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the option won't appear again if you already have a national spirit from the semi-hidden events. I did this because the hidden event chain gives you the option to go back to the *very* beginning, and so allowing the player to get into a big loop of options could maybe be a bit tooooo strong.
(but you *can* re-trigger the semi-hidden event with the id "uniqueness.21" :) )
(also I believe either the manpower event chain doesn't give you national spirits, which should technically allow you to go through the hidden events twice without any console trickery)
(check the change notes for more!)
I'm not sure if there's any easy way to get that implemented (and it's kinda supposed to be random), but if you're in debug mode, you should be able to re-trigger the popup events, or find the IDs for the individual national spirits and give them to yourself through the console, if that's what you're looking for.
Please go into further detail, I'd love to fix your issue, whatever it may be
I don't know for sure, but if the extended tech tree doesn't rework any vanilla techs that the events can give you, it *should* be fine. Do test it and lemme know tho
yes it's completely fine and work, this mod is one of best mod in my opinion
But could you add random choices or another "Suprise me" for the other events not limited to "history of our nation"
it still works completely fine in the current version of the game, I'm pretty sure. I'm still in the process of doing a larger update. Not exactly sure when it'll be ready tho.
I've already added a few things (see change notes). Might do a larger update at some point, but it'll take a while (if I actually get around to doing it lol)
Nice, im looking forward to it! :)
I would honestly like a lot more modifiers, too. The tricky thing is that the event displays have a max option cap of 4. Anything more than that will not be displayed properly. Might try and add more things to the "surprise me" options though.
Currently, it is only possible to remove the "oppressed by the elite" spirit by entering a civil war. I'm currently working on a small update to this mod. Nothing fancy just yet (I'm a little rusty lol), but the "oppressed by the elite" specifically will get its idea description updated to hint that it can be expelled by civil war. Additionally, removing it will grant the player political power and stability.
could you provide me with some extra details? I'm unable to test for myself in the next two weeks or so.
I'm not entirely sure how that's possible. I've played with this mod a decent amount as well, and I have been able to get the other results as well. When I get home from vacation I can take a look at it, but I doubt there's anything in the code, probably.
you are very welcome! I figured out how to do it pretty quickly, at which point actually implementing it didn't take long
0_0 that was fast! TYSM!1!
I've implemented your suggestion into the mod!
I might be able to do something, but it's probably gonna be a bit wonky to fit it into everything else
When you are choosing the starting option of who gets the option can you add some kind of way to make nations not get puppeted in the 'our country was wronged' -> 'puppeted by foreign power'? I like it sometimes, but othertimes I just don't want to have to deal with Poland who is puppeted by Paraguay.
Thank you very much! So far, I plan to support mainly unique generic nations and the jazzy focus tree for the time being (and also some of the other mods if they're easy enough to bring up to date).
I *have* dabbled in creating new content for the jazzy focus and this mod, but I really can't promise anything lol
either, you need to:
- get glitterhoof through the surprise me option at the start
- pick quality over quantity in the second option. There you will have the flame horse cavalry
or
- play as mongolia and pick the first option in the first event, then pick the unique option about horses.
- pick quality over quantity in the second option. There you will have the flame horse cavalry
yes. There's an "add_ideas" command you can do in the console via debug mode. You simply need the name for the idea, which you can find in the mod files under common/ideas/ugn_ideas (I aldready looked and the name is "colonial_power")
your command should look something like this: add_ideas colonial_power
Sadly, no. The release of BBA predates this mod.