Europa Universalis V

Europa Universalis V

Dumb Building and Production Tweak
39 kommentarer
flyinghamster  [ophavsmand] 8. dec. kl. 19:58 
@Auspician For now mod's codes appears fine. Sometimes game unloads mods, this is known issue with current client and has not been addressed by pdx. Other possible cause is Windows 11's quirk, which sometimes causes crash with the game client.
Auspician 8. dec. kl. 18:06 
Got a CTD on 1.0.9 when trying to mass build a market village. Just FYI — I do appreciate you trying to make this game better despite its buggy state!
flyinghamster  [ophavsmand] 7. dec. kl. 20:06 
@ReconUHD Agreed. After testing for long hours, I concluded, attempting to curve the doom of precious goods demand, is folly as game's demand system itself is too broken. However, I am not sure about what to do with lumber production, as reducing its efficiency kind of contradicts with the purpose of the mod.
ReconUHD 7. dec. kl. 13:53 
I think on general the forest village PMs are still a bit overtuned. Not required to promote pops is a big advantage.
ReconUHD 7. dec. kl. 9:18 
@flyinghamster sorry to hear that. Thank you for taking the time to try to improve compatibility.
flyinghamster  [ophavsmand] 7. dec. kl. 7:27 
I can't believe that I spent entire day attempting to improve mod compatibility and ended up with nothing.... thank pdx a lot for inconsistent mod support :(
flyinghamster  [ophavsmand] 7. dec. kl. 7:26 
@Galadriel I thank you a lot for letting me to know the issue, there was very stupid 'fat-finger' issue with that city_guard script :(
flyinghamster  [ophavsmand] 7. dec. kl. 7:25 
I tried to avoid total override of script file for compatibility, but my attempt to add a separate script file that contains only the mod target, eventually ended up with random CTD. In theory this SHOULD work but it did not. While, it do not always end up with CTD, whenever PDX god goes wimpy and says "nope" it instantly bricks save and game will crash on certain fixed date.

For this reason, unfortunately, to have compatibility with any mod that edits content of the script that this mod overrides, will require separate compatibility patch mod. I am not happy with this but I can't do anything with this as Pdx god forbids.

