by embracing of Wahhabism didn't work

* DG_Wahhabi.txt now passes the EU3 validator

* Austria.txt now passes the EU3 validator

* China.txt now passes the EU3 validator

* FIXED: Aztec contact with Europeans events were broken

* Aztects.txt now passes the EU3 validator

* FIXED: European diseases did not spread to South America like they should

* Renamed files:
  Aragon.txt -> country_aragon.txt
  Austria.txt -> country_austria.txt
  China.txt -> country_china.txt
  Byzantium -> country_byzantium.txt
  Livonian_order.txt -> country_livonian_order.txt
  italiannation -> country_italy.txt
  Korea.txt -> country_korea.txt
  ming.txt -> country_ming.txt
  norway.txt -> country_norwary.txt
  Sweden.txt -> country_sweden.txt
  Manchu.txt -> country_manchu.txt
  Muscovy_Russia.txt -> country_muscovy.txt
  germannation.txt -> country_germany.txt
  English_exploration -> country_england.txt
  Early_Exploration_POR.txt -> country_portugal.txt
  Hungary.txt -> country_hungary.txt
  Dynamic_cores.txt -> dynamic_cores.txt
  DynamicSieges.txt -> dynamic_sieges.txt
  Exploration_events.txt -> exploration_routes.txt

* Removed empty files:
  papalstate.txt
  PersianNation.txt
  protestant.txt
  qing.txt
  qingnation.txt
  reformed.txt
  religiouswars.txt
  sliders.txt
  spreadofcalvinism.txt
  spreadofprotestantism.txt
  westernisation.txt
  natives.txt
  NetherlandsNation.txt
  Arabia.txt
  americanrevolution.txt
  China_tributary.txt
  catholic.txt
  colonialuprising*.txt
  mughalnation.txt
  culturalspread.txt
  Hindustan.txt
  IrishNation.txt
  interconfessionalwars.txt
  FrenchNation.txt
  EnglishNation.txt

* Removed fix_flags.txt (was dead code)
 

Goliath

Arcane
Zionist Agent
Joined
Jul 18, 2004
Messages
17,830
Code:
* The new legalized piracy system now distinguishes correctly between
  the Knights and countries which grant letters of marque.
  That means the Knights no longer get events which only make sense
  for countries which grant letters of marque.
  Event texts were modified to fit all users of the system

* Grand Admiral advisor was renamed to Admiral because being able to employ
  more than one grand admiral made no sense. Historically the title was only
  ever held by one person at a time

* TheKnights.txt now passes the EU3 validator

* Started teaching the AI fiscal responsibility.
  This is a *long* process, every AI spending decision must be modified

* missionaries.txt now passes the EU3 validator
 

ironyuri

Guest
Hey, copx.

Thanks for doing this. I'm a big MMU player (probably about 200+ hours, but not on Steam, so I can't be sure.) and I've followed furious flaming faggot's lps voraciously. I know he did some modding himself, you should check out his lps to see if there's anything you can pick up. Otherwise, I support this project.
 

Goliath

Arcane
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Joined
Jul 18, 2004
Messages
17,830
Thanks for doing this. I'm a big MMU player (probably about 200+ hours, but not on Steam, so I can't be sure.)

I have played quite a lot of MMU too. My advice: don't.

MMU is basically MMP2 + half the systems broken - some content. People have this tendency to always use the latest version of an application or game, but occasionally an older version is actually better. Much better in the case of MMP2 vs. MMU. Seriously, try MMP2 or better my modmod of MMP2.

MMU was a quick hack to make MMP2 "work" on top of the HTTH version of the EU3 engine. They were already working on MMtG at that time and thus had few resources to spare for that port. E.g. the trade system would have required a complete redesign to properly deal with the new (unbalanced, unfun, unhistoric) "trade league" mechanic but they had no time for that. So in MMU trade is completely broken.

And as you know, MM has it's own piracy system: the In Nomine version of the EU3 engine allowed modders to turn off the Paradox piracy system.. the HTTH version did not.. So in MMU you have two piracy systems completely disconnected from each other. And of course the carefully crafted balance of power completely broke down because of all the new CBs and the dynasty system. Etc. etc.

> I've followed furious flaming faggot's lps voraciously.

I didn't like them. IIRC he played MM like it was a war game and had little knowledge about how all the systems actually work.
 

Goliath

Arcane
Zionist Agent
Joined
Jul 18, 2004
Messages
17,830
Code:
* Renamed files:
  korea.txt -> country_korea.txt
  dutch.tx -> country_netherlands.txt
  france.txt -> country_france.txt
  habsburg.txt -> country_austria.txt
  mughal.txt -> country_mughal.txt
  prussia.txt -> country_prussia.txt
  scotland.txt -> country_scotland.txt
  portugal.txt -> country_portugal.txt
  russiandecisions.txt -> country_russia.txt
  spain.txt -> country_spain.txt
  Building_System.txt -> building_system.txt

* Merged dharper's 2012 DG bug fixes (sikh gurus, jesuits, Japan)

* hindustan.txt -> form_country.txt

* country_austria now passes the EU3 validator

* FIXED: Prussian culture countries were meant to be able to join the
  Hanseatic League. They weren't

* hanseaticleague.txt now passes the EU3 validator

* hiring_fair.txt now passes the EU3 validator

* Hiring fair decision is now always visible

* FIXED: The ship commissiong decisions were supposed to require a shipyard.
  They didn't

* Naval_system.txt now passes the EU3 validator

* netherlandsnation.txt now passes the EU3 validator

* prussiannation.txt now passes the EU3 validator

* nomadic_politics.txt now passes the EU3 validator
* nomadic_policy.txt now passes the EU3 validator

* FIXED: Persian nation event was supposed to change country culture to
  Persian. It didn't

* persiannation.txt now passes the EU3 validator

* Countries with the 'Religious Order' government form can no longer culture
  change

* FIXED: Culture change effect of the Prussian kingdom decision did not work
 

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