Europa Universalis IV

Europa Universalis IV

Dwarven Knowledge Experimental
101 条留言
TauXv9 17 小时以前 
Thanks for the reply! yeah we had the UI relic mod totally forgot it was on. awesome mod btw!
haito3200  [作者] 10 月 6 日 上午 12:17 
@TauXv9 , you can access the interfaces from the buttons on the right side of the topbar. If you don’t have them, you are using some other incompatible mods
TauXv9 10 月 5 日 下午 9:40 
how do you access the UI for the different tech I don't see a button for it?
Skatarnar 9 月 25 日 上午 7:58 
Whats the estate id for the runesmiths?
haito3200  [作者] 9 月 24 日 上午 11:17 
Illness fighting strength reduces spawn chance of illnesses,
Quarantine efficiency is currently useless as they can’t propagate yet
fnyb3rg 9 月 23 日 上午 3:51 
How does the medicine system work?
haito3200  [作者] 9 月 20 日 上午 10:27 
It is a known issue, it is just that editing agendas makes the mod highly incompatible with most other submods so I am unsure how to proceed there
NoAnime 9 月 20 日 上午 9:53 
there is a problem with estate agenda that wants a market place. it doesn't accept level 1 trade building
haito3200  [作者] 9 月 14 日 下午 3:43 
That is not hard to do but I would lose compatibility with steam so I prefer to keep it compatible with steam Anbennar
darius_balau 9 月 14 日 上午 11:16 
plz make it compatible with public fork
haito3200  [作者] 9 月 4 日 下午 2:31 
@Agraza ,

The number of idea groups is increased, from 8 to 10, which seems enough for me but I may increase it furcther if necessary.

The idea groups are well integrated into the mod, unlocking mechanics or improving existing ones, providing discounts, increasing research speed or unique modifiers so I don't think I am gonna delete them.

The policy system is a good alternative but it would require a lot of work for making combinations/upgrades and implementing, I have other priorities right now, like finishing the dwarovar wonders and reworking The dwarven and general Mission trees.

Anyway, thanks for your ideas!
Agraza 9 月 4 日 上午 10:28 
I'm a bit against specific ideas without expanding being able to select more ideas.

I'm sure they're well designed and relatively balanced, but it just seems like something that could be derivative of the general purpose ideas like innovative, infrastructure, religious, tolerance, court, quality, quantity, etc.

Another consideration instead of wholly separate idea groups, make policies that depend on DK tech advancements instead of idea groups. So you could enable policies from having combinations of DK tech development and incorporate better policies with idea groups as well.

For example, basic access to copper (15+) might enable a policy that makes dwarven rails have higher supply, lower development, and improves DK mechanics research. A later policy might require medicine and mechanics tech, and it reduces attrition rate and reinforcement cost.
haito3200  [作者] 9 月 2 日 上午 5:29 
update incoming here
Muggel 7 月 2 日 上午 2:29 
Nice! looking forward to it :D
haito3200  [作者] 7 月 2 日 上午 1:35 
Yes it will, I will just update main DK directly in a 1 or 2 days from release though, not the experimental version.

the experimental version will remain the same for now ( well, the experimental should already be compatible with the new update anyway )
Muggel 7 月 2 日 上午 1:05 
looking forward to the update. Will it be compatible with the upcoming anbennar uppdate on the 5?
haito3200  [作者] 6 月 19 日 上午 10:27 
last test and then update incoming
haito3200  [作者] 6 月 16 日 上午 6:17 
Thanks @sd0llar !

I am gonna update this mod with various UI improvements, finallyfunctioning Alchemy and medicine interfaces/mechanics in a few days ( earliest tomorrow, more likely 18th or 19th ).

