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Mare Apertum

Norfleet

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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.
Are you suggesting that these are NOT war games?
 

Goliath

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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.
Are you suggesting that these are NOT war games?

These? I was only talking about MM, which is indeed not a war game. And no, I am not interested in debating the merits of that claim with you.
 

Goliath

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How did you find all these bugs?

Noticed the ".. now passes the EU3 validator" changelog entries? That thing is godsend. The MM codebase is full of obvious bugs which are automatically detected by that tool e.g. all the bugs related to references to entities which do not actually exist. For example, I found the Arabia bug because the validator reported that said section of the code tried to fire a non-existing event. I found the Prussian culture change bug because the validator reported a reference do a non-existing culture etc.

Oh, and simply reading through that horror show of a code base and using the "find in files" function of my programmer's editor. For example I discovered how horribly "overloaded" the old privateer system was by doing a "find in files" for the related flags on the entire code base.

Last but not least I have played a hell lot of Magna Mundi, all countries you can think of, and thus if I see something in the code base I have never encountered while playing I look closer. I discovered the 'Reparations of the Great Wall' bug that way.
 

Cassidy

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On piracy, is it possible to add a specific province's trade income, tax and/or production values as variables to determine odds of piracy becoming a problem there? Historically few pirates bothered going after potato rather than gold and silver. Not having to add extensive provincial anti-piracy measureson even the poorest potato-producing coastal province to prevent piracy would be much more balanced. Piracy events should be more common on spice, gold and alike producing provinces.

Also I'm not so sure there were serious piracy problems outside of Mediterranean and Europe before the Europeans found India etc.

Finally, I think I'll give you the honor of testing your improved MM in Codex Playground, once it gets finished.
 

Goliath

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On piracy, is it possible to add a specific province's trade income, tax and/or production values as variables to determine odds of piracy becoming a problem there? Historically few pirates bothered going after potato rather than gold and silver. Not having to add extensive provincial anti-piracy measureson even the poorest potato-producing coastal province to prevent piracy would be much more balanced. Piracy events should be more common on spice, gold and alike producing provinces.
Also I'm not so sure there were serious piracy problems outside of Mediterranean and Europe before the Europeans found India etc.

I have not studied the piracy system code yet, but yes it has issues and I will probably work on it sooner or later.

Finally, I think I'll give you the honor of testing your improved MM in Codex Playground, once it gets finished.

Thanks, but this project is basically always and never finished at the same time. It's always finished because I started with a complete, mature game and I do not intend to ever make it worse. Yet it will also never be complete because there is always something more to do. The scale of the game is simply so massive.

However, please wait a few more versions before your Let's Play so that the mod has time to develop more of an identity of its own. Right now it's still 99% MMP2.
 

Destroid

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When you get to pirates make sure they can't spawn in places that you can't possibly send ships to defend, because fuck that.

I once had two provinces on the east coast of Siberia, with pirates sitting on them inflicting crippling embargo penalties, shit was ridiculous and took decades to resolve.
 

Goliath

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When you get to pirates make sure they can't spawn in places that you can't possibly send ships to defend, because fuck that.

I once had two provinces on the east coast of Siberia, with pirates sitting on them inflicting crippling embargo penalties, shit was ridiculous and took decades to resolve.

I assume you are talking about MMU here. In MMP2 and my mod no pirate ships should ever spawn. The Paradox piracy system is turned off. The fact that pirate ships appear in MMU is one of the countless issues of that version. They aren't meant to appear but the MM team couldn't turn them off.
 

Goliath

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Code:
* 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

* Renamed 'Middle Point' exploration route to 'Land of the Brave' and gave
  it an actual description

* The exploration routes 'Land of the Brave', 'Golden Empires', and
  'Land of Vera Cruz' now only become available after someone has finished
  the Columbus route

* The player now always gets Columbus' offer first if he leads an
  appropriate country: Castile/SPA, Aragon, Genoa, Venice, England/GB,
  or Portugal.
  Historic justification: Columbus' proposed the plan to all of them
  starting in 1485 but they all rejected. Only in 1492 Castile finally
  changed its mind. Thus the opportunity to accept Columbus' offer early
  should be there.
  Gameplay justification: Previously Columbus' was basically restricted
  to Castile/SPA players, everyone else only had a 2% chance. I think
  it's better to give the player more options as long as they are historically
  plausible.

