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Vanilla have fixed the bug where you still suffer from malaria/severe malaria if you researched the tech after the colony is already started. The mod still have this bug.
Still exists in vanilla. It's fixed by saving/reloading your game.


Unrelated note: I'm torn on the combat changes here in the mod. On the one hand, the vanilla combat mechanics are -terrible-

On the other hand, the current mechanics as implemented favor zombie hordes way too much. China is an unstoppable monster with the combat changes in the mod and you really can't play anywhere in Asia right now with how broken they are, they just end up steam rolling everything. I think more tweaks are needed here- perhaps doubling the effectiveness of all the tech increases and also folding in the gun production mod, which adds combat effectiveness to your armies depending on what gun production methods you are using. This would allow armies to use full frontage in combat but make tech still matter.
 
Yea, thats a problem with vanilla, the higher tier military methods are not as powerful as they should be. You can use the gun production mod with this one by the way since this doesnt touch gun production methods.

I have been using edited unit stats myself, they just arent in the mod because its a major balance change but i guess i could throw them into a seperate mod for people who want to try it out.
 
I think this might be a deeper problem than you can fix with modding, but it still feels like naval combat is horribly broken. Playing on version 1.1a and there's nothing I can do to stop my convoy efficiency from dropping to 0%, even with overwhelming naval dominance. It seems like the best strat to to not even bother with stopping the enemy's navy, and instead try to get their efficiency lower than yours faster.
 
Hello just wanted to pop in and say love the mod, fixes a ton of bugs and it's very nice being able to use one bug fix mod instead of twenty.

Out of curiosity, do you have any plans to post the mod to the Steam Workshop? That's where I'm getting most of my mods and I actually have to download and install yours separately, lol, although it's very much worth it. I think you'd have a big audience over there if you were ever interested.

Regardless, thank you so much for your work!

EDIT: Also, quick question. Why did you remove the IG support penalty from dismissing generals? Admittedly it can be a bit steep, but without it I do feel cheesy playing the General Lottery ad infinitum until I get the IG's/Ideologies I want lol
 
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I think this might be a deeper problem than you can fix with modding, but it still feels like naval combat is horribly broken. Playing on version 1.1a and there's nothing I can do to stop my convoy efficiency from dropping to 0%, even with overwhelming naval dominance. It seems like the best strat to to not even bother with stopping the enemy's navy, and instead try to get their efficiency lower than yours faster.
I think naval combat is buggy. E.G. Setting an escort convoy from Italy to China should, in theory, cover all sea nodes in between, but in my experience it does not...sometimes i have to escort to a closer HQ instead. This is even with intercept chance at 100%.

I think intercept at 100% gives you better feedback though, so you know when its actually working.

Hello just wanted to pop in and say love the mod, fixes a ton of bugs and it's very nice being able to use one bug fix mod instead of twenty.

Out of curiosity, do you have any plans to post the mod to the Steam Workshop? That's where I'm getting most of my mods and I actually have to download and install yours separately, lol, although it's very much worth it. I think you'd have a big audience over there if you were ever interested.

Regardless, thank you so much for your work!

EDIT: Also, quick question. Why did you remove the IG support penalty from dismissing generals? Admittedly it can be a bit steep, but without it I do feel cheesy playing the General Lottery ad infinitum until I get the IG's/Ideologies I want lol
I dont like steam workshop. You can subscribe on the plaza if you want, just use the add button.

The IG support penalty from dismissing generals was removed as a workaround for unitsstuck in garrison and not being added to generals. The workaround is to hire and fire a general to add the units to the existing generals. Just dont abuse hiring and firing to re-roll their traits.
 
Is this mod still working or necessary with today's patch? It seems like it bugs out IGs legitimacy calculations.
Same for me. Legitimacy goes to 0 no matter the combo, at least for existing saves.
Every mod that modified the base values in static_modifiers is not incompatible with 1.1.2. A new version will be uploaded probably sometime today. For the time being, go to the mod folder under documents/paradox/vic 3, common/modifiers and edit the test_modifiers.txt file. Change country_legitimacy_govt_size_add to 1.
 
