Europa Universalis IV

Europa Universalis IV

Anbennar MP modified
56 Comments
Deldae 3 Mar @ 11:18am 
Yeah we have the same issue with our MP save. Is it easy to fix the savegame?
alexanderyou 28 Feb @ 5:38pm 
Oh also the bar in the "Races and Estates" tab under the diet buttons has an invisible box covering the bottom 2/3 of those ui elements.
alexanderyou 28 Feb @ 4:11pm 
Huh ok, so the normal unit unlocking I had yesterday was the bug then lmao
The reasons make a lot of sense too
BERTUS  [author] 28 Feb @ 3:52pm 
The unit types are meant to be few. The tech scaling effect wil be only from in/cav/art shock/fire; and not pips anymore. Unit type will be used as tactical selection more than before or vanilla, against shock focused countries a Guard unit can be used, against fire a Regular or some other type.
This is ment to make :
- A more depth unit selection instead of using the few types the tech allows
- Remove a factor in some racial power progression
- Easier to balance
- Easier to mod
- Removing issues with nations with more than 1 racial recruitment (51% elven military got elven pips, a 49% elven miltiary would get human pips or whatever other race would be)

Prepatch saves wont have bse units because of how savefiles work, that can be fixed on the savefile, dm on discord if need help about that. New games most races will have 2-4 unit types, and get maybe 2 at tech 17 (or something close to that). Gnomish tanks will be fixed next patch
alexanderyou 28 Feb @ 3:04pm 
After loading a save file, I got the same issue that Blaze had where all the unit types disappeared until mil tech 17, and once I did that I could only pick between the tech 17 infantry and the tech 1 infantry, which had the same pips.

After reloading the game and starting a new nation, I now still have the same issue. I checked around and every nation has the same problem, with slightly different units. The only thing that stood out is the centaurs, where they had tech 1/8/17 cav, with the tech 17 unit called "NEED NAME".

The only other mod I have active is one that adds a few triggered modifiers, everything was working yesterday and it doesn't work today even with no mods. No mods or game updates have occurred, and it doesn't work anymore. I'm going to try completely deleting the mod and redownloading it to see if somehow that helps.
Blaze 27 Feb @ 1:00am 
We figured it out, just need to give ourself mil tech 17, because when we hit 13, we are stuck.
BERTUS  [author] 26 Feb @ 12:21pm 
you should be able to get the regular units. not sure why you cant. the update changes that so all units from all races ahve same amount of pips. didnt know there were anyone making lobies with the mod. tell me if so, so I can make a fork or anounce just in case.
Blaze 26 Feb @ 4:55am 
Quick question, we started a small lobby, after the update we cannot upgrade/build new land units. Not sure if fix is planned for that?

p.s we gave max mil tech, which worked for some countries but not for others
KillerKlown 8 Feb @ 5:35am 
Nevm just figured it out
KillerKlown 8 Feb @ 5:20am 
We have a small MP lobby and cant seem to get any army reform progress, is there something we are missing?
BERTUS  [author] 27 Jan @ 2:27am 
yes, regarding any bug?
Nunder 26 Jan @ 7:28pm 
Is there any plans to update the Mod?
alexanderyou 31 Aug, 2024 @ 8:22am 
:ojseagull:
Bleasher 14 Jun, 2024 @ 1:37am 
Building macro stopped working after installing the mod, was this an issue before?
Zalox 29 Apr, 2024 @ 10:02am 
Bertus is a noob
BERTUS  [author] 18 Apr, 2024 @ 4:52am 
dev ideas gives a chance to get extra base manpower on deving manpower so if you increase manpower on a province oyu have a % to get 2 instead of 1