Feedback will be much appreciated!
it will probably be the last update on the experimental version ( before Anbennar's update ).

the remaining features and reworks will be done and released on the github as I go doing them and then directly released to main dwarven knowledge after Anbennar's update, stay tuned.
sd0llar 6 月 13 日 下午 1:16 
Awesome job hairo3200! Really amazing mod with an incredible amount of very cool features. I can't imagine playing anbennar without it now. I'm excited to try the next update, too. Thanks for your hard work putting this together!
IronJack 6 月 6 日 下午 11:22 
thanks
haito3200  [作者] 6 月 6 日 上午 2:56 
I can share what is planned/already done:

- All 5 DK technologies will get completely functional interfaces and independent mechanics.
- I will add idea groups to the mod, to interact with DK technologies ( metallurgy ideas, alchemy ideas, … ), but you can have 2/3 at most! Each one of these ideas group increases experience acquisition rate and unlocks a unique project when the tech reaches tier 4.
- I am redoing all old content from the hold exploration and converting it to more intriguing event chains and, some, dwarovar wonders.
- I am expanding the general mission tree to make it worth playing and engaging. I am also gonna tweak the dwarven MT a lot.
- I am gonna make a “racial interface” to give unique things to each race, but that is just a concept, it probably won’t make it in the update in July
IronJack 6 月 6 日 上午 2:13 
not to be inpatient or anything like that, but i am INPATIENT and hyped for this update. any tiny news youd be able to share?
haito3200  [作者] 4 月 8 日 下午 2:17 
Yeah, they renamed all buttons just because. I won't update this yet until I get the alchemy and medicine thing working ( hopefully just a few days ) but you can download the dev-build in the meantime:

https://github.com/Haito3200/Dwarven-Knowledge-Dev
haito3200  [作者] 4 月 2 日 上午 3:54 
They may have changed some things yet again in the province view files,
I will take a look once I have a bit of time today
Elwyn 4 月 2 日 上午 2:08 
Also unable to use the dig deeper option. Pulled the latest Anbennar version from Git, forced an update on this, didn't fix it.

Oddly two other buttons, the 'make an outpost' and 'infuse with Chi' buttons in the same ui-element are also active but do nothing. Disabling Dwarven Knowledge Experimental immediately reallows digging operations.

No other mods than Anbennar and this, DKE, are active. Or even installed.
Astalos24 3 月 31 日 上午 11:25 
Ok, thanks man
haito3200  [作者] 3 月 31 日 上午 10:48 
@LightFlight , this mod uses musketeers, hussars and cawa as special unit, make sure you have all the dlcs for them

@Astalos24 , If you are using steam Anbennar, don't use the experimental version, it won't work well. It may be the fault of other mods if they interact with the digging mechanic or the province interface ( ADMC for example won't work, even with the patch )
LightFlight 3 月 31 日 上午 10:43 
Oh i didn`t know that. Thanks
Astalos24 3 月 31 日 上午 10:42 
Hi, I don't know if it's a problem with my version of Anbennar, but when I start a game with only the Dwarven Knowledge mod, it won't let me click the "Dig Deeper" button. I can't even access the tab to see the requirements. Additionally, the options to explore the hold appear without a texture. I've tried to see if it was due to other mods, but that doesn't seem to be the case.
haito3200  [作者] 3 月 31 日 上午 10:14 
Is it 0 or there isn’t even a number to begin with?

Take in consideration the special unit comes from the domination DLC, so it probably won’t work without that
LightFlight 3 月 31 日 上午 9:57 
Hello I hope you can help me. I only use the newest anbennar (GitLab) and this mod but i don't have any unit cap for special infantry.
haito3200  [作者] 3 月 30 日 上午 10:40 
I will leave the experimental version like this for around 1 week, then update with all the other technology interfaces when they are functional and usable.

