Europa Universalis IV

Europa Universalis IV

Dwarven Knowledge Experimental
haito3200  [udvikler] 18. nov. 2024 kl. 4:27
Suggestions
This is a temporary mod for development purposes so feel free to share your ideas on what could be changed/added/removed
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Viser 1-6 af 6 kommentarer
Hydr0 12. dec. 2024 kl. 19:14 
Very minor nitpick. Love the additions, and am on my third playthrough test, just really enjoying how much it adds to the Dwarven EU4 experience. I noticed, though, that with the experimental versions list of metals, it doesn't behave well with 3 digit numbers; ie when you get 100+ of a metal it overflows to the next line and screws up with the GUI. Relevant bc I think it probably needs space for 4 digits (approaching 1750 in my Arg Ordstun game, and I have 900+ Gold).
Also, if you need help with proofreading, I'd happily oblige.
haito3200  [udvikler] 13. dec. 2024 kl. 1:46 
Will fix it for the final version, thanks for the report!
Still I think just turning 99+ to MX should fix the issue as having anything above 45 doesn’t really matter anyway
Agraza 4. sep. kl. 10:10 
Is it possible to make strait connections with DK? Iirc you wanted to avoid touching anbennar base files.

A major issue I have with the dwarovar is the cannor-cenrtricity of the connections. I feel like it makes perfect sense that the dwarves would have more than a few northern outlets from the various parts of the dwarovar, but there are literally only two, the caves near Verkal-Kozenad and Dur-Vazhatun.

It makes sense that dwarves didn't expand into the northern lands. Flatlands full of centaurs, hills full of ghosts, ogres and magic, etc. but it's inevitable that they tried to and failed upon making contact.

Verkal Ozovar, Silverforge, The Rubyhold, Ovdal Tungr, Asraport, etc. are examples of dwarves finding new places to build.

So my suggestion is decisions to open connections into these adjacent places into the centaur and ogre lands.

Another smaller suggestion is a strait between Vazhatun to the Krakhumvor caves and enabling the rails into the caverns in the north afterward.
Sidst redigeret af Agraza; 4. sep. kl. 10:11
haito3200  [udvikler] 4. sep. kl. 14:43 
@Agraza, I am sorry to turn down your suggestion twice in a row but I don't really want to touch the map files. I am always reluctant to overwrite new files in general but the map is the one I want to touch the least.

This is mainly because there already are 2 ( 3 if you count one in the works ) mods which touch the map heavily: The new and epic Planes of Anbennar, Dwarven tunnels ( and the dwarven voltaire's nightmare in development ). I plan to keep a compatibility patch up to work with Planes of Anbennar as I really like the mod and it would be a pain to do if we both edit the map.

If you want to try having the map changed I would ask directly to Dwarven Tunnels' or Planes of Anbennar's authors, they may be more willing to implement such ideas
Sidst redigeret af haito3200; 4. sep. kl. 14:44
Sol Invictus 11. sep. kl. 14:54 
Hi there, is there a way to get some kind of catalog of what blueprints you have? When I start a new unit design I can only see the blueprints I can currently use. If I have a Golem blueprint but haven't researched Project Golem i won't see it in the list. Maybe a me problem but i get lost over time which ones I have and would be cool to know. Maybe they can be included in the list but can't be chosen with the tooltip why. An overview like with the runes and inventions separated in sections for runic, steam and electrical blueprints would be even greater but thats probably a lot of extra work to do.
haito3200  [udvikler] 12. sep. kl. 4:01 
A catalog of blueprints/runes is one of the things I have to do but I will only do so once I am done with all blueprints, which is not happening anytime soon unfortunately.

Just to give an idea, there are around 120 dwarven blueprints and 100 general blueprints right now and it will probably at least double in the future
Sidst redigeret af haito3200; 12. sep. kl. 4:01
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