* FIXED: Razing Our Culture Heritage event display issue

* Started cleaning up the mod initialization code. The cleaned up parts
  now execute in a predictable order and the following popups
  have been removed: 'Mare Apertum', 'Advanced Naval System',
  'Advanced Natives System', Faction Politics!',
  'Pirates of the Barbary Coast', 'Center of Trade'
  .. they were just annoying to regular players
 

Goliath

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Messages
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Code:
* The requirements of the exploration routes were changed.
  The tooltip is now actually readable!
  The new requirements are slightly less restrictive and give the
  player a few additional options e.g. pursuing the Spice Route
  as Venice.

* AI exploration logic now allows for slightly more variety of outcome.
  However, historic plausibility requirements were maintained and you will
  still get the historic outcome ~90% of the time.
  The new AI logic is based on.. logic. For example, if
  Portugal gets Columbus (2% chance) they are considered 'distracted'
  (losing their historical advantage) and thus other historically plausible
  candidates may compete for the Spice Route e.g. Genoa.
  In the same way France can be distracted by a surviving Britanny
  and then the Scandinavians might end up colonizing Canada (Vinland).
  Or Castile being distraced by a surviving Granada allowing Aragon
  to compete for Golden Empires.
 

Goliath

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Code:
* Sea province knowledege now spreads quickly (25 years). It does makes
  sense from a historic point of view. Land provinces knowledge still
  takes 200 years to spread. That makes no sense from a historic point
  of view but is important for gameplay reasons. The only way to effectively
  control colonization is through land province knowledge.
  Sea province knowledge now spreads faster so that I can code new
  'Colonization: xxx' decisions which become available after someone
  has discovered a sea route to new land, the knowledge has spread, and
  a country meets the conditions of colonizing it.
  As usual the conditions will enforce historic plausibility.
  The new 'Colonization' decisions are meant to handle later / smaller
  colonization projects e.g. the Netherlands colonizing South Africa.

* Land province auto-discovery through exploration routes is no longer
  limited to the AI. Making the player do it himself with conquistators was
  pointless micromanagement.
  I also wanted to eliminate the often involuntary slaughter of natives which
  resulted from this. The fact that the natives often attacked the Europeans
  without provocations is already simulated by the advanced natives system,
  and there the player can actually choose how to react to it.
  In the worst cases the old way lead to the player involuntarily
  exterminating all displayed natives in a province. This triggers a bad
  event (Empty Lands) which is only supposed to fire if the player
  deliberately attempts to slaughter all natives (it manages the reactions to
  such a policy).
 

Goliath

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Messages
17,830
Code:
* AI countries which pick exploration routes get less free colonies
  and which colonies they get is no longer random.

  Land of the Brave: Powhatan, Conoy
  Columbus: Havana, Moron
  Spice Route: Cape Verde, Fernando Po
  Northwest Passage: Kespek, Canada
  Golden Empires: Rio de la Plata, Serranos
  Land of Vera Cruz: Pernambuco, Itamaraca

  Also these colonies are now correct culture and religion.

  Another change is that they are now handed out when a country completes a
  route as opposed to during the process. This ensures that we don't end
  up in a situation where the route winner does not get these
  anchor provinces because a route competitor took them first.

  The route winner gets these free colonies as a workaround for the AI's
  problems with colonial range. I gave the AI two free colonies to speed up
  core gaining and to vastly reduce the risk of destruction through
  bad colony events

* The exploration routes no longer give free colonists to the AI

* Exploration route winners now get a level 6 navigator.
  This addresses the lack of early colonial range issue the player faced
 

Goliath

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Messages
17,830
LOL, never change the provinces in a complex EU3 mod unless you know EXACTLY what you doing.
Code:
* FIXED: The 'Imperial Chamber Court' event never fired, it was meant
to require ownership of Frankfurt (among other things) but instead
   required ownership of the Western Baltic sea

You cannot even own sea provinces! Someone changed the province numbers but never updated this event
 

Goliath

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Messages
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Added a guide how to install EU3: In Nomine (or any pre-Vista game really) on Vista or newer.

Code:
== 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
 

Goliath

Arcane
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Messages
17,830
Code:
* FIXED: Some war_score triggers were in the wrong format 

* FIXED: The events which allow the emperor to send his advisors to
  the Imperial Cabinet had invalid text references

* FIXED: Truckload of invalid text references

* FIXED: 'Printing Press gives Benefits' event never fired because of
  broken trigger

* Removed ai_controlled / player_controlled flags
  (was legacy code)

* FIXED: House of Trade decision had a broken trigger and thus
  never appeared

* FIXED: Colonial Expansion decision had a broken trigger and thus
  never appeared

* FIXED: Begin Neglect decision had a broken trigger and thus never appeared

* FIXED: Luxury production country modifier had a broken trigger and
  thus never appeared for Western countries

* FIXED: Cities Demand Old Rights event was rarer than intended
 

Goliath

Arcane
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Messages
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The killer feature of Mare Apertum is supposed to be a vastly improved colonial game and I remembered that the one time I actually built a large colonial empire in MM I aborted the game prematurely because the piracy popups drove me insane. I actually like them if I have a limited number of coastal provinces but they get insane once you have an empire comparable to the historic ones of Spain or Portugal (i.e. a gazillion coastal provinces). I was permanently just clicking away those popus, not fun at all.