Also be sure to use the GitLab version of Anbennar with this mod ( the BitBucket is no longer updated )
hartel79 3 月 29 日 上午 6:54 
I don't have the Estate! Somehow this mod is not yet working! I'm switching to the original version. Tanks a lot for the help...
haito3200  [作者] 3 月 29 日 上午 6:48 
Ah, yes, the research facility level is just the estate privilege on the experimental version, there is no longer any province modifiers/flags
hartel79 3 月 29 日 上午 6:24 
I get it but is asking for the the province flag "Research Facility Lvl 2: Underground Laboratory" which I don't have :(
haito3200  [作者] 3 月 29 日 上午 6:06 
the research facility is created through MT advancement now, and it starts form level 2
hartel79 3 月 29 日 上午 5:50 
Hey hey! I'm havin some troubles with the research facility! I have not got any event for the level 1. It is 1520 and I'm playing as the Cav-Dwarves.
dangul 3 月 29 日 上午 4:31 
Anyway, thanks for getting back to me.
haito3200  [作者] 3 月 29 日 上午 4:28 
no, not for now, it gets expanded quite often. I will make one once I am done making them
dangul 3 月 29 日 上午 4:24 
Is there a list with all blueprints somewhere?
haito3200  [作者] 3 月 29 日 上午 4:01 
Oh, and make sure to implement the unit design, or the modifers won't get applied, even if they are shown in the image tooltip ( it takes 1 year, as you probably already know )
haito3200  [作者] 3 月 29 日 上午 3:59 
that is not an issue on yopur part, that is intended, as the alloy forge allows to combine 3 metals I had to downgrade each of them to be usable there, or you would get 14 5 7 alloys, which would be absolutely broken.
dangul 3 月 29 日 上午 3:55 
By the way, the metals in the metallurgy menu have higher stats than in the alloy forge. Hearth's blood has 2 4 2 in the Overview but only 1 3 1 in the forge. I have enough to make it appear as green in the menu. Is this also an issue on my part?
dangul 3 月 29 日 上午 3:47 
Ah, It was a mistake on my part. I didn't realise that you have to click on the icon to see the actual modifiers. Thanks mate.
haito3200  [作者] 3 月 29 日 上午 3:20 
I just tested that same blueprint with a 7 3 2 alloy, it works as intended. Let's take combat ability in consideration for calculations:

the metal strength multiplies the blueprint's base stats: blueprint has 2% combat ability (base) x 7 MS = 14% combat ability

the magic conductivity multiplies the rune stats: rune has 3% CA x 3 MC = 9% combat ability

the electrical conductivity multiplies electrical modifiers: the blueprint has 2% CA (electric) X 2 EC = 4 combat ability

the total combat ability is 27% + 3% from the base modifiers of warforgeds = +30% combat ability which is what I effectively got from testing it

the cost is just the cost, I ended up with a cost of 22 for the artillery unit which means the special units gets:

land maintanance + 70%
reinforce cost +22%
reinforce speed -22%

and nothing else, the cost doesn't remove/reduce positive modifers, it just makes the unit more expensive to manatin and harder to reinforce
haito3200  [作者] 3 月 29 日 上午 12:37 
Just woke up, I will test it out in a bit to try and understand why that is happening
dangul 3 月 28 日 下午 5:32 
Now, I can obviously make weaker blueprints with actual bonuses. Those, however, comes nowhere near what you're talking about in your prior post.
dangul 3 月 28 日 下午 5:25 
Right, here's an example of what i'm talking about:

Custom alloy (legendary): 3 metal strength
4 magical conductivity
8 electrical conduct

This alloy is then used for the electric automatical artillery, resulting in no bonuses, as it has a cost of 8 (making the metal strength of 3 effectively 0).
haito3200  [作者] 3 月 28 日 下午 4:25 
That is … strange? There is a little timeframe in early in which it may not be ideal to use warforgeds because the cost is decently high and the modifiers are still not enough to justify them, but that is only in early.
Going into late game I have seen things like +70-80% combat ability in 1600s ( with 70%+ land maintainance and partially reduced force limit sure, but it is worth it most of the time ).
Idk what you could be doing wrong, can you write up a list of modifiers for 1 warforged unit? It may be better to go to the discord server for easiness
dangul 3 月 28 日 下午 3:09 
Hello, really like the mod and the work put in (props) but I don't really understand how you're supposed to make the metallurgy system worth it. The costs (metal strenght etc.) for the blue prints eat up all possible modifiers for me, making them useless. Even with the highest quality alloys I can't manage to use the rarest (A+ I presume) blue prints to any effect. Am I doing something wrong?