Europa Universalis IV

Europa Universalis IV

Responsible Fantasy Warfare (Anbennar Submod)
76 条留言
Trash at **** 10 月 17 日 上午 9:53 
Hello! First, let me begin saying that I love this mod, and I will need to test it further in Anbennar (I have been using it in Vanilla for some time).

However, I wanted to ask, how possible would it be to make nations get a modifier for force limit (and manpower) over the ages? Just like advisors, let's say it goes down by 0.5 per year.

I ask this because in my first game, Cyanvar got massive in Escann because adventurers simply cannot keep up. Undead armies (which are pretty much nigh-invincible in the setting) get serious nerfs as well.
Snuggle Bunny ÒwÓ 9 月 21 日 上午 7:13 
any chance of getting a com patch with https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2939497607

this mod seems to conflict with the unique province modifers and mage tower tweaks. No worries if not im just trying to get them all to work.
Agraza 9 月 16 日 上午 9:54 
i find this makes the AI mildly more peaceful and therefore also makes monsters civilize faster. i think that's a problem. i do love the smaller units, but i want more mid game monsters.
Serelia  [作者] 8 月 26 日 上午 7:00 
Sorry guys, busy irl atm, trying to get to it.

@guto On my to do list, will add marines to my "to change" list.

@Synod Very likely my bad, last Anbennar patch I did nerf undead army for that reason, but I think I might've forgotten.
Synod 8 月 25 日 下午 10:41 
Esthil MT's 'Bodies for the Mines' mission still requires 20 units. Not that big a deal if you have undead army, but I didn't at that point so it was my whole force limit lol. On the topic of undead army and witch/lich kings, even with halved values I still have like 30 more force limit than Gawed just for taking it in 1530. It is the strongest army type sure, but if you wanted to bring it in line with the rest of the mod's nerfs, taking the percentage modifier of both down to a third instead of halved would be more than fair imo. Probably controversial, but it's just a suggestion. Love the mod, it's made my games much less sloggy!
guto8797 8 月 23 日 上午 4:02 
Khatalashya's MT doesn't appear to have been tweaked, as the mission "Aquatic Beings" still requires 20 marines
Serelia  [作者] 8 月 15 日 上午 7:58 
@Sanosuke There's no way this mod causes that. I've played both solo and with friends with this mod, and powerful mage appeared normally, even gained as a random trait. Cast spells works normally too. In fact the mod doesn't even touch that trait.
Sanosuke 8 月 14 日 下午 10:41 
this mod make ruler and heir can not have powerful mage trait, so do not have cast spell decision too.I found this when play as verina of esthil
Serelia  [作者] 8 月 13 日 上午 9:07 
@Sanosuke I would guess not quite anymore with the province changes. But since this is based on the original Responsible Warfare for vanilla EU4 (linked in the description of this mod), maybe check that out?
Sanosuke 8 月 13 日 上午 3:44 
very good mod, the dynamic modifers of base mod make me feel reduce performance . Does this mod work without anbennar mod?
JohnXina***** 8 月 3 日 上午 11:26 
it's probably all dwarf missions combined then
Serelia  [作者] 8 月 3 日 上午 7:32 
What nation are you playing as/what is the modifier in question? Do you have other mods installed? This mod doesn't touch that really, it just lowers normal force limit that the special unit force limit uses a percentage of. It seems to work fine on my end.
JohnXina***** 8 月 2 日 下午 6:30 
Mod breaks artificer force limit, if you have special unit force limit modifier it doesn't care and keeps you at 10%
Serelia  [作者] 7 月 30 日 上午 8:36 
Are you using any other mods? Also which nation did you start with? I'm sorry, I can't really do much without being able to reproduce it :/
Danceymetal 7 月 30 日 上午 8:09 
I started a new game and had the bricked MT
Serelia  [作者] 7 月 30 日 上午 4:36 
Actually, are you playing on an old save? I was only to reproduce that bug on a save from a previous version of Anbennar. If I start a new save Rezankand has missions, both with and without this mod.
Serelia  [作者] 7 月 30 日 上午 4:14 
Just to double-check, does it work with just Anbennar loaded? I was looking for the problem, but turns out Rezankand doesn't have mission when I only load the game with Anbennar. Either way, thanks for reporting! I found a stupid mistake in my script while looking into this lol
Danceymetal 7 月 29 日 下午 7:37 
This submod bricks Rezankand Missions currently
Serelia  [作者] 7 月 29 日 上午 12:58 
@Sanctuary Huh, weird, seems some missions didn't get changed for some reason. Thanks for reporting, I'll fix it today!
Sanctuary 7 月 28 日 下午 4:36 
Castellyr's Army of Escann mission is requiring 100,000 troops as in line with base requirements still, at least on my end.
Serelia  [作者] 7 月 25 日 下午 8:06 
Don't have access to my PC right now, off the top of my head: Krakdhumvror, the Gold Dwarves (Verkal Gulan?) and the Cannon Dwarves in the east (Ovdal Kanzad?)