mod changes several things, elves included
Seegert 17 Apr, 2024 @ 5:52am 
Does this make any new changes to Elves?
Pillage 15 Apr, 2024 @ 3:04pm 
maybe im understanding it wrong, should it change the city planning modifier directly? for example 20% exrta base manpower should be in the same modifier? or should it do something else?
BERTUS  [author] 10 Apr, 2024 @ 3:33pm 
performance should be good now. about dev ideas not sure what is the issue, should work fine
Pillage 9 Apr, 2024 @ 7:01pm 
I’m having the same issue with development ideas. Kind of a bummer because those were the ideas I was most excited for.
Purple 23 Jan, 2024 @ 8:49am 
Development idea with the planned metropolis doesn't work sadly TnT only the first idea work
Dr.Macari 12 Jan, 2024 @ 7:12pm 
Like @BLUEA said the previous version worked like a charm, with all the nations and decisions. Could you add back on steam?
BERTUS  [author] 1 Jan, 2024 @ 2:37am 
the state stuff is on scripted_functions.
I added some stuff to the mod and I have been working on improving performance, not very successfull indeed
BLUEA 30 Dec, 2023 @ 11:01am 
what happened to the mod , all of hales rahen aetlantir all of them are gone and it runs slow as hell , you also unlisted the anbennar mp 5.0 version which worked , why ?
IExceed/ 8 Oct, 2023 @ 2:56am 
It says "you must own all provinces in the state to full core"? Why is that so and where is the file where I can modify this? (update: its in static_modifiers)
IExceed/ 4 Oct, 2023 @ 10:51am 
Why can't I full core partially controlled states?
Clonepilotz 2 Oct, 2023 @ 4:52pm 
So china and the east is gone gone?
alexanderyou 2 Oct, 2023 @ 7:40am 
Does this have some kind of development decay?
BERTUS  [author] 1 Oct, 2023 @ 6:26am 
decision got removed somehow, now its back in
Maximorax 29 Sep, 2023 @ 6:32am 
Bertus, could you add a way to form anbennar, or just give the color and flag if you own like 80% of it. I really like the color and flag, but with the reform disable, there is no way to look like it.
sGoblin ☂ 17 Sep, 2023 @ 4:58am 
@Maximorax someone said they are organizing a new MP with this mod on habibis discord, starting early October. Check out the anbennar-signup channel there
Maximorax 16 Sep, 2023 @ 10:45am 
Anybody doing multiplayer run with this mod ?
alexanderyou 23 Aug, 2023 @ 8:11am 
The first year is usually really slow, but it picks up after that. It's still a good deal slower than normal anbennar in my experience
Dr.Macari 18 Aug, 2023 @ 2:17pm 
Is it normal to run really slow? I am testing now in single player and it is slow as hell.
Demian 19 Jul, 2023 @ 3:34am 
is it normal that the game runs hella slow on a 2.5k euro pc?
BERTUS  [author] 11 Jul, 2023 @ 1:57pm 
redo the mission, changed some things
Maximorax 10 Jul, 2023 @ 2:33pm 
For some reason when I load a game of Ibevar around 1590, the Best of the Best bonus always get revokee. I am at 100% moon elf and it always leave 1 days after I press unpause.
BERTUS  [author] 4 Jul, 2023 @ 10:10am 
I'll probably remove china. snaping helps but not enough looks like
daveblue 3 Jul, 2023 @ 8:17am 
Between the navigable rivers, tunnels under mountains opening up options, hybrid race armies (love love love) and many others I'm absolutely loving this! The speed is only thing holding it back for me being main Anbennar play, suggestions to speed it up outside removing entire continents with nations on them?
Tachjone 28 Jun, 2023 @ 4:10am 
hey is there a list of sugessted player slots?
BERTUS  [author] 25 Jun, 2023 @ 8:24am 
Ynn is a wasteland, provinces on new world have been reduced. maybe I remove china too.
Faker kk 23 Jun, 2023 @ 5:06pm 
So, is the Ynn valley supposed to be a wasteland, or did I fucked something up?
Gnul 21 Jun, 2023 @ 2:17am 
You can't complete one missions playing as Kobildzan
"Shun the Sheep", so it has 3 areas which need atleast 1 province in these areas to be wool trade good province, and the state "Dragondowns" has 2 fish, pearls and smth else
without 1 wool in this state you can't complete mission
BERTUS  [author] 11 Jun, 2023 @ 8:33am 
I'll update today 2023-06-11
anbenncost mission fixed
performance improved by 65% (hope is enough, I'll keep reviewing performance stuff, back on 1.34 was quite good)
BLUEA 10 Jun, 2023 @ 4:06am 
Can you tell us when it s no longer slow , i feel like crap asking if it s still slow
alexanderyou 8 Jun, 2023 @ 8:17am 
Also, anbenncost's mission that requires plutocratic ideas is impossible, I think it needs to be updated to require republican?
alexanderyou 7 Jun, 2023 @ 6:46pm 
Gotta say I really like the mage spell change to use mana. Thanks for the mod!
BERTUS  [author] 2 Jun, 2023 @ 7:32am 
each base manpower gives 250 manpower, so -100 manpower is 2/5 (40%) malus

corintar mission fixed

version 5.0 is with previous patch and the new version has new features, mechanics, etc
Green_Tea 1 Jun, 2023 @ 3:02pm 
There's a problem with the code that reduced base manpower for elves and the likes as it gives a -100 manpower per 1 base giving a whopping 80% malus that is applied before everything>
the thing is I have found the code and the modifier says 40% malus only.
I rewrote the code and I can send it or just plop it in chatGPT
ermy00 1 Jun, 2023 @ 12:07pm 
Corintar has a bugged mission, The mountain pass, which requires a fort in the serpentsmarck that dont exist