Europa Universalis IV

Europa Universalis IV

Dwarven Tunnels for Anbennar
98 条留言
Agraza 9 月 4 日 上午 10:58 
Suggestion to add a vaz-> krak tunnel to avoid the surface.

Adding tunnels to access the eastern lands more consistently near verkal gulan, hehodovar, the ram vault, north of Chaingrasper, etc.
AsterParadox 7 月 15 日 下午 3:52 
Noting that this mod is currently incompatible with the newest version of Anbennar, it apperas to be causing some issues that I noted through Nugdaan Tsaarai, where the decisions were broken. This seems to also cause crashes, when the AI attempts to use broken decisions (assumed, but not sure)
GoofyGooberYa 7 月 5 日 上午 11:54 
While not necessarily realistic, I would love it if there was a way to build tunnels to connect all the holds outside of serpentspine so you don't have to leave to get to them. I just like the idea of never leaving my safe tunnels
trantudat  [作者] 6 月 16 日 上午 4:23 
Silverforge mission was fixed
Shadow 5 月 21 日 上午 7:29 
i skipped forward in the date. None of the Tunnels is accesable. Great Idea sadly usless mod :/
Shadow 5 月 21 日 上午 7:12 
why are the great projects not sped upable? i made a test if it works and tungr tunnel needs 30 years to complete with no option to sped this up?
Tyyx_4u 5 月 19 日 下午 8:21 
Does this work with Dwarven Knowledge? Assuming it's possible, I'll try it:steamhappy::steamthumbsup:
Wust 5 月 4 日 上午 11:50 
Thank you so much !
saaxir  [作者] 5 月 4 日 上午 11:17 
Then go conquer those damn elves! JK, will try and fix a couple things soon.
tern5 5 月 1 日 上午 9:21 
Silverforge mission "Stoke the Furnaces" require 8 production in Chylys (province in Deepwoods)
Tyyx_4u 4 月 25 日 下午 11:59 
W update
Magnus_Volkare 4 月 25 日 上午 12:35 
@saaxir YES THANK YOU
saaxir  [作者] 4 月 24 日 下午 1:04 
Updated
Hunter 2024 年 10 月 25 日 下午 10:35 
baby come baaaaaack
Kitzi 2024 年 9 月 6 日 下午 3:43 
Just found the mod and ran into the Marrhold hold error, I guess...
FleissigTozzen 2024 年 8 月 15 日 下午 1:58 
An update or updated repost would be awesome, I'm dying to see this in action
Bronthosoplex 2024 年 7 月 24 日 上午 7:48 
@Sch +1 plsssss
The Cream Cheese Wonton 2024 年 7 月 23 日 下午 12:39 
@ScH post your update to your update to your steam workship. The OP has abandoned this mod, so you posting an updated version wouldnt be a problem
Tyyx_4u 2024 年 6 月 19 日 下午 12:30 
I believe
Michaelxl14 2024 年 6 月 4 日 上午 9:58 
Would love an update!:steamthumbsup:
madpoet 2024 年 4 月 28 日 下午 2:58 
pls update :(
ScH 2024 年 3 月 12 日 上午 7:31 
Part 3
-map/region.txt - Same old as the definition/positions files. Find the specific mod changes, copy them into the new Anbennar's files. (Reminder to watch out for Rubyhold changes)
-map/terrain.txt - Same as the above.

Localisation. The mod edits two files from Vanilla Anbennar I listed bellow.
-localisation/anb_areas_l_english.yml - Find the Areas added by the mod, check that they don't overlap with the existing ones and add the new ones.
-localisation/prov_names_l_english.yml - Find the provinces added by the mod, copy paste them into the new Anbennar's files.