Though I haven't played Krakd since the native nerf, should be easier now to win the colonising race against the Trolls early on and defending against them. And Kanzad I haven't played myself.
Aaron 7 月 25 日 上午 8:36 
Thanks for the detailed response, yeah thats totally fair I dont play mp so have no concept of how anbennar plays out in it. Also, you are totally right on the native thing being subjective and quite annoying. I might try another game with normal native sizes. Any specific dwarf nations you recommend that you've tried with RFW?
Serelia  [作者] 7 月 25 日 上午 3:35 
The other thing I cannot fully confirm as I've never played Arg-Ordstun. But looking at it, it seems to have some things going for it: The Opportunist Modifier they start with, while also halved, is incredibly strong with RFW. Flat Forcelimit *and* Manpower is a big boon, especially early on. Their starting province has gems, so sustaining troops is just a bit easier, and they have two empty other holds close by.
I don't know their missions, specific events and how that area usually plays, but I think they specifically might just have an easier time. Take that with a grain of salt though.

Either way, I don't think this is Xorme, but if you want to try it with the normal native size, go into the mod folder and delete the "history" folder, that contains all changes to provinces.
Serelia  [作者] 7 月 25 日 上午 3:35 
Now of course, that's not necessarily a bad thing depending on what you want, personally I wouldn't nerf natives as much as they are, but that's my personal preference, and I want everyone to be able to use this mod. Especially in Multiplayer reloading a ton isn't really an option, and having to bail out people via console also takes time.
Serelia  [作者] 7 月 25 日 上午 3:34 
With the normal native sizes you could barely colonize before Tech 4/5, as you would routinely lose thousands of men to a single province. Within 2-3 colonies you'd have depleted your manpower completely, so if any Horde attacked you, you were dead. This wasn't helped by the fact that getting out of stagnation was barely possible with the increased troop cost, as you could end up with so many loans that you could barely sustain troops and colonies, much less Mercs (there's a small change in the mod to make stagnation cost a bit less to make up for this). This could snowball into a deathspiral quickly or even only into midgame, where you'd suddenly be surrounded by way stronger nations that expanded quicker and are now caught up on Mil Tech, which was often a Game Over. Now there's a lot of variables going into that, but when we were 3 people playing 3 different dwarves, usually one person would end up having such a game.
Serelia  [作者] 7 月 25 日 上午 3:33 
@Aaron This is probably gonna be a longer answer, but I think two things go into that: Arg-Ordstun has an easier start with RFW and subjective preference of how much challenge you like. In our games we did play dwarves quite a lot, so I can say with some certainty this is not how most dwarf games go.

The easy game you had does sound like vanilla Anbennar to me tbh. I never really struggled with dwarves back then. The harder game of struggling with manpower and a slower start sounds like what dwarves were like before I halved native sizes in this mod.
The thing is, this slower start can be okay in Singleplayer, but when playing Multiplayer you were sometimes stuck for years, if not a decade+, barely being able to do anything while being stuck on speed 3 (which felt more like speed 2.5 in Anbennar anyway).
Aaron 7 月 24 日 下午 11:12 
forgot to mention that the 2-4k colonizable provinces felt too easy and was more of a throw a 6k stack and forget about it, rather than it being a constant watch to conserve manpower and eventually having to get off the province due to natives
Aaron 7 月 24 日 下午 11:10 
@Serelia I played about ~30 years as Arg Ordstrum with both xorme and your mod, and tbh found dwarves to be so much easier than with just xorme. I haven’t played without xorme in literally years so base anvennar could be different, but at least with xorme early game dwarf gameplay is scary as colonizable provinces are usually anywhere from around 4k to 10k and so it causes you to be a lot more slow and careful with choosing were to go, lest you run out of manpower. I had no issues with manpower, to the point where I got rid of mercs which i usually always need for early game dwarves. Additionally, masked butcher was not the threat they usually are, as they only had about 18k and was still on mil tech 2 to my 6 so even with only 10k standing army i just merced and had an easy war. In my reg xorme anbennar games, monstrous nations truly are scary as they feel like actually “hordes” of monsters and can easily have 30k as a dwarvaror opm. Thought i’d share my experience!
Serelia  [作者] 7 月 24 日 下午 1:40 
Hard to say. Have you checked the Ledger? It's on Page 22, if you hover over the Force Limit total it should show you all modifiers to it. Is there just provinces, subjects etc. or does Xorme add something? I'll try to look into it tomorrow a bit.
Акварель 7 月 24 日 下午 12:52 
Playing skewered drake and colonized quite a lot already(no more buff) and have force limit of 13 troops, while all the enemies 20k+ with some even having more than 40k, could it be xorme ai?
Serelia  [作者] 7 月 24 日 上午 5:51 
@Aaron I did check the files of Xorme AI today and it should work together, but in the end I don't know. The only thing Xorme AI should overwrite is the idea changes add-on, which might not sound too bad but could cause some serious snowballing. I can't tell how the adjusted AI handles the lower forcelimits, i.e. that the forcelimits of smaller nations are closer to that of bigger ones. Same goes for the manpower changes, since manpower is more limited and therefore more valuable. I'm mostly worried about adventurers and early game dwarves tbh. If you do try it, feel free to report back!

