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Модификации Europa Universalis 3


Дoбро

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(изменено)

Подскажите пожалуйста программку для исправления или нахождения ошибок. Я сделал модификацию она работает - загружается все идет нормально. НО ПРОХОДИТ ОДИН ДЕНЬ И ВСЕ ОНА ВИСНИТ...

Скрины:

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Изменено пользователем park777

Подскажите мод с динамичными колониями, где меняется название в зависимости от владельца


MaslovRG
Подскажите мод с динамичными колониями, где меняется название в зависимости от владельца

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QuennEngland

попробую создать свой мод в версии 3.1 (нужно разнообрасить старушку :017: :017: )

буду создавать новые страны и также вносить корректировки


Товарищи подскажите какой нибудь интересный мод к ЕУ HTTP 4.1, чтобы хотя бы был не совсем корявый перевод и много всего интересного.


MaslovRG
Товарищи подскажите какой нибудь интересный мод к ЕУ HTTP 4.1, чтобы хотя бы был не совсем корявый перевод и много всего интересного.

Попробуй Aetas Tenebrarum Mod.


Sithlord

В предверии крусэйдэр кингс ) есть какиенибуть которые больше базируются на Династиях? более серьёздно я имею ввиду...


Илюватар

Товарищи! Не подскажите слепому и не зрячему :lol: модификацию, добавляющую множество исторических ивентов как например было в EU2 или в моде Chronology Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое. для Виктории.


MrSega13
(изменено)

Кто-нибудь знает небольшой по размеру мод где есть Евросоюз? Мне нужен только ЕС.

П.С. уже не нужно

Изменено пользователем MrSega13

belogvardeec
(изменено)

Есть ли чисто графические моды на Divine Wind 5.1? То есть меняющие только лишь текстуры на более красивые, но не меняющие саму игру?

Изменено пользователем belogvardeec

aldimator

Народ, подскажите хорошие графические моды для Heir to the Throne. Заранее спасибо.


Chilavertov

не мог бы кто-нибудь подсказать интересный мод, в котором американских индейцев много разных)


Беорн

Скачал Магну. при загрузке игра вылетает с сообщением об ошибке. Диск лицензионный, патч стоит. Как с этим бороться?


MAXIK2011

ссылка через magnamundi.com не работает а через народ версия не 1.26 а

1.05


Господа, а есть ли мод на римскую тематику?


Август II

Графический мод TOT3 пойдет на EU3:DW 5.1?


Bomborbia

Нашел мод для ЕУ3:БВ 5.2 от создателя CK2Plus. Собственно, название этого мода не слишком отличается: EU3Plus.

Ссылка: Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое.

Прошу знающих английский язык перевести описание.

ReadmeНажмите здесь!
 EU3Plus for Divine Wind 5.2

Author: Martin "Wiz" Anward

Contact: m(dot)anward(at)live(dot)se

Contributors: Various people from the Something Awful forums with flags and ideas, Can Omar for the map, dharper for graphics and decisions used from Dei Gratia

****************

* Installation *

****************

1) Unzip to your Europa Universalis 3 folder

2) Start the EU3 launcher and pick 'EU3Plus' as your selected mod.

3) Hit play.

***************************

* Credits / Included Mods *

***************************

- EU3Plus uses the 'Clear Map Overlay' mod by Alexspeed (Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое. ) that removes the paper wrinkles from the zoomed-out map. If you prefer the paper wrinkles, go into the EU3Plus mod folder and look in /map/optional where you will find a txt with instructions on how to restore it.

- Some decisions and modifiers from Dei Gratia by dharper (Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое. ).

- Colony Ingame Name Change Mod by knuckley (Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое. ) with some tweaking by me to make the renaming invisible.

- Inspiration for certain features such as power status, administrative efficiency and country-specific starting ideas were taken from Magna Mundi by ubik and Sacra Romanum Imperium by Helius. The specific formulas and coding used for EU3Plus are mine.

************

* Features *

************

- A brand new alt-history scenario based on my Azerbaijan LP/AAR (Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое. )

- Ability to hide unwanted decisions through Show/Hide Decisions under the Culture tab.

- Revamped economy and combat that improve the challenge and balance of the game.

- Stronger rebels that get reinforcements as they take provinces, making rebellions a threat that snowballs if not kept under control.

