Europa Universalis V

Europa Universalis V

Beyond the Cape
99 条留言
Stami  [作者] 1 小时以前 
@Hazy user experience suggests that there might be some issue with the mod updating automatically. Resubscribing seems to be the optimal way of updating the mod. Thanks for the feedback, and try the new ship types :)
Hazy 2 小时以前 
@Stami I unsubed, subbed again and put the mod at the very end and transports work intended again, sorry about the confusion, it was either a mod conflict (though I don't have any mods that alter navies) or something on steams end when the mod updated
Stami  [作者] 2 小时以前 
@Timur future plans for the mod involve recreating historical voyages that the current system does not allow. This includes Vasco da Gama going to India and Fernão de Magalhães circumnavigating the globe. The first one will be easier, because it will be mostly an isolated event. The second, I would like to include somehow into the Treaty of Tordesillas situation, because that was historically the reason for the voyage - to determine the opposite meridian and claims over the spice islands.

You can count on these things, and more.
Timur 3 小时以前 
I hope this mod will eventually make it so I can actually send a fleet around the world before 1600 or make it so I can actually island/fort hop a fleet from Europe to India.
Stami  [作者] 4 小时以前 
Everything is WIP, and you are actually the first person to give feedback on non-exploration matters. I believe exploration is in a good place right now (finally) so I'll take a look at the ships.

But do bear in mind that this is NOT the vanilla experience. There is no such thing as specialized transport ships anymore, so I encourage you to take a look at every ship you currently have and check their transport capacity.

However, I can tell you the general rule. Ordering the following ships by transport capacity from least to most:

fire ship - light ship/bomb ship - galley - supply ship/middling ship - heavy ship - massive ship
Stami  [作者] 4 小时以前 
@Hazy I have made changes to transports, yes. In fact, everything about each ship is different from vanilla. However, every ship still has transport capacity, just in different quantity. For example, supply ships (they are vanilla transports) act more as supply carriers than troop carriers, while bigger ships carry more troops.

The idea here is for a more realistic depiction of a ship's troop capacity and transport. If you want to carry many troops, you'll need either the naval levies or larger ships. You'll also notice that there are 4 new ship types.

Btw, each hulk should carry 150 men, not 100. Could you please double-check and confirm with me? If it's 100, it's not WAD and I'll have to check it.
Hazy 4 小时以前 
Hey not sure if it's this mod or changes in the new hotfixes but my navies have lost their transport capacity, now only cogs/hulks and the like have it but very little. I have hulks researched but they only carry 100 so if I have 5k men I would need 50 hulks which is ridiculous imo.
Stami  [作者] 14 小时以前 
Mod updated to 1.0.5. Save game compatibility not guaranteed. Check the patch notes for details.
Stami  [作者] 11 月 17 日 下午 4:41 
I am currently working on more restrictions like the Deep Ocean and Cape, but for land locations. I would like the climates Arctic, Hot Arid and Tropical to require an advance as well. This is because I see the AI explore Western Sahara a lot, and moving south to Jolof without going through the sea. This is not what I want at all.

Also, there was a post in the forum that left an impression on me. AI Timurids colonizing Siberia and the Russia player didn't get a chance to. I don't think these things should happen, at least not commonly or easily.

And yes, exploration maintenance is absolutely nonsensical. I understand they did it for gameplay reasons, but it's so jarring that it breaks immersion for me.

I'll keep working on the balance based on your feedback. It's tricky, because I don't want you guys to be frustrated by constant exploration failure, but also tweaking too much results in it being too easy when it shouldn't. Let's see how it goes.
Damphair 11 月 17 日 下午 4:22 
Thanks for the quick update, I tried it out earlier today before the 1.05 patch and I noticed some improvements. My explorers already on missions in my save game all failed, but my new explorers seemed to fail less often, now it felt like 60% of expeditions made it through and they didn't fail when the exploration was almost done. Most of the explorers that failed had 2-3 years left on the expedition, the closest one was an isolated case and he had 13 months left. What I like about this mod is firstly that there is no exploration maintenance (which makes no sense), it also feels like sending explorers with good stats is a big difference from the ones with low stats. I don't suppose you could add a ban on the Papal states from exploring and colonizing :)? JK, thanks for the quick update once again. Will start a new Portugal game soon and tell you how it went.
Stami  [作者] 11 月 17 日 下午 12:19 
@goose glad you're enjoying it! I am continuously working on this and already have some ideas cooking. if you want to join the brainstorming, join the discord! Thank you for playing
goose 11 月 17 日 上午 10:23 
Great mod! Feels much more realistic to have my first 4 explorers die trying to map Guyana. Potentially much further down the line there should be region by region difficulty!
Graf Radetzky 11 月 17 日 上午 1:20 
Thank you for the consistent updates, I'll check it out tomorrow!
Stami  [作者] 11 月 17 日 上午 12:26 
I've updated the mod addressing these issues. Please check the patch notes to see what was changed. This should be savegame compatible so please give it a try there. If the mod is not updating, please resubscribe to force the update.

