Victoria 3

Victoria 3

Guns of Glory
42 Comments
Mr.Wolf ♔ 7 Jul, 2023 @ 8:46pm 
Please update, i need this mod
Saint-Roch 22 Apr, 2023 @ 10:33am 
Great Idea, Great work. I have a question tho : does AI use it well ?
Pamparampampamparam 29 Mar, 2023 @ 6:39pm 
'No guns' should be replaced with 'personal weapons'.
lucachenchen  [author] 30 Dec, 2022 @ 2:38pm 
sure thing
Mēkaru 30 Dec, 2022 @ 2:32pm 
Would it be ok to use this mod for an MP mod with accreditation?
alexander.julian.erhard 14 Dec, 2022 @ 9:19am 
Finally the higher level small arms production methods have more lategame viability^^
lucachenchen  [author] 13 Dec, 2022 @ 2:03am 
The AI uses it based on whats most efficient. It should be working with overhaul mods as long as they renamed the files correctly.

Regarding changing the PM for Arms Factories, I'm sorry but with this mod I'm only aiming to add a reason to research better guns on a military standpoint.
Pamparampampamparam 12 Dec, 2022 @ 10:01am 
Does the AI know to use these weapons and does it work with overhaul mods?

Also, would it be possible to change Arm Factory production methods so that they benefit instead from the same types of PMs that improve Tool Factories?

I think it makes more sense for them to be improved that way rather than through researching more complicated guns that should actually decrease productivity more than anything.
Mer 12 Dec, 2022 @ 1:02am 
Thank you. :steamhappy:
lucachenchen  [author] 11 Dec, 2022 @ 11:41pm 
sure thing @Mer
Mer 11 Dec, 2022 @ 9:20am 
I love your work and appreciate the time you put into it. Would it be possible to use parts of your code in a mod I'm developing? You will be accredited of course. Cheers. : )
𝓢𝓷𝓸𝔀 ℬ𝓪𝓵𝓵 6 Dec, 2022 @ 8:43am 
it was anbleeds AI mod. smh.

he updated it but the mod didnta ctually get the update. i love the paradox launcher. Truly is a Paradox how it still works.
𝓢𝓷𝓸𝔀 ℬ𝓪𝓵𝓵 6 Dec, 2022 @ 8:24am 
that helps a lot thank you !:D
lucachenchen  [author] 6 Dec, 2022 @ 7:08am 
The society research tree changed a bit, so if you have a mod that changes something there and the modder didnt rename the file correctly, you get an overwrite conflict. Thats whats causing the issue most likely.
𝓢𝓷𝓸𝔀 ℬ𝓪𝓵𝓵 6 Dec, 2022 @ 4:04am 
yeah, of course, but now my government admin building is broken lol. and i know its because of the latest update because i havent added any new mods in since before.
lucachenchen  [author] 6 Dec, 2022 @ 3:46am 
I just had a look aswell and its working fine, thanks for checking as well
𝓢𝓷𝓸𝔀 ℬ𝓪𝓵𝓵 6 Dec, 2022 @ 3:43am 
i actually just took a look into it, it was caused by an incompatability issue with a mod named Inventions. once removed its GoG is in working order again.
lucachenchen  [author] 6 Dec, 2022 @ 3:37am 
Thanks for letting me know, I didn't check it since the update, I'll try to fix it as soon as possible
𝓢𝓷𝓸𝔀 ℬ𝓪𝓵𝓵 6 Dec, 2022 @ 1:51am 
hey man great mod that should of already been integrated into bg but oh well,

could this be updated? its not working for me anymore, i still have the option to activate them by order but each level has 0 effects. as in like it doesn't even list the effects its just not there at all.

thanks.
Loco (Hun) 5 Dec, 2022 @ 2:55pm 
It should be this way in the base game tbh.....
lucachenchen  [author] 4 Dec, 2022 @ 12:48am 
Regarding the comment from Legion, Duke of Rockford, I have thought about that aswell, but i think its sadly not possible or rather its not possible within my modding capabilities. It might be possible if you code it but I haven't dived that deep into the game files yet.
lucachenchen  [author] 4 Dec, 2022 @ 12:43am 
Regarding the Western Front compatibility, I'm trying to get in touch with that mod author to ask him how he wrote the mod
Legion, Duke of Rockford 3 Dec, 2022 @ 4:13pm 
Just a thought, and I am not sure that is possible (have not checked this in modding yet), but I wonder if it might be possible to have it check for a particular PM used in any arms industry before enabling any PM in barracks? That is, in addition for checking whether the required tech is researched or not.