So I am working on a new piracy system right now based on the alternative piracy system which shipped with MMP2. Basically you will no longer get popups for provincial piracy level changes but there will be a popup which warns you about provinces with rampart piracy.
 

Goliath

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Messages
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So I am working on a new piracy system right now based on the alternative piracy system which shipped with MMP2. Basically you will no longer get popups for provincial piracy level changes but there will be a popup which warns you about provinces with rampart piracy.

That did not work out. The alternative piracy system was shit because of the technical limitations of the engine. Also I actually became bored playing as Portugal without all the pirate again. I mean while I was still small, as I actually like the popups as long as there aren't to much of it. Came up with a different solution to handle the "large empire = popup hell" issue:
Code:
* Provincial piracy level changes will now happen less often once
  you have a large number of ports. This was done to keep the
  provincial piracy popups at a bearable level for large empires.
 

Goliath

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Messages
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Here is a big one:

Code:
* New colonial_knowledge.txt system:
  After an exploration route is completed the knowledge of all discovered
  sea provinces spreads to all countries in the same tech group.
  Land province knowledge spreads as soon as the province is colonized or
  conquered.

  Historic justification: the other Western European powers were perfectly
  aware of the Spanish Main and knew how to get there.. and plunder..
  .. and conquer.

  Gameplay justification: earlier colonial wars a now possible, as they
  should be. They happened too late in the old system. Conquering instead
  of settling colonies is now a much more viable strategy.

  Non-colonized land province knowledge still takes 200 years to spread
  to keep AI colonization under control and to give exploration route
  winners their just reward.

  However, later on I plan to expand the system to include events which
  reveal entire regions once certain conditions are met e.g. at some
  point India should become "common knowledge" in Western Europe.
 

Goliath

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Despite the lack of updates I am working a lot on this. I was ready to release Mare Apertum 1.20 to the masses but during my extended test play I discovered countless issues. Mostly issues inherited from MMP2. I am working on so much at the same time that I have decided to discontinue the detailed log for a while.
 

Cassidy

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Sep 9, 2007
Messages
7,922
Location
Vault City
I'd like to suggest the removal of this:

Manifest_Destiny_Turk1 = {
trigger = {
tag = TUR
ai = yes
OR = {
has_country_flag = great_power
has_country_flag = major_power
}

NOT = { num_of_cities = 60 }

}

global_tax_modifier = +0.1
war_exhaustion = -0.05
cavalry_cost = -0.25
infantry_cost = -0.25
land_morale = +0.75
discipline = +0.20
stability_cost_modifier = -0.25
land_forcelimit_modifier = +0.25
global_manpower_modifier = +0.10
naval_forcelimit_modifier = +0.25
galley_cost = -0.25

It makes playing with any country bordering OE other than Russia suicidal masochism or a game of cat and mouse where you're ultimately doomed and is silly anyway. OE doesn't really need it to conquer most/all of what they did historically. They are powerful enough already without it.

These cheats for specific AI-controlled nations are too much. They should be all removed.

Unless of course it's an exclusivity of MMU.
 

Goliath

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Cassidy

Without the modifier the Ottoman Empire would collapse too often leaving Europe without an Islamic threat. IMO that would be the bigger evil. It's true, you need a lot of skill and a bit of luck if you are a neighbor of the Ottomans. However it's possible to survive and restore the Byzantine Empire as a Greek minor, multiple hardcore MM players have somehow managed to do that.

For the average player the Ottoman Empire offers a nice challenge if you play an important historic actor. E.g. playing Austria and defending Christian Europe against the Turk is great fun. It would be too easy without all the secret help the Ottomans get. The Ottoman Empire was an existential threat to Christian Europe and MM simulates that. I want to keep it that way, sorry.

However, MMU is massively broken in the war and diplomacy department. It is not that hard to survive as Serbia in MMP2 for example. Surviving as Hungary is easy. Poland can crush anyone.
 