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-The AI will now pass colonial resettlement or colonial exploitation if their capital region has any decentralized powers.
I believe you made this change to make the canadian and australian minors more likely to colonize their home region, from my experience it works most of the times, but it also makes indonesian minors colonize celebes and new guinea, since they dont have quinine usually only manage to colonize a few provinces, creating even more bordergore in indonesia (as if it was not enough in vanilla lol). Also peru-bolivia is also colonizing in wierd places like the russians and americans, in the most ridiculous scenario they have colonized hokkaido in my japan run. These are problems of the 1.1 ai which paradox have planned to fix in 1.2, so perhap you could restrict this rule to only canadian and australian minors for the moment.
 
-The AI will now pass colonial resettlement or colonial exploitation if their capital region has any decentralized powers.
I believe you made this change to make the canadian and australian minors more likely to colonize their home region, from my experience it works most of the times, but it also makes indonesian minors colonize celebes and new guinea, since they dont have quinine usually only manage to colonize a few provinces, creating even more bordergore in indonesia (as if it was not enough in vanilla lol). Also peru-bolivia is also colonizing in wierd places like the russians and americans, in the most ridiculous scenario they have colonized hokkaido in my japan run. These are problems of the 1.1 ai which paradox have planned to fix in 1.2, so perhap you could restrict this rule to only canadian and australian minors for the moment.
Good point with the quinine bit...i dont think theres any way to limit the AI's choice of colonization either...but for some reason the AI Netherlands seems reluctant to colonize Celebes?

Also 1.2a may have an issue where the AI wont accept any sway offers for conquer state for some reason. The AI is so frustrating to work with in Vic 3.
 
The AI Netherlands almost always colonize windward coast and ivory coast first since it has interest in senegal, or new guinea, I have rarely seen Celebes colonized by the dutch...
In one game i saw that nobody was colonizing celebes at all, was really weird. No clue how the AI works to be honest...its like black magic.
 
The events in scramble for africa are still pretty spammy and broken(these that give claims for colonies), gives a lot of infamy for nothing because these claims for african states doesnt give anything but more events that drive even more infamy. I would still reach pariah level before the sramble for africa ends
 
The events in scramble for africa are still pretty spammy and broken(these that give claims for colonies), gives a lot of infamy for nothing because these claims for african states doesnt give anything but more events that drive even more infamy. I would still reach pariah level before the sramble for africa ends
Its an event chain. If you have a claim you eventually get an event where you can demand the state from them or you can use the claim to take the state for less infamy. They should only be firing once per state, per country. The infamy has also been badly nerfed.

Are you getting about 2.5 infamy each time, before modifiers?
 
Its an event chain. If you have a claim you eventually get an event where you can demand the state from them or you can use the claim to take the state for less infamy. They should only be firing once per state, per country. The infamy has also been badly nerfed.

Are you getting about 2.5 infamy each time, before modifiers?
Yes I am getting 2.5 infamy everytime but it happens way to much because that event chain is basically bouncing claims and infamy between the countries(because the ai dont return the state after you demand it, and its pointless to start a world war just for an african state). I was colonizng hereloland and namaqualand with russia and us, so the event chain could happen 4 times, and I got around 20 infamy in 4 years, basically I cant conquer anywhere before the scramble for africa ends. Its paradox fault for designing the frecuency of events (they problably didnt test it), I didnt have the record of amount of events but thats at least 5 times I withdrew from colonial incident xd.
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basically all the events in sramble for africa happen too frequently, around the same level as rubber rush.
 
Im a bit confused. Which options did you pick during the events? If you didnt want the state claim, did you pick the option to back out in the first event? Do you have a save? The whole point of going to the end of the event chain is to get the claim or the state, so if you dont want it, then back out at the first opportunity.