For example, rifles PM in barracks could only be selectable if any arms industry are using rifles PM. However, I doubt there is a way to automatically revert to previous PM if no arms industry are using the equivalent PM, except possibly via hidden events that fires on every pulse check in on_action. That is something that need to be investigated.

Not that it is important but it would be strange and maybe immersion-breaking if all arms industry are still on muskets PM and yet you can select rifles PM for barracks.
Geredis 3 Dec, 2022 @ 1:32am 
I love the concept of this mod - any chance we can get a compatibility with All Quiet on the Western Front?
Grester 1 Dec, 2022 @ 9:03am 
Just finished a campaign with this, liked a lot!
Morginstjarna 29 Nov, 2022 @ 10:03pm 
Any chance you can make a Western Front compatch?
Lieutenant Gregory Stevens 29 Nov, 2022 @ 5:53pm 
It's pure nonsense for Paradox to somehow concluded that researching more complicated rifles = more efficient rifle tech, with no actual military boosts. Thank you for this!
lucachenchen  [author] 29 Nov, 2022 @ 3:28am 
Would need to test it out
lucachenchen  [author] 28 Nov, 2022 @ 11:04pm 
You mean the military equipment proposed by EL HERMANO? Or what do you mean by that?
김goo 28 Nov, 2022 @ 10:53pm 
Can't you make it work with 'military supplies'?
EL HERMANO 28 Nov, 2022 @ 7:07am 
No problem, thx for this great mod.
lucachenchen  [author] 27 Nov, 2022 @ 2:17pm 
About that whole 15th and so on infantry @EL HERMANO, I'm probably not going to do that sorry man.
lucachenchen  [author] 27 Nov, 2022 @ 2:15pm 
sure thing you can use it
BlackLight 27 Nov, 2022 @ 1:49pm 
Hello, I was wondering if I could use this mod in a mod I am making. You would be credited for this in my mod.
EL HERMANO 26 Nov, 2022 @ 3:47am 
i play most of the time with one of this two mods

To Victoria: Europa Universalis & Shattered World


my idea would be to add some sort of production methods like this (and rename it later)

Infantry Units: 15th, 16th, 17th, Irregular Infantry, Line Infantry, Skirmish Infantry, Trench Infantry, Squad Infantry, Mechanized Infantry

Equipment/Uniform: 15th, 16th, 17th, 18th, 19th. 20th
- consumes Clothes and Fabric

Artillery Units: 15th, 16th, 17th, Cannon Artillery, Mobile Artillery, Shrapnel Artillery, Siege Artillery
- consumes Artillery

Cavalry Units (new production method like guns): 15th, 16th, 17th, 18th, 19th. 20th
- consumes Grain, Wood and (later) Small arms & Ammunition
- buffs Attack, Morale Damage, Kill Rate and Provinces Captured
- major nerfs on Defense, Provinces Lost and Recovery Rate
- very risky in late game, good opportunity for minor nations early game

PMs from past centurys consume less goods.

Something like this was in my mind.
lucachenchen  [author] 26 Nov, 2022 @ 1:30am 
What would you want to be added by infantry equipment (Helmets?) and/or cavalry?
I guess artillery and infantry types are already well represented in the game, if you have an idea let me know
EL HERMANO 26 Nov, 2022 @ 1:23am 
I really like this mod and have subscribed.
Any plans to add new production methods for Infantry Types, Infantry Equipment, Artillery and Cavalry in the future?
This way would represent better the composition of armys in different nations.
lucachenchen  [author] 24 Nov, 2022 @ 11:43pm 
yes AI uses it based on which is the most efficient
pit_fiend 24 Nov, 2022 @ 11:32pm 
does AI use it?
Brätlihauer 24 Nov, 2022 @ 12:43pm 
you seem like a real great guy. we have the same taste in what is essential
Brätlihauer 24 Nov, 2022 @ 12:42pm 
finally! this is what I have been waiting for all the time