Victoria 3

Victoria 3

Forts & Engineers
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Update: 6 Jul @ 6:47pm

2.2.2
  • Updated for Vic3 1.9+
  • Fixed scope issue with the logic related to cleaning up fort battle modifiers when a war ends
  • Fixed localization issue in game rules when playing in Portuguese, French, German, Japanese, Chinese, Spanish, or Turkish

Update: 3 Mar @ 4:32pm

2.2.1
Fixed periodic logic meant to mothball and unmothball forts on behalf of AIs when finances are dire accidentally affecting players as well

Update: 25 Jan @ 1:20pm

2.2.0
  • AI countries now build forts - this was done by making forts create a very trace amount of Innovation (0.001 per level, to be exact) which tricks AI funding logic into caring about forts.
    • There is a known strange behavior where certain AIs in the mid-game and beyond may destroy all of their forts, probably due to exhausting their allocated innovation budget. There is not really a solution for this at this time.
  • Updated Polish and Korean localizations
  • Researching Dynamite now raises the Siege Ability from Combat Engineers from 4 to 6
  • Generals attacking or defending in a battle with forts involved now get a yellow modifier that reads out their total siege and entrenchment, respectively, to offer a slightly better glimpse into the math driving FAE.
  • Added new game rule to multiply AI Siege Ability in every battle to help AIs attack into states with forts.
    • Default value is +50%; other options include None/no change, +100%, +200%, +300%, and +500%
    • AIs may still struggle with attacking into forts by virtue of their army compositions being terrible (notably the lack of sufficient artillery); FAE will not attempt to address this.
  • Fixed some localizations having broken text for certain modifier types

Update: 20 Dec, 2024 @ 12:41am

2.1.3
  • Updated for 1.8+
    • Fixed building icon
    • Fixed soldiers & officers mortality modifiers not working
    • Fixed localization for Forts Breached battle condition chance
    • Caught some combat unit type and technology definitions up with latest as of Vic3 1.8.6
  • Normal Operations PM icon color is purple again
  • Created a fallback system to [try to] grant countries any missing fort max levels from technology; this should make FAE automatically compatible with any mods that overwrite the techs FAE changes

Update: 30 Jun, 2024 @ 10:23pm

2.1.2
Fixed logic running after battles end incorrectly executing; this should solve some nuisance errors appearing in the error log, but it may potentially solve issues related to modifiers not disappearing after battle

Update: 30 Jun, 2024 @ 9:03pm

2.1.1
  • Updated for 1.7
  • AI now has weights to try to incentivize them to use forts in their capital states, states surrounding their capital, and states bordering other countries they aren't allied with

Update: 24 Mar, 2024 @ 12:22am

2.1.0
  • Fort states with multiple battles are now properly handled
  • Added a new "Partially-Weakened Fortifications" modifier
    • The defending general will now get one of "Strong-", "Partially-Weakened-", or "Weakened Fortifications" modifiers based on how much of the fort bonuses have been reduced with the attackers' Siege Ability
    • This is in contrast to the old behavior where "Strong Fortifications" only appeared if the attackers had 0 sieging and "Weakened Fortifications" appeared even if the sieging reduced the fort bonuses by 0.001%
  • Updated Korean localization
  • Fixed missing localization text for Fort Entrenchment (and Siege Ability) modifier descriptions

Update: 30 Nov, 2023 @ 8:53pm

2.0.1
Added Korean localization

Update: 30 Nov, 2023 @ 8:30pm

2.0.0
  • Replaced old "% usage of Combat Engineers" system with a new system with Siege Ability & Fort Entrenchment stats
  • Added new, detailed game concepts entries for Siege Ability and Fort Entrenchment
  • Combat Engineers PM is now a mobilization option and gives the following stats:
    • +5% Defense
    • +10% Offense on Elevated, Forested, and Hazardous Terrain
    • +4 Siege Ability
  • "Provinces Lost" bonus to defenders using a fort has been replaced with an "Occupation Speed" malus to attackers
  • Combat Engineer traits bonus weight from Combat Engineers PM usage has been replaced with Combat Engineers mobilization option usage whilst the formation is mobilized
  • Forts are now unlocked with Standing Army
  • Defense in Depth now increases the max level of forts by 2 (down from 3); max level after researching all relevant techs is still 10

Update: 17 Sep, 2023 @ 12:50pm

1.1.0
  • Fixed modifiers on forts & generals not disappearing sometimes when battles ended prematurely due to the war ending (e.g. from capitulation)
  • Fixed some syntactical errors preventing the Combat Engineer general traits from receiving bonus appearance rates from techs
  • Fort Breached battle condition is now less likely to occur if the gap between the attacker's Offense and defender's Defense is particularly small