As for ages, yes, just make sure the other mod overwrites this one, and then the age objective won't be adjusted for RFW, but that's it.
Aaron 7 月 23 日 下午 3:41 
apologies if this has been asked before but i’ve never tried this mod before. How does it pair with xorme ai and ages reformed? I’m assuming it’s fine with ages reformed, with your relevant changes being overwritten but does this mod lead to weird balancing with xorme, if you have any idea of course? Thanks!
Serelia  [作者] 7 月 23 日 下午 12:42 
Alright, updated! ...However I'm not playing Anbennar at all at the moment, so I can't say this was playtested at all. If you run into any issues, both with this or one of the submods, let me know!
Coal Miner Bread 7 月 21 日 下午 8:23 
Haven't tried this mod before, very excited to do so if/when you update it. Many thanks for your continued support!
Serelia  [作者] 7 月 21 日 上午 7:18 
Oh seems like my last comment didn't go through. I work fulltime now, due to that and some other factors I have less time and access to my PC, but I plan to update within the week!
Crispy 7 月 20 日 下午 1:26 
pls update
Hexatron 7 月 16 日 上午 5:39 
Hi, it's a great mod
Does it still work with the new update?
Bojangles 7 月 15 日 下午 4:04 
Hey I haven't said this before but I just wanna say this is probably my favourite submod for anbennar since it makes mid and late game wars a lot smaller (and thus less micro-heavy) in a way that feels really balanced. So thank you so much for making this!

Of the handful of campaigns I played with this, I never encountered much issues (and I wouldn't really count those missions that require you to fill out your forcelimit being much easier as an issue haha). Though, in my previous Fires of Conviction campaign, I did notice that Kheterata's civil war had some pretty insane army counts.
InsanePsychic 7 月 14 日 下午 2:30 
Thank you.
Harromere 7 月 13 日 上午 7:13 
there's also a bug with the Raj's new cohesion. and thanks for keeping this mod up to date, I like seeing small nations (not Halfings specifically) last long.
Citizen 7 月 12 日 上午 6:34 
All good. Love your mod. My PC thanks you.
Serelia  [作者] 7 月 9 日 上午 10:22 
Ah sorry, I didn't notice a new update came out. I'll see that I get to it soon guys!
Citizen 7 月 9 日 上午 2:31 
Found another bug with the new update. The missions for Blueheart are broken. The mod deletes a bunch of cores that you need to release for a mission.
alfon95 7 月 8 日 上午 4:14 
I have found out that the demonster chain (all events, decision to demonster...) is broken when this mod is active. Probably some change after the big update 3 days ago happened and is not working properly
Succulent Tomatoes 6 月 11 日 下午 9:38 
Which txt file is the one that nerfs the battlemages, if you don't mind me asking? Would like to undo that for my personal game play but can't find which file specifically nerfs them
Serelia  [作者] 5 月 26 日 下午 12:00 
@Dan No idea, never used that, gotta test yourself, sorry.
Dan 5 月 26 日 上午 10:58 
Compatible with Xorme ai ?
Leib 5 月 1 日 上午 5:54 
I have found out that for whatever reason, this mod seems to break the Arbaran MT. I couldn't find anything whilst skimming through the code for Arbaran, but I am guessing it might just be a missing bracket or something
Serelia  [作者] 4 月 25 日 上午 9:02 
@eeee outside of deleting a couple of files not, sorry. I might change it so that's two mods when the next big update drops, but atm you'd have to find the relevant files in the mod and delete them.
Hex Maniac 4 月 24 日 下午 8:20 
Is there a way to disable the changes to battlemages? I kind of liked them being OP.