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There is 'technically' one out there, but it has to be used in conjunction with a whole slew of other mods that i might not feel like running, so a standalone would be nice. Any idea how one would go about that or if one is in the works already?
There's two ways to allow it to overwrite the other mods' files. One is to simply place it on top of the mods it intends to compatch in the launcher, which will tell the game that it should "overwrite stuff" in mods below it (For the pedantic/technically-minded, it doesn't overwrite, it just doesn't let mods below overwrite its files, but the effect is the same).
The other and more reliable way is to muck about with the "dependencies" field inside the descriptor.mod and the autogenerated .mod file that ends up in your EU4 My Documents folder. When declaring dependencies, you must use the exact name of the mod as shown on the workshop. I'd recommend taking a look at my mods' ugc_<numbers>.mod files for this (They're just .txt files in disguise, so open them with any text editor of your choice). The numbers in the ugc.mod file should match the workshop ID of the mod (Check the URL in your Steam browser, it should be up there at the end shown as "?id=<numbers>".
Making your own compatches is actually quite easy if you know how to use programs such as WinMerge. Assuming there are not further things causing issues, all you need to do is use WinMerge to detect what files both mods alter. Once you've detected that, you make a copy of one of the mods' files, then use WinMerge to add the changes from the other mod's files. :)
As for the China addon, I can't say it's well regarded among the BT community due to it massively shifting the balance in the region. Sure, its provinces may be well-drawn and all, but as far as I remember, it quadrupled both Chinese and Korean development, which makes it practically impossible for Qing to form, for example.
Still, Byz' gov reforms with Byz Resurgence and GE is a pretty sweet set of reforms. The only BT addon that unfortunately doesn't seem to work anymore is the China addon, but it's near two years out of date and it's author also seems to be MIA.
Sadly, no. Idea Variation seems poorly supported among BT addons. I would personally recommend moving away from it, as BT has a building addon, a gov reform addon and as for new idea groups, Idea Groups Expanded is much more compatible with BT and addons, with the only incompatibility showing in ages with regards to dev doubling (If it's put first on the modlist).
Either way, i hope Draiocht is well and look forward to future updates of BT. Keep up the great work
Indeed, which compounds with the fact that the compatch that is on the workshop does not take Miscellanea into account.
Though, since IV now also modifies government reforms, it isn't even compatible with base BT any more.
Assuming you also run my submod Bugfixing BT 12, Miscellanea will work with no issues in 1.29. Just make sure that when creating your mod load order in the launcher that BT is below Miscellanea and that Miscellanea is below Bugfixing BT 12.
Yes. Base values have been lowered.
Yes. If Draiocht gets back before then. BT Bugfixes fixes the issues in Miscellanea until then.
It's a known issue with mods that have not been updated since the new launcher. If you get two versions, make sure to enable the local one. If you lack it, try starting up the launcher, unsubscribe to the mod, wait a couple of seconds for the mod to delete itself, then resubscribe to the mod.
If this doesn't work, you'll have to head into your EU4 my documents folder and delete both dlc_load.json and mod_registry.json with the launcher closed. Then when you fire up the launcher, it'll attempt to redownload your files.
Anyways, tnx for your great work! Makes the game so much more worthwhile!
If you end up finding a solution do you think you could post it? I'm having the same problem
This seems to sadly be a rather common issue for people dealing with mods that haven't been updated since 1.29. I would recommend bugging people on the BT Discord, as people on there have had the same issue as you and actually solved it.
Mods not updated to 1.29 show up twice in the launcher. The 'steam mod' is a dummy file that doesn't work. To use the mod, enable the 'local mod' version.
It does, however because there's a new BT update in a new upload, you need to make sure that this mod loads on top of BT. To do so, this mod needs to be above BT in the launcher, but sometimes that may not quite do it, because the load order seems to be set in stone due to files in the EU4 folder called dlc_load.json and mod_registry.json. If it doesn't work, attempt to delete them and try managing your load order before enabling the mods.
Sorry it took me so long to get back to you.
I'm very surprised to hear of this issue, as *generally* forcelimits are *reduced* by this mod, so yes, something does sound vaguely off. I'm strongly in favour of strategic asymmetry, but it isn't my intention to be "completely game breaking", either.
I'll run some tests & see if I accidentally unbalanced something somewhere, at some point, but at least this balancing is separate from the main map mod ;D
well, that number seems mostly ok for the age-of-sail danish navy (you are england m8, give it a few decades into the 16th century and you can probably 10fold them)
as for the Ming army, at it's peak in the mid 1450's (literally at game start) it's estimated the ming military service system had a bit over 800k men, so, for a permanent standing army 400k doesn't seem too crazy, you can even close in on the 800k figure if you add in their fort garrisons, which AI ming usually has a lot of
the only one that seems a bit off is the commonwealth number, but it would be somewhat realistic if they had historically managed to conscript their minorities effectively and had found ways to pay off the men
it is imbalaced as balls, but so is history, and this seems to be at least coherent from a historical standpoint
Ming has something like 400k infantry, Commonwealth has like 200k. Something seems off
I'll look into it, but Paradox keeps pretty tight controls on AI interactions, so I usually leave those be. But I'll see what can be done. Thanks!
supported and even joined a protestant alliance against both
even allied the ottomans for a while, against both also
all while claiming to be not only a catholic ruler, but one of the paramount defenders of the faith
I'd be half-teasing to ask if you were trying to siege somewhere with severe winters, and call you Napoleon ;D.
But balance feedback duly noted, thanks. I've been wondering if perhaps something needed to be done with manpower anyway, so I'll probably adjust something.
What an interesting idea.... I hesitate to stack yet more siege-lengtheners on, as a max-fort, mountain, high manpower province could take decades to siege, but I admit I like the concept.
No promises, as I'd like to test it thoroughly first and I'm not 100& certain it is possible, but I really like the idea so I will examine it.
Thanks for the idea! It'll be a bit difficult to implement and balance, but I agree terrain should be more impactful, so I'll see what I can do.
And I love the concept of a boost like that for no vassals, but the problem is: Vassals.... kinda stink. All else being equal, it is typically preferable to own the land directly and profit from the greater income & potential. Some of BT's balancing tips the scales so vassals are a valid choice, but more buffs to having no vassals would possibly reverse this again.