-missions/Bennon_Missions.txt - Change the required areas in the MT to suit the new provinces.
ScH 2024 年 3 月 12 日 上午 7:30 
Part 2 Terrain.
-map/default.map - I would compare the mod's files to old Anbennar's files and see what the mod added then use a copy of the new Anbennar's file and put the changes under the respective brackets.
-map/definition.csv - Same as the above. First compare to an old Anbennar's files and then add the changes to a copy of the new Anbennar's file. Take a look that the new provinces' color doesn't match any of the existing ones.
-map/positions.txt - Same as the two above. This one defines the location of units when they're in a province, if not properly defined the units will just be invisible. So it might require more testing for this one and old mod files might not be correct here.
-map/provinces.bmp - You gotta draw the missing provinces onto the new map. Simple (and hard) as that.
ScH 2024 年 3 月 12 日 上午 7:30 
Now for the (un)fun part. I've never modded the map of EU4, so check the modding wiki for specifics.
-map/adjacencies.csv - Make a copy of the new anbennar file, and copy paste the mod's tunnels into it.
-map/ambient_object.txt - Unless I saw wrong (re-check it yourself), there are no mod specific addons here? Other than the position/rotation of Redgate/Rivergate objects for Rubyhold which you can edit but I find it redundant.
-map/climate.txt - Find the mod-added province ID's and put them into proper climate brackets under their respective regions.
-map/continents.txt - Same as the above, this time for continents.
ScH 2024 年 3 月 12 日 上午 7:29 
Quick and easy parts to change.
-common/great_projects - You need to take the monuments from this mod and create a new great projects file and put them in so it doesn't overwrite the Anbennar's one (this is for ease of updating)
-common/scripted_effects - Same thing as above for the anb_setup_effects.txt
-common/tradenodes - I'm not completely sure if the trade nodes themselves are changed, however you will want to add the new provinces this mod creates into the appropriate trade nodes and fiddle around with the control coordinates if needed.
-history/provinces - You just want to use Anbennars province files for the files that conflict and adjust added provinces so they have the appropriate religion depending on location (eg. Rubyhold isn't Ancestor worship anymore). Watch out for matching province numbers.
ScH 2024 年 3 月 12 日 上午 7:27 
@p0xus I don't really have either the time or will to update this personally, but in case you're interested in what needs doing here are what needs updating. I will also say that it will take you a few days, unless you really want to go all out modding for a whole day. I'll post this in a few messages that follow, because of the comment character limit.
I would highly recommend you get an older Anbennar version for which this mod works, either dig it out from their Bitbucket or ask on Discord if anyone has a saved one for you. You will 99% need it for testing/seeing the original changes.
I also would highly recommend you ignore any changes to Rubyhold this mod makes as the hold is already good enough in base Anbennar these days. Easiest way of comparing files is using Winmerge.
Magnus_Volkare 2024 年 2 月 27 日 下午 12:58 
@p0xus If you ever make that unofficial update I will give you blood sacrifice.
p0xus 2024 年 2 月 10 日 下午 2:25 
@Bronthosoplex - I did, but it will be alot more work then I originally thought. There are a few files that I cant tell what specific changes were made by this mod vs Anbennar mod changes across different versions. I think that I may have to end up reverse engineering what specific changes were made.
Bronthosoplex 2024 年 2 月 10 日 上午 3:52 
@p0xus did you ever start doing it? i would like to get rid of my firstborn aswell
greenie 2024 年 1 月 12 日 下午 7:12 
p0xus I will give you my firstborn if you manage to do that
Bleopsome 2024 年 1 月 2 日 下午 7:26 
please do
p0xus 2023 年 12 月 31 日 上午 11:04 
I may end up making an unofficial update to this. I tried friending saaxir and asking what his plans were, but he never accepted my friend request.

Love this mod, want it to stay alive.
PEPSI_WOMAN 2023 年 12 月 31 日 上午 8:52 
Update Please I beg you
💖⎛⎝Silver Knight⎠⎞💂☢☣ 2023 年 12 月 18 日 上午 4:20 
Add to base mod
Michaelxl14 2023 年 12 月 10 日 上午 10:37 
Update Plz!!
Derben 2023 年 12 月 7 日 上午 11:53 
Love this mod! is it still getting updated?
Mrassassin12 2023 年 11 月 23 日 上午 5:58 
Any info on possible update?
Would like to use this mod on the new Anbennar version
Magnus_Volkare 2023 年 11 月 17 日 下午 11:37 
Hey man love this mod, hope you update it for the Sarhal update coming in a few days. Keep up the good work if you're still working on it.
Iojima 2023 年 9 月 26 日 下午 4:38 
Really love this mod, but it currently crashes the game, even with nothing else but Anbennar installed. Hopefully you can update to, at least, fix this.
Lemonz 2023 年 9 月 24 日 下午 9:49 
Crashes the game, unfortunately
Mrassassin12 2023 年 9 月 5 日 上午 9:50 
Is this mod still being developed?
Redfurs 2023 年 7 月 31 日 下午 2:29 
Hi, this mod broke the mission tree of Elikhand on the beta branch - not sure how, but if anyone else ends up with a confused half-tree, you know where it could have come from. :)
Banny_beach 2023 年 6 月 30 日 上午 8:44 
Can you make something like this for verkal ozovar? I think it can be more territories in these mountains.
Ness 2023 年 6 月 28 日 下午 1:25 
The mod works great so far, I really enjoy iti, although it seems that it currently messes up Aelnar's mission tree somehow
denny's parking lot rat 2023 年 4 月 10 日 下午 3:19 
@Inardesco I completely agree! This could allow the player more versatility and being able to play tall, rather than just relying on patrons. However, I do wonder if this would interfere with the MT.
Inardesco 2023 年 4 月 10 日 下午 1:24 
Would you be possible to increase the mountainholds of Verkal Ozevar in the Southern Thaless region?
denny's parking lot rat 2023 年 4 月 8 日 上午 9:16 
why do the newly-dug tunnels in the Havoral Divide not have the Dwarven Road terrain type?
saaxir  [作者] 2023 年 3 月 10 日 下午 7:39 
Thanks for reporting the issue. I'll modify Marrhold's mission to also check for the copy. I didn't expect Marrhold to dig from the other side. I'll also look into the destroy great project effect, see if it's causing any issues.
Bufflor 2023 年 3 月 10 日 上午 12:53 
If im reading the Marrhold mission and Tunnel Projects-files correct, the Tunnel Project creates a great project called Marrhold_Tunnels_copy, while the mission is looking for Marrhold_Tunnel
dajaxx 2023 年 3 月 9 日 上午 9:18 
I noticed some errors from 'instant = yes' for destroy_great_project. I believe this effect is only allowed for add_great_project and move_great_project.