Europa Universalis V

Europa Universalis V

Metropolis&Megalopolis Mega-Compatch
13 kommentarer
Proletarier aller Länder 7. dec. kl. 1:24 
Oh and if it does work how I think it does then adding pops_more, grow_more and production_more should make it compatible with the mod "Increase the population cap/Accelerate population growth/Increase raw material output". Bless you sire.
Proletarier aller Länder 7. dec. kl. 1:06 
Very cool and good mod.
However I don't think it actually supports the building extensions mod properly? I'm not sure I entirely know how this mod works but I don't see any building extensions buildings in the inject_buildings.txt.
For instance city_estate should hypothetically be buildable in the metropolises but I don't seem to be able to and I don't see it in inject_buildings.
This might be because I have a local modified version of building extensions but looking at the presumably up to date workshop folder the buildings should have the same ID.
Forgive me if I am mistaken.
^Sturm  [ophavsmand] 3. dec. kl. 8:45 
Hey Max, which mod you are talking about? DM me so i could check it out and give you a feedback.
MaxCheng95 3. dec. kl. 1:52 
Heya, is it possible to make the mod compatiable to mods that modifies annexation costs and migration attraction based on city levels?
^Sturm  [ophavsmand] 2. dec. kl. 12:01 
@HarryBaboon if i do that you don't have to use that mod seems like. He could easily replace his file with "inject" command. Right now he is replacing the whole thing and that will make the mod incompatible not only with megalopolis but with bunch of other mods.
HarryBaboon 2. dec. kl. 11:30 
Could you add "AI Town(+Fort) upgrade only in province capital" and "Dumb Building and Production Tweak"? They really help with the AI town spam and RGO imbalance in some areas.
«CroSSfire» 30. nov. kl. 6:21 
It would be really nice if you could add "LysanderSage100's Buildings Improvements".
^Sturm  [ophavsmand] 29. nov. kl. 10:32 
@Michigan Mayor for sure, will release it in the next update.
Michigan Mayor 29. nov. kl. 0:54 
can you add the void buildings from the unlimited resource mod?
^Sturm  [ophavsmand] 28. nov. kl. 9:08 
You can activate any Buildings mod — one or all of them — together with Metropolis & Megalopolis.
You do NOT need separate compatibility patches anymore.
This single patch handles everything. Just make sure this mod loads last. If you don' use any of the mod listed in the requirements than you don't need this patch. New command "inject" or try "inject" add modifiers without breaking the whole files therefore i'm only injecting my building codes into other modders buildings. Therefore even they update the mod and change the values i don't need to update this mod.
LazyIcarus 28. nov. kl. 1:21 
I think there are extraneous required items? It should just require the metropolis mod right?
joey 27. nov. kl. 17:52 
I'm also curious as to how this works! Great job
smirkyshadow 27. nov. kl. 9:14 
How does this work? Like how can you make it so this compatch is compatible with basically all building mods?