Victoria 3

Victoria 3

[1.8] Gas, Guns, Garb, and Grub
132 Comments
Kadaeux Jul 1 @ 5:17am 
ur cute and so are ur mods
1230james  [author] Jun 30 @ 8:05pm 
@xDreamZ
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.
BBMM Jun 30 @ 5:26am 
Hi dude,this mod may cause numbers of soldier in navy base to 0.which means I can't employ anyone to my navy base and I can't have even one ship in my fleet.This problem occurs in 1.9.5
xDreamZ Jun 29 @ 3:04pm 
when can we aspect a update
1230james  [author] Jun 23 @ 5:57am 
I'll mark the mod as 1.8 for now
Moeshevik Jun 23 @ 2:10am 
military_formation_panel.gui needs a tweak to better fit the MOs ui when multi-select formations:ArmedForces:
1230james  [author] Jun 22 @ 11:46am 
iirc the current name is Primitive Weapons.

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.
Pamparampampamparam Jun 22 @ 11:19am 
It seems redundant that Flintlocks would give +25% stats while melee weapons would give -25% stats. You could keep one modifier while changing the other to just have no effect. Also think that 'Melee Weapons' should be 'Personal Weapons' to reflect the variety of weapons you'd find in an unstandardized army. Apologies if that screenshot is outdated as well.
Mazutaki Jun 18 @ 12:07pm 
Yeah, after the first navy type, cant hire anyone. So that is what i know. Guns part seems to work. Military panel is a bit unusable on the army itself, but meh. no big deal atm. I only use the army overfiew to change militization options.
1230james  [author] Jun 18 @ 10:54am 
Combat unit definitions changed a bit I think so the navy changes will need a look-over + they went and made tweaks to the military panel so I'll need to copy in any relevant changes to make sure this mod isn't deleting any GUI things by accident
Mazutaki Jun 18 @ 9:29am 
Seems kinda compatible btw. Playing with it on 1.9. Doesnt seem they changed much if anything what you touch.
1230james  [author] Jun 15 @ 3:10pm 
(Copypasting this across some of my mods)

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!
Boran Mar 27 @ 6:47am 
Cost of war seems very high compared to vanilla, I'm guessing it's intended? Maybe some stockpiling mods could help with this, to prepare for the upcoming war...
1230james  [author] Mar 10 @ 3:57pm 
If youre just going off of the screenshots, they're outdated.

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.
Pamparampampamparam Mar 10 @ 1:39pm 
I feel the tier 1 unform option should just be no clothes at all to represent non-standardized milita and the tier 2 setting should just require regular clothes. Needing only luxurious clothes, or really luxurious clothes at all, doesn't feel that right to me tbh.
The Interrogator Feb 28 @ 3:10pm 
yes! thank you so much
Fucifa Feb 18 @ 5:35am 
1.8 is work
force200 Feb 14 @ 11:23am 
I've been using it all the time since the 1.8 update and it still works perfectly.
1230james  [author] Jan 13 @ 6:50am 
Maybe? I haven't done a thorough check for any 1.8 changes for this mod but I can't imagine that the mobilization options have changed at all, so I would think they still work.

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.
GANK Jan 13 @ 2:43am 
Can it still be used normally?
1230james  [author] Dec 28, 2024 @ 2:34pm 
I am, I've just been distracted with other things over the holidays
Kadaeux Dec 28, 2024 @ 5:16am 
Do you plan on updating this for 1.8? Happy to take over if abandoning.
1230james  [author] Nov 16, 2024 @ 10:33pm 
(Reposting this across my bigger mods)

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.
Calsipher Sep 26, 2024 @ 8:07pm 
Awesome mod through and through, thank you for your work! In a game that is largely about supply optimization, it really helps to bring some of that goodness to the military side of things. The system feel empty without it!
1230james  [author] Aug 4, 2024 @ 2:01pm 
No because they're supposed to represent successive developments & improvements, not discrete designs.

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.
Pamparampampamparam Aug 4, 2024 @ 9:22am 
Shouldn't you only be able to select 1 of the Infantry Arms and Uniform options and not have them all activated at the same time?
fire_tail_lizard Aug 1, 2024 @ 9:00am 
In the vanilla, it is said that rifling makes guns stronger and more accurate, but I think it is definitely strange that the power of the military remains the same. this mod is definitely satisfied.


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
1230james  [author] Jul 29, 2024 @ 9:27am 
GGGG does not mess with the Aerial or Balloon Recon MOs from vanilla or the DLCs.
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.
1230james  [author] Jul 29, 2024 @ 5:44am 
@Nosfer
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.
Gaeul Jul 29, 2024 @ 4:47am 
If I use the mod with Morgenröte, the mobilization option would duplicate the aircraft. Can you make a compatible patch with the 2 mods?
Nosfer 😂👌🏻 Jul 23, 2024 @ 10:56am 
AI is switching 'Local foraging' on and off every 2 seconds or so for its armies, small thing, but they get debuff for the time its off, haven't done any testing though if it affects anything
1230james  [author] Jul 15, 2024 @ 7:36pm 
Is there any reason why it wouldnt be?
Drakken Jul 15, 2024 @ 7:09pm 
Is the mod compatible with 1.7.5?
1230james  [author] Jul 11, 2024 @ 7:39pm 
nice
Devry Trost Jul 11, 2024 @ 4:58pm 
Looks like yes, so far. :steamthumbsup:
1230james  [author] Jul 11, 2024 @ 11:22am 
Reportedly, but I've not had the chance to verify it for myself
Devry Trost Jul 11, 2024 @ 11:03am 
Did they fix the modifiers in 1.7.4?
1230james  [author] Jul 7, 2024 @ 2:16pm 
Yes
Homerunner Jul 7, 2024 @ 1:45pm 
Does the AI make use of the new MOs?
The Interrogator Jul 6, 2024 @ 7:36am 
Yay thank you for updating :steamthumbsup:
Mos Maiorum Jul 5, 2024 @ 11:56pm 
Finaly! this beautiful mod has been updated. Always thanks for your wonderful work bro!
1230james  [author] Jul 5, 2024 @ 8:37pm 
Mod has been updated for 1.7.

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.
The Interrogator Jul 5, 2024 @ 5:48pm 
such a shame, im so excited for this one, thank you for the work you do
1230james  [author] Jul 4, 2024 @ 11:46pm 
I've been informed that unit modifiers in mobilization options appear to be broken
I might delay updating this until I hear word of it being fixed
1230james  [author] Jun 28, 2024 @ 5:42pm 
I'm a one-man team with a full-time job and a dozen mods to fix up; please be patient and expect it to take anywhere from a few weeks to a couple of months
[DAO] Encoded29 Jun 28, 2024 @ 5:40pm 
update?
The Interrogator Jun 25, 2024 @ 1:26pm 
just wanna say thanks for your work, this mod literally makes this playable for me so much appreciated :steamthis:
thestormkat Jun 12, 2024 @ 9:13am 
sort of works wih anno 1836, bu you willget spammed with the million empty event notifications of doom