Thank you for your continued support. Please keep giving feedback.
Stami  [作者] 11 月 16 日 下午 11:52 
Thank you for the feedback. I've also felt some frustrations, such as a 8 year exploration failing when there's just a few months left. I am working on some anti-frustration measures.

The Devs did not include this in the game because it is frustrating. That is the easy way. I don't take the easy way. I ask for your patience while I sort this out and find a good balance. Thank you.
Graf Radetzky 11 月 16 日 下午 5:38 
Yes I have the same feeling as Damphair. As much as I appreciate this mod improving the experience in some ways, its just not satisfying right now. There needs to be some sort of modifier specific to each region and year. Perhaps techs should also increase the likelyhood of expeditions succeeding.
Damphair 11 月 16 日 下午 4:53 
I really want to like this mod but just looking at the map and rehiring explorers on the same expeditions constantly is a pain. I'm in the 1490ies and I've researched all relevant tech in age of discovery, it feels like only about 10% of my explorations actually succeed. I have succesfully explored newfoundland and colonized it, but I just can't get much futher inland as the explorers just disappear, many times when they only have a few months left on their exploration, leaving me to wait several more years. I can colonize both in Canada and in the Carribbean but I still havn't explored the azores islands, my explorers just refuse to get that done.
Stami  [作者] 11 月 15 日 下午 2:50 
@MattS I've just released a new patch that should address these issues. Please update the mod, or resubscribe to force the update. Thank you!
MattS 11 月 15 日 下午 2:41 
I am having the same issue as @DanielAir - no matter what I do every exploration fails and the admiral dies after 1 month. 1460 as Portugal and still have not successfully surveyed the Azores or Canaries.
Captain 11 月 15 日 上午 11:43 
I can confirm it is save game compatible. I have just edited the values to ">=150 and fail trigger to 5/95 and weight=0.25 (instead of 100)" it is now only fails if the explorer is too low skills and rarely fails if total skill points are above 150.
Stami  [作者] 11 月 15 日 上午 10:04 
@nexessor Thanks for the heads up. I believe this is an issue with my mod, unrelated to the others you mentioned. I'll take a look into AI behaviour. Thank you!
nexessor 11 月 15 日 上午 10:01 
Just a heads up: In my game it is 1446 the New World institution wont't spawn. Spawn rate is set to dynamic so a country in southern/western europe needs to explore the azores - so me being Norway doesn't count. And it seems Portugal/Spain havent tried/failed all their attempts.

However I am playing with NWIP and Way of the Dodo so it might just be a mod conflict. Just thought I'd mention it in case you hear it from other people as well :)
Stami  [作者] 11 月 15 日 上午 9:20 
That's another thing that I am unable to confirm, which is savegame compatibility. I have asked someone to try it out but did not receive any feedback. Apologies for the inconvenience.
DanielAir 11 月 15 日 上午 9:18 
I did load the save less than one hour ago, ig I can try to resubscribe tho
Stami  [作者] 11 月 15 日 上午 9:17 
@DanielAir Did you resubscribe? Pretty sure it's not an issue anymore with the latest patch.
DanielAir 11 月 15 日 上午 9:15 
just failed another one, lost 2 of my best admirals that had 90+ admin. Sorry but I'll have remove this mod from my playset, it's impossible to actually explore
DanielAir 11 月 15 日 上午 9:08 
still fails very often. I'm in 1390 and already research route to the indies, can't even explore azores...
Stami  [作者] 11 月 15 日 上午 7:41 
just uploaded a small patch that hopefully fixes the exploration failing too often. should be savegame compatible. please try it out and let me know if the issue persists.
Captain 11 月 15 日 上午 7:28 
After updating the values a bit in favor of succes and lowering the kill explorer, it seems works better for me. Maybe the issue is with the values. "10-90 for >=200" was still too much fail chance. Also thanks for your great work Stami. Keep it up
Stami  [作者] 11 月 15 日 上午 6:04 
Will look into all of it today and mostly tomorrow. You guys are encouraged to join discord!
Lisan al Gaib 11 月 15 日 上午 5:57 
I am experiencing an issue with this mod. I am in the year 1700, playing as Castile, and I am unable to expand my exploration of the world. I remain confined to the Americas, and any attempt to explore further, regardless of how good the assigned character is, ends up failing.
Pat 11 月 15 日 上午 5:16 
Yep, coastal sea zones (Azores, Madeira), character with 100 adm and 100 martial. Fail at about every time after some months of exploration (and "allows Cape exploration" activated, but no "Deep Ocean"). Must have launched about 30 explorations through my game, and reloaded some of my saves to try to avoid failure, without any success.
Stami  [作者] 11 月 15 日 上午 4:53 
Will look into it
Geass 11 月 15 日 上午 4:31 
It's not about Capes or Deep Ocean. It would fail all kind of exploration. I explore the island and it would fail too. So this may be a bug.
Stami  [作者] 11 月 15 日 上午 4:26 
Btw, it is possible to have 0% fail chance. You need an Explorer character with 100 adm. This is because Explorers naturally have -25% exploration fail chance. Coupled with -75% at 100 adm, and assuming you have the advances that allow cape and deep ocean exploration, you can now explore with no fear.