- Heavily revamped AI, Badboy and Casus Belli system that does not allow for unchecked expansion without cores or CBs. The AI will not take random provinces from non-neighbouring countries, meaning that you don't end up with England owning Scandinavia every single game.

- Optional 'AI restraint' mode that allows for even more sensible borders, as it prevents the AI from taking any territory they lack a CB on.

- Administrative Efficiency system that forces large empires to focus heavily on internal administration.

- Revamped and rebalanced buildings.

- Revamped ideas that all have their own clear benefits, eliminating the division between 'must-have' and 'useless' ideas.'

- Revamped advisors and cultural tradition that make all advisors useful and removes the ability to keep 3 6-star advisors at all times.

- Total rework of Shogunate system with a Japan divided into 28 Daimyos and a playable Ikko-Ikki.

- Natives system that simulates the natives of a province after it becomes self sustaining, and many tweaks and additions for colonization to make playing colonial powers more interesting.

- AI Colonization system that makes the borders of the new world a lot less random.

- Unit types balanced across all tech groups so no tech group has an inherent advantage except for tech speed.

- Modernization replacing Westernization, with Modernization moving you into a full speed version of your own tech group instead of making you Western.

- Disease and modernization chain for New World natives, making it a far more interesting experience to play as one.

- Dynamic colonial revolter system based on culture, so that British colonies in Canada will get a different revolter from for instance French colonies in Canada. Colonial revolters are also tied to area, so you won't get Brazil popping up in Puerto Rico.

- Many new tags to form, including Arabia, Iberia, Qing, Zhen, Illyria, Turkestan, Maghreb and others.

- New religious, economical and national decisions.

- Excommunicated major Catholic powers can trigger a schism, starting a pan-European conflict for control of the Papacy.

- Papal authority declines with the arrival of the Reformation, reducing the effects of Crusades and Excommunications and disabling the possiblity for schisms.

- New, balanced spy mission to forge a core replacing the ability to forge claims on other nations' thrones.

- Power status system that ranks your nation from a minor power to a great power, each with its own effects.

- Fast recruitment times means that a nation that has lost its army but has manpower and gold left is not defeated.

- Partisans that attack armies deep in enemy territory, making it hard to siege all of a country's provinces at once.

- Government ranks ranging from Principality/City-State to Empire/Federation, with higher ranks giving more magistrates and administrative efficiency.

- Pirates removed from the game through use of a special tag with infinite patrol range.

- Overall, a much more challenging game that will force you to think strategically and pay much closer attention to your economy and diplomacy, but which does not take control away from you or punish you with heavy-handed and obscure events, all packaged up in a brand new scenario with dozens of new countries to play.

******************

* Known Problems *

******************

- None!

*************

* Changelog *

*************

1.05:

- Reduced the effectiveness of National Bank, to make it less of a must-have pick.

- Various fixes and tweaks to the history files.

- Fixed various bugs related to colonial revolts.

- The maintenance cost of armies will now increase with higher levels of technology.

- Fixed a bug where a syntax problem in maintenance would incorrectly give Separatism to owner culture provinces.

1.04:

- Fixed a bug that was causing the national sentiment events to fire repeatedly.

- Added a national sentiment event for Greece.

- Religious decision modifiers (such as Advancement of Religion Act or Declaration of Indulgence) will now be removed at maintenance pulse if they no longer make sense for a country to have because of policy changes or conversion.

- Any countries force-released or released as a vassal by a Revolutionary Republic or Empire should now become a Revolutionary Republic (it may take a few days after release for this to take effect).

- You can no longer settlement policy accepted cultures.

- Accept Culture decisions for cultures you only have overseas provinces of will no longer show up in the decisions menu.

1.03:

- Non-colonizing AIs who seize colonies during war will now return them after the war ends.

- Non-colonizers who seize colonies will now get a very large penalty to colonial growth.

- Improved AI logic for choosing where to colonize, this should hopefully lead to less patchwork colonization.

- Added new 'national sentiment' events for Ireland and Netherlands where if all Irish/Dutch minors are annexed, their cores are removed and replaced with cores for Ireland/Netherlands.

- Fixed a bug where some CBs would give crazy amounts of prestige due to an engine math error.

