Victoria 3

Victoria 3

Forts & Engineers
142 Comments
---fk--- 27 Jul @ 6:53am 
yes ,you're right
1230james  [author] 24 Jul @ 11:32pm 
The short answer is yes but I'm not particularly interested in adding one to the mod. I'd need to learn how to set up the corresponding script for the new model and I'm already busy with other work.

Not sure if it'd even look good anyways since, as far as I can tell, "generic" buildings (i.e., not special monuments) only coalesce around hubs (cities) on the map, which would be a bit of strange place to put heavy fortifications.
---fk--- 24 Jul @ 9:02pm 
Do you need a 3D model?
1230james  [author] 23 Jul @ 12:27pm 
That's because there isn't a model

Building models are way outside my areas of expertise so I don't intend to add one
---fk--- 23 Jul @ 6:42am 
Hello author, I noticed that after the fortress is built, the corresponding building is not displayed on the map. It would be great if you could create the corresponding building model.
1230james  [author] 20 Jul @ 12:08pm 
The production methods on the barracks were removed in 1.5. The Combat Engineer is a mobilization option now.
hello_moto2901 20 Jul @ 3:01am 
the production methods for fighting against the forts on the barracks arent there as in screenshots
1230james  [author] 18 Jul @ 5:41am 
what?
hello_moto2901 17 Jul @ 4:36pm 
i meant can you the PM dont show on the barracks only the tech and res one
1230james  [author] 17 Jul @ 2:03pm 
I would think so
hello_moto2901 17 Jul @ 12:42pm 
comp with tech and res?
guguguluren 13 Jul @ 9:49pm 
数值太高了
1230james  [author] 12 Jul @ 11:41am 
It's really hard to convince the AI to build new government-funded buildings, unfortunately. Right now we sorta trick it into thinking it's a university by making forts produce a super tiny amount of innovation.

They do have weights to concentrate forts on border states, so given enough time, they should be putting some there. They also have a very large weight on putting them in & around their capital, though, so if they're not building them on borders, then they're probably concentrating them around their capital.
Rambosfire 12 Jul @ 6:22am 
Great mod, but I wish the AI was more proactive in building forts, namely on borders with rivals.
EatTheRich 7 Jul @ 7:33am 
we so back boyz
Littellewis418 #saveTF2 7 Jul @ 6:05am 
finally yea boiiiiii 1.9 time
1230james  [author] 6 Jul @ 6:52pm 
Should be good to go for 1.9 now, thanks for waiting
IamNewb 6 Jul @ 9:27am 
yay!
1230james  [author] 5 Jul @ 9:10pm 
Soon™
EatTheRich 5 Jul @ 8:55pm 
i miss my favourite mod :(
1230james  [author] 5 Jul @ 8:45pm 
That's probably because this mod overwrites the artillery units to make a cosmetic change (it adds the Siege Ability modifier to the artillery units, but this is just for informational purposes & the actual math doesn't care).

They slightly changed how units are defined in script in 1.9 and since this hasn't been updated yet it's gonna be causing problems.

I'll mark it as 1.8 for now.
Zargachi 5 Jul @ 3:52am 
for some reason this mod is blocking any country of recruiting artillery, it removes the barracks usage of artillery, and thus blocking artillery recruitiment
IamNewb 30 Jun @ 9:29pm 
Thank you so much for responding. :steamhappy:
1230james  [author] 30 Jun @ 8:07pm 
As I mentioned below, I work long hours fulltime so I don't get much time to work on this stuff during the work week. I also ended up getting pretty distracted last weekend playing other games so I ended up not getting any modding work done.

I have an extended weekend for July 4 this week so I will try to make an effort to get some good modding work in then. No guarantees that this specific mod will be ready this weekend but I'll try my best.
IamNewb 30 Jun @ 1:55pm 
Do you have a timeline when you think you'll update? I find it hard to play the game without this mod. =(
Vanguard 27 Jun @ 8:26pm 
From what I can tell this seems to functions fine for the most part (there could be errors going on behind the scenes that I'm not noticing) excepting that you need to go into the common\combat_unit_types\FAE_combat_unit_types.txt and add a line (max_manpower = 1000) below each unit otherwise artillery cannot be recruited.

ex.
This...

combat_unit_type_cannon_artillery = {
group = combat_unit_group_artillery

can_build_conscript = {
NOT = {
has_law = law_type:law_peasant_levies
}
}

Needs to be This...