Goliath

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Goddamn coding in EU3 script is so awkward. The following upgrades the government rank of the current country to 'Greater'. In a real programming language that is one line of code:
Code:
government_rank_set(country, GR_GREATER)
In EU3 script:
Code:
      # Government rank upgrade to greater
      random_owned = { limit = { owner = { OR = { government = feudal_monarchy government = feudal_monarchy-lowest government = feudal_monarchy-lower government = feudal_monarchy-upper } } } government = feudal_monarchy-upper }
      random_owned = { limit = { owner = { OR = { government = merchant_republic government = merchant_republic-lowest government = merchant_republic-lower government = merchant_republic-upper } } } government = merchant_republic-upper }
      random_owned = { limit = { owner = { OR = { government = despotic_monarchy government = despotic_monarchy-lowest government = despotic_monarchy-lower government = despotic_monarchy-upper } } } government = despotic_monarchy-upper }
      random_owned = { limit = { owner = { OR = { government = noble_republic government = noble_republic-lowest government = noble_republic-lower government = noble_republic-upper } } } government = noble_republic-upper }
      random_owned = { limit = { owner = { OR = { government = administrative_monarchy government = administrative_monarchy-lowest government = administrative_monarchy-lower government = administrative_monarchy-upper } } } government = administrative_monarchy-upper }
      random_owned = { limit = { owner = { OR = { government = administrative_republic government = administrative_republic-lowest government = administrative_republic-lower government = administrative_republic-upper } } } government = administrative_republic-upper }
      random_owned = { limit = { owner = { OR = { government = absolute_monarchy government = absolute_monarchy-lowest government = absolute_monarchy-lower government = absolute_monarchy-upper } } } government = absolute_monarchy-upper }
      random_owned = { limit = { owner = { OR = { government = republican_dictatorship government = republican_dictatorship-lowest government = republican_dictatorship-lower government = republican_dictatorship-upper } } } government = republican_dictatorship-upper }
      random_owned = { limit = { owner = { OR = { government = constitutional_monarchy government = constitutional_monarchy-lowest government = constitutional_monarchy-lower government = constitutional_monarchy-upper } } } government = constitutional_monarchy-upper }
      random_owned = { limit = { owner = { OR = { government = enlightened_despotism government = enlightened_despotism-lowest government = enlightened_despotism-lower government = enlightened_despotism-upper } } } government = enlightened_despotism-upper }
      random_owned = { limit = { owner = { OR = { government = constitutional_republic government = constitutional_republic-lowest government = constitutional_republic-lower government = constitutional_republic-upper } } } government = constitutional_republic-upper }
      random_owned = { limit = { owner = { OR = { government = bureaucratic_despotism government = bureaucratic_despotism-lowest government = bureaucratic_despotism-lower government = bureaucratic_despotism-upper } } } government = bureaucratic_despotism-upper }
      random_owned = { limit = { owner = { OR = { government = theocratic_government government = theocratic_government-lowest government = theocratic_government-lower government = theocratic_government-upper } } } government = theocratic_government-upper }
      random_owned = { limit = { owner = { OR = { government = religious_order government = religious_order-lowest government = religious_order-lower government = religious_order-upper } } } government = religious_order-upper }
      random_owned = { limit = { owner = { OR = { government = tribal_despotism government = tribal_despotism-lowest government = tribal_despotism-lower government = tribal_despotism-upper } } } government = tribal_despotism-upper }
      random_owned = { limit = { owner = { OR = { government = tribal_democracy government = tribal_democracy-lowest government = tribal_democracy-lower government = tribal_democracy-upper } } } government = tribal_democracy-upper }
      random_owned = { limit = { owner = { OR = { government = tribal_federation government = tribal_federation-lowest government = tribal_federation-lower government = tribal_federation-upper } } } government = tribal_federation-upper }
      random_owned = { limit = { owner = { OR = { government = early_feudal_monarchy government = early_feudal_monarchy-lowest government = early_feudal_monarchy-lower government = early_feudal_monarchy-upper } } } government = early_feudal_monarchy-upper }
      random_owned = { limit = { owner = { OR = { government = transitional_monarchy government = transitional_monarchy-lowest government = transitional_monarchy-lower government = transitional_monarchy-upper } } } government = transitional_monarchy-upper }
      random_owned = { limit = { owner = { OR = { government = revolutionary_republic government = revolutionary_republic-lowest government = revolutionary_republic-lower government = revolutionary_republic-upper } } } government = revolutionary_republic-upper }
 

hoverdog

dog that is hovering, Wastelands Interactive
Developer
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Messages
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Location
Jordan, Minnesota
Project: Eternity
so, to use this mod, I need to have EU3 + Napoleon's Ambitions + In Nomine, right?
 

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