- Changed the way accepted cultures work. You can now accept any culture in your non-overseas core provinces through a decision, but doing so costs 2 stability for a culture in your culture group, and 4 stability for a culture outside your culture group.

- You will no longer lose accepted cultures as long as they remain part of your tax base.

- Fixed a bug where some provinces in South America would not get a tradegood.

- Indonesian colonies will no longer produce Chinaware.

- Integrated Can Omer's map. Credit to ThePutty for partial integration.

1.02:

- Reduced the number of provinces required to colonize to 6, so Portugal can actually colonize properly.

- Tribal Succession Crisis will now be much more severe for very large tribes (over 30 provinces).

- Ming will no longer release vassals if overextended.

- Ming AI will no longer try to blob into Central Asia under most circmustances.

- Reduced AI tendency to use settlement policies.

- Added a mission for the Ottomans to unite Anatolia.

- Missions to attack/conquer rivals should no longer fire for countries you have good relations with (hopefully this should reduce the frequency of Castille conquering Portugal).

- Fixed more minor bugs in the history files.

- The naval and plutocracy sides of the land/naval aristocracy/plutocracy sliders should now be a bit more competetive.

1.01:

- Added decisions for various formable and union tags to restore original cores lost due to wars. This should make it actually possible for a splintered France to reform and so on.

- Cleaned up various cores that were incorrectly lingering in the Azeri scenario.

- Fixed various minor bugs detected with validator.

- Gelre no longer starts without any NIs picked.

- Friesland is no longer a COT in the vanilla scenario.

- Lьbeck is now a COT in the vanilla scenario.

- Fixed a typo that resulted in Pskov having nogovernment.

- If England or one of the British union tags control provinces in Normandy and/or Gascony, they will now get a bonus to trade income and prestige. The bonus increases if they control territory in both.

1.00:

- Now compatible with beta patch 5.2.

- There are now two starting scenarios: A vanilla scenario with the vanilla map in 1400, and the Azerbaijan scenario originally released with the mod.

- Replaced 'Form Iberian Nation' for Al-Andalus with 'Unify Iberia', which gives you the same benefits and cores without changing your tag.

- Added numerous releasable countries across the world.

- Moved Basque into the Iberian culture group. While I realize this is not really accurate, it's better than the culture being wiped out by settlement policies.

- Some countries such as Poland and Hungary now start in the Western tech group but use Eastern units.

- Fixed a bug that was preventing the 'Formal Request' event from firing.

- The penalties for holding unlawful territory in the HRE is now the same for member and non-member states.

- Increased the tech requirements for higher levels of buildings.

- Reduced tech impact on production efficiency to cut down on later game income.

- Tweaked some advisor bonuses.

- The Fabricate Claims spy mission now adds a Conquest CB for the province you fabricated a claim on instead of a core. The Conquest CB will last for ten years or until the province changes hands.

- Removed the cooldown from Fabricate Claims, but you can only have one active clami at any time.

- You can now use Fabricate Claims on any non-overseas province.

- Small independent Catholic religious orders will now receive tax, force limit and maintenance cost bonuses as long as the Pope controls Rome. This bonus is reduced if the Pope is a subject or a Schism is in effect.

- Fixed a problem with the Turkestan decision forming the wrong tag.

- The AI will no longer take provinces that are too far away from their own borders in wars such as Holy Wars and Tribal Conquests.

- Each COT you own now gives you an extra yearly merchant.

- Nerfed the effects of production buildings as I did not account for the way they stack with each other when balancing them.

- Increased base tariff income.

- Taking the Mandate of Heaven should no longer give you legitimacy loss from the government switch.

- Forming Baiyong and Chaoxian will no longer give you cores on all of China.

- It is now impossible for outside powers to ally Japan until it becomes unified or the Shogunate is abolished.

- Added a base value of +1 diplomat yearly to all countries.

- Crusader culture countries can now culture shift to an appropriate culture group (Iberian for Reconquistador, for example).

- Various improvements and bug fixing to the China formation event series.

- Tradition and Serfdom will now increase your administrative efficiency (a country built on strict social control is easier to hold together).

[Cкрыть]

Ibrahim-bey

Поставил мод MMU, но в процессе загрузки мода ошибка. Все поставил как положено: EU3HttT 4.0 Зотем пропатчил до 4.1. Че делать?


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