Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Got uhhhhhh a little bit distracted over the last weekend so I ended up taking an impromptu break from modding. I have a long weekend for July 4 and the end of this week so I'll try to hammer out some overdue mod updates then. Can't guarantee that this one in particular will be ready this weekend but I'll try to make an effort.
@BBMM
As expected - they slightly changed how manpower in military units are defined in 1.9 so this using pre-1.9 definitions will cause navies to hire nobody. It will be addressed.
The idea was to have a significant gap between armies with guns and armies without guns. I thought it would make more sense to give the no-guns a debuff that Flintlocks cancel out rather than starting from 0 and having Flintlocks boost stats up, since doing it this way would avoid any downstream effects of everyone having +25% stats for the whole game.
Vic3 1.9 will release this coming Tuesday. As with previous major updates, a 1.9 update for this mod may take several weeks or months because I am a solo developer with a full-time job working 10+ hours Monday through Thursday. Progress during the work week will be rather slow, and I have over two dozen mods to check & verify whether anything needs to be changed, and then make any necessary changes.
The upcoming tweaks to certain things like decisions and scripted buttons will mean that more of my mods will be impacted this time around, so it may take quite some time.
Please be patient while I work on updating all of my mods. Thank you!
The luxury clothes thing was partially based on certain Vic2 units needing them, but apparently they had the unintended effect of making mid-game wars more expensive than they should have been, so it's since been replaced with normal clothes.
The tier 1 MO was changed to buy nothing and always be enabled.
The main thing I would be worried about is GUI changes to the military panel since GGGG touches on that, but otherwise I would think it's fine.
Just FYI I will be busy with family things for the whole of this week, so I will not be able to get a 1.8 version out (or do a 1.8 compatibility check on the existing version) for launch day or for several days following the update. Sorry for any inconveniences this might cause.
Infantry Arms originally worked like that before 1.5 and Uniforms sort of worked like that before this past May.
Infantry Arms couldn't really work as discrete options after 1.5 because at the time there was no way to make mutually exclusive mobilization options that didn't require you to deactivate the current one before activating the new one. After a 1.5 post-launch patch, it was changed a bit, but not enough for it to be useful for GGGG so I haven't returned to it since.
Uniforms got changed since some necessary rebalancing a few months ago made it better to make the Uniforms MOs be successive rather than mutually-exclusive.
btw I created a Korean translation mode. https://steamcommunity.com/sharedfiles/filedetails/?id=3300989245&searchtext=Gas%2C+Guns%2C+Garb%2C+and+Grub+%EB%AA%A8%EB%93%9C+%ED%95%9C%EA%B8%80%EB%B2%88%EC%97%AD
It does not try to mess with ones from other mods.
It does not try to add its own.
It's not this mod's problem. Go bug the Morgenrote devs instead. I don't understand what you expect me to do about a problem that's not caused by this mod.
That's weird 🤔 I'll make a note of it but I'm not too sure what I'll be able to do about that since modding AI behaviors is pretty annoying
@Gaeul
Seems more like a problem with Morgenrote or more likely another mod you might be using, since aside from doing some GUI work to make the mobilization options wrap correctly, GGGG should not impact it in any way. I use both mods myself and I didn't notice anything out of the ordinary before.
French translation
Again, unit modifiers (e.g., offense, defense) from mobilization options are broken right now, so many of the MOs added by GGGG will have no positive effects.
Devs should already be aware of this (in fact, I only learned about this because I saw a dev talking with people about it in the Vic3 discord...) so hopefully they'll fix it, and this mod will be ready to go as soon as that patch drops.
I might delay updating this until I hear word of it being fixed