All these numbers are subject to tweaking, please bear in mind it is still very early days and I have limited time to do coding and comprehensive testing, so I count on your very valuable feedback for this. Thank you.
Stami  [作者] 11 月 15 日 上午 4:26 
If you are exploring areas with Capes or Deep Ocean topographies without the advances that unlock Cape and Deep Ocean exploration, expect your exploration to have a reasonably high fail chance.

An exploration has a base 10% monthly fail chance. The -72% fail chance is applied upon those 10%, so basically you have around 3% monthly fail chance. However, if there's a cape or deep ocean in the area, that monthly fail chance jumps to over 12%.

This is working as intended, not a bug. What needs to be improved though is readibility. There is currently no way for a player to know if they are sending an exploration to an area with cape or deep ocean, and I am having a hard time with UI modding.

So I've been thinking, for the sake of immersion, for the exploration fail event to give that information. I'll be working on it this weekend.
Pat 11 月 15 日 上午 4:18 
Same here, no viable explorations with character at 100 adm and 100 martial stats. Always a failure about some months at sea, and at some point it occures every time, even when reloading a month or a few days before the event.
Geass 11 月 15 日 上午 3:23 
All stats is 90+ and I unsubscribed and subscribed. Explorer is with -72% fail chance modifer. But the fail chance still remain high in my new test.

0 exploration finished in 5 in my new game test with debug mode. It feels very bad. Is there any way to change fail change checking once a year or others. The bug may casused by month check.
Stami  [作者] 11 月 15 日 上午 2:44 
@Geass 1574? Are you using explorers? What are their adm stats? Also did you update the mod? I do not know if my changes are savegame compatible.

@Captain it's not only for explorers, it's for characters exploring. This auto fail was happening before, the update should have fixed it. The unsubscribing and subscribing again, it worked for other players.

I am going to do another round of tests today and I'll let you know. Also regarding the UI, it is not my speciality but im really trying to show information in a helpful way. I'll see what I can do.

Thank you for the feedback, please keep it coming.
Captain 11 月 15 日 上午 2:16 
I dont know if it is intentional but when you try to explore with an admiral that is not an explorer it is auto fail no matter how high his skills. I believe it is something to do with the search function within the code. The pool is only for explorers.
Geass 11 月 15 日 上午 1:17 
Could u show the fail chance in ui? Like cape exploration
Geass 11 月 15 日 上午 1:10 
The fail chance is still high in my save in 1574. It spent 4 years to explore an area but due to the fail chance I kept failing
2196426612qwe 11 月 14 日 上午 2:09 
After resubscribing, the issue has been resolved. Thank you for your response.
Stami  [作者] 11 月 14 日 上午 2:00 
That has been fixed. Did you update the mod?
2196426612qwe 11 月 14 日 上午 1:47 
The conscripted navy lacks transport capabilities,was this intentional?
Alma_Negra 11 月 13 日 下午 8:03 
Can you make it so that, organically the Pope isnt constanly colonizing when they basically had no business running colonies?
Stami  [作者] 11 月 13 日 下午 4:08 
Mod updated. Please check the patch notes.
Stami  [作者] 11 月 13 日 上午 5:28 
@Geass it is designed for your explorations to be sent from a location close to your capital. At best, I can make it so you can send an exploration from the capital of a colonial subject
Geass 11 月 13 日 上午 3:59 
Reduce the requirement should be better. Like require Dock
Geass 11 月 13 日 上午 3:56 
I've looked at your changes. You're requiring either the Lieutenancy or Victoriayalty buildings, but these buildings can only be constructed by nations with the Iberian culture in vanilla. It is strange.