combat_unit_type_cannon_artillery = {
group = combat_unit_group_artillery
max_manpower = 1000
can_build_conscript = {
NOT = {
has_law = law_type:law_peasant_levies
}
}
IamNewb 21 Jun @ 7:09am 
yeah, it blows my mind that there are no forts in the base game. This mod does the game justice! Thanks!
AppoX 21 Jun @ 4:58am 
Great stuff, Victoria 3 should really have this in the base game though.
EatTheRich 19 Jun @ 5:05am 
Thanks for making mods anyways, take your time.
1230james  [author] 15 Jun @ 3:10pm 
(Copypasting this across some of my mods)

Vic3 1.9 will release this coming Tuesday. As with previous major updates, a 1.9 update for this mod may take several weeks or months because I am a solo developer with a full-time job working 10+ hours Monday through Thursday. Progress during the work week will be rather slow, and I have over two dozen mods to check & verify whether anything needs to be changed, and then make any necessary changes.

The upcoming tweaks to certain things like decisions and scripted buttons will mean that more of my mods will be impacted this time around, so it may take quite some time.

Please be patient while I work on updating all of my mods. Thank you!
4Dclover 4 May @ 4:11am 
I translated your great mod into Japanese. Thanks a lot for the awesome work!

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3475547376
1230james  [author] 2 Apr @ 6:43pm 
I should elaborate

FAE only requires the multiline PMs. I am very strongly against the idea of forcing any sort of software to use a dependency that includes features that aren't necessary. The idea is categorically idiotic.

If for whatever reason a user cant or doesnt want to use CMF then they can use MPM because MPM is the smallest dependency available. Discontinuing or disguising that is extremely disingenuous.

And here you come acting like CMF can act like a perfect replacement? What a fucking joke

Yes CMF has the same feature because I let them copy it in, line for line , but you would have to be insane to think this means CMF wholly supersedes it.
1230james  [author] 2 Apr @ 5:52pm 
I'm going to say this nicely

Please fuck off
Sophia 2 Apr @ 5:38pm 
it lists it as a requirement though, it should list CMF with instead and description should be updated
1230james  [author] 1 Apr @ 6:49pm 
You can use either. CMF includes MPM in it.
Sophia 1 Apr @ 6:37pm 
shouldent need multiline porduction framework and should instead need the community modding framework
1230james  [author] 3 Mar @ 4:33pm 
Should be fixed now. Be sure to unsubscribe and resubscribe to the mod to force Steam to download the update. Thanks for the report!
1230james  [author] 3 Mar @ 4:26pm 
Yes it was a typo on my part. What's happening is that some logic that's meant to get the AI to mothball stuff when it'd be appropriate to (since otherwise they're super clueless) is affecting players too because I forgot to add a check to make sure it only acts upon AI countries.

I'll push a fix in a moment.
1230james  [author] 3 Mar @ 4:09pm 
Uhhhh that may or may not be a small but significant typo on my part

I just got home from work; I'll take a quick look after I settle in for the evening
superduck500 3 Mar @ 3:44pm 
my forts keep getting mothballed while the A.I's dont. are their known mod incompatibilities? i have the multi-line mod installed.
1230james  [author] 28 Jan @ 11:50am 
Forgot to mention
@Sir Packet Lossalot - Mod has been updated and the AI will build forts now.

Check the change notes for details
1230james  [author] 28 Jan @ 11:49am 
Should work against landing battles too
ItsFrosty 28 Jan @ 10:59am 
Do Forts affect Naval Invasions or just battles on Fronts?
1230james  [author] 27 Jan @ 9:32am 
The forts have too many production methods and will need a GUI edit to make them look nice without colliding with other screen elements.

You don't need it for functionality, per se, but it might be a little annoying to use without it.
bill21203 27 Jan @ 5:02am 
so in the launcher it keeps saying the forts mod still need multi-line framework to work, should i worry abt it?
1230james  [author] 19 Jan @ 5:25am 
🚂
Lazy Invincible General 18 Jan @ 12:40pm 
also thumbs up for also having railroader :steamthumbsup:
Lazy Invincible General 18 Jan @ 12:39pm 
a dirt way to do it would be to set it to where the AI can only use the mothball PM when not at war I guess as a last resort
1230james  [author] 12 Jan @ 8:25am 
Status update: doing observer run tests. Forts balancing needs to be revisited since it's becoming apparent how defender-biased forts can be in some situations. AI needs to be handheld through using the mothballing PM correctly when it desperately needs money, too.

No ETA no update yet.
Sir Packet Lossalot 11 Jan @ 9:54am 
Awesome that you have found a solution! I am looking forward to use this, please write a comment when you update the mod