Command like INJECT and REPLACE has only a limited use as it can't inject the code into 'sub-object' or replace certain object only, and is generally useless as well.
Galadriel 7. dec. kl. 4:58 
cool, thanks for the quick response, i really like your mod...
flyinghamster  [ophavsmand] 6. dec. kl. 20:59 
@ReconUHD I discovered that Prosper or Perish mod might having exact same issue with my 'suspected CTD causing' version, due to inconsistency and unintuitive design of the game client. I contacted P&P mod's modder to ask if they are experiencing same problem.
flyinghamster  [ophavsmand] 6. dec. kl. 20:38 
@Galadriel Also confirmed that this misunderstanding of the soft code may cause CTD. I will address it asap.
flyinghamster  [ophavsmand] 6. dec. kl. 20:36 
@Galadriel Discovered that buildings can't have capital only modifier and local only modifier together. Thank you a lot Pdx for this unintuitive code :(.... I hope rolling that building back do not break save.
flyinghamster  [ophavsmand] 6. dec. kl. 20:34 
@ReconUHD Once compatibility crash occur, that save-line gets bricked and becomes impossible to repair. Since I love that mod as well, I should consider compatibility patch.
flyinghamster  [ophavsmand] 6. dec. kl. 20:33 
@kenken244 Thank you for feedback. I will improve throughput of the lumbermill.
flyinghamster  [ophavsmand] 6. dec. kl. 20:31 
@Galadriel Confirmed issue.
Galadriel 6. dec. kl. 17:33 
The city guard building in the republic government is not functioning and does not produce manpower
kenken244 6. dec. kl. 17:16 
The forest village wood production is a little bit odd. it produces the same amount of wood as a lumbermill, for half the tools, plus the building gives a lot of bonuses on top of that, and it doesn't need peasants to promote into laborers. I can't see any reason why you would ever build a lumbermill anymore.
ReconUHD 6. dec. kl. 12:31 
might be a save corruption. I don't know anymore. I found another mod I was running (prosper or perish) which also modifes rural building production methods. Disabling either this or the other mod does not fix the issue...
flyinghamster  [ophavsmand] 6. dec. kl. 6:10 
@ReconUHD If you played the game at December 4th, rolled-backed version of this mod might have corrupted your save. (That version was supposed to be working fine but some weird quirk of the game engine randomly corrupted save so I had to roll it back.)
flyinghamster  [ophavsmand] 6. dec. kl. 5:38 
@ReconUHD Which game version you are playing with? This mod is not compatible with 1.0.10 beta.
Gabriel 6. dec. kl. 5:08 
Great mod and great idea! Please keep it up!
ReconUHD 5. dec. kl. 21:34 
is this version of the mod functional for you @flyinghamster ?
flyinghamster  [ophavsmand] 5. dec. kl. 18:20 
@Captain Smollett Great idea. In this way I can also increase the throughput of the village precious goods PM, to make them to serve as more practical supply buffer for precious goods.
Captain Smollett 5. dec. kl. 8:52 
@flyinghamster i think a simple solution would be to make PMs for gold amber and other rare stuff produce the same amount of value as they take (or maybe even LESS then they take, so the make profit only if either inputs are really cheap or outputs are very expensive). For example, gold is 10 base cost? And, idk, stone is 3 i think. 0.33 stone into 0.1 gold would be an almost net-zero PM and as such probably wouldnt break things too much. If it still does, 0.25 stone per 0.1 gold is a net negative and requires you to have cheap stone/expensive gold in the market to be of any use.
flyinghamster  [ophavsmand] 5. dec. kl. 7:04 
I kind of think 5% local max control from Monastry is kind of overpowered but since this building primarily requires Catholicism, which is religion with, trash status in this game at this moment, I am unsure if I should nerf it to 2.5% instead. Any ideas?
flyinghamster  [ophavsmand] 5. dec. kl. 7:02 
@Hsuzy Since your comment made a great sense I nerfed Forest Village's precious goods scavenging efficiency and now they are less profitable, and instead, increased throughput of lumber production.
flyinghamster  [ophavsmand] 5. dec. kl. 4:26 
@Hsuzy I agree that with current status of game, gold and amber demand is way too high and Villages are being far more profitable than that of intended amount. I am adjusting output to make them less favorable.
Hsuzy 4. dec. kl. 3:54 
Great mod idea but I think it's a bit overpowered. Lumber in forest villages, sturdy grains in farming villages makes perfect sense, but rare stuff like gold and mercury from forest villages is pushing it a bit I think.
flyinghamster  [ophavsmand] 4. dec. kl. 0:31 
@JEAN 마참내 제 ADHD를 극복하고 기초적인 로컬라이즈 키를 추가하여 어글리한 스트링을 보지 않아도 되게 되었습니다!
JEAN 3. dec. kl. 20:22 
선생님 임촌 농촌 어촌 추가된 생산방식이 로컬라이즈 키가 없는지 코드가 그대로 노출됩니다!
flyinghamster  [ophavsmand] 2. dec. kl. 6:47 
@kitsune01 I found workaround. It should be fine to add rice and wheat production that requires, rice and wheat as input. It appears that pop demand and automatization do not consider certain goods unless country has map on market that has more than 50 stock of goods available, and it should be fine to add production method.
kitsune01 2. dec. kl. 3:58 
the tin nightmare is historically accurate, though? many places in the world just do not have any, afaik.

also for the farming village wheat/rice problem, have you considered an "upgrade" that just adds the production methods for wheat and rice, then locking that behind a tech?
Captain Smollett 30. nov. kl. 23:09 
thanks a lot, you should probably link this mod on that mods page too since it directly references it
Captain Smollett 30. nov. kl. 22:39 
yea, that would be good, thank you
flyinghamster  [ophavsmand] 30. nov. kl. 19:44 
@Captain Smollett Would you prefer having separate standalone for villages?
Captain Smollett 30. nov. kl. 9:05 
i like the villages changes the most, everything else is euhhhh
Imperius 29. nov. kl. 6:16 
가지마 ㅠㅠ 내가 대신 사과할게...
두조따 29. nov. kl. 1:44 
지렸다우~