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Comment History  (0 - 30 of 128)
Mouzie
Mouzie - - 128 comments @ CWE Mod Version 1.12

Getting spammed with 'Bougainville left the bloc' spams despite Bougainville being a puppet to another nation and not being involved with it. Is this fixed on Github as of 4/26/2021? Also, where do I edit the Educated Level modifier, the pop loss is way, way too harsh. I'm losing like 5-8K pops every day. Edit: Fixed it by giving the country to Papua NG and found the file it's under triggered_modifier under LITERATE NATION section, edit the global_population_growth = section to tweak it. I'll see if I can tweak the numbers to a more reasonable amount.

Edit 2: I've set Educated #s to the following tested with level 9 currently with Aging Population as the Soviet Union in 2006.
Level 4: 0.01
Level 5:-0.005 (Could move to another number, this test is the 'middle ground', could increase literacy speed as the pops are encouraged for higher education at 50% thus lower birthrate at this point until 60%)
Level 6: 0.001
Level 7: -0.001
Level 8: -0.001
Level 9: -0.002
Level 10: 0.001
Results show the Soviet population barely squeaking 20K per month thus simulating a slow or even trend overall. A few tweaks of the numbers can result in even lower though positive numbers. That's a net population of around 250,000 per year.


Good karma+1 vote
Mouzie
Mouzie - - 128 comments @ New Era Mod - Version 1.17

I've been winning wars and kept getting the 'Consequences of War' event which implies that my government lost the war despite winning.

Good karma+1 vote
Mouzie
Mouzie - - 128 comments @ New Era Mod - Version 1.17

Yugoslavia is missing Embrace Bosnians decision due to improper coding delete the #s from the Balkan file to fix. The decision is also doubled space instead of proper single spaced from the previous one making it unable to be read by the game.

Good karma+1 vote
Mouzie
Mouzie - - 128 comments @ CWE Mod Version 1.11

Hey Set, been using the latest Github version as of 11/24/2020. The Soviet Union AI accumulates too many BBs at the start of the game and breaks the Cold War chains usually either crippling the AI through the BBs infamy isolation event tree or outright hot war and breaking apart at the start of the game.
Edit: It's Great Powers getting a large amount of BBs causing a break down of the game quickly. The same happened to the United States and the UK.

Good karma+1 vote
Mouzie
Mouzie - - 128 comments @ CWE Mod Version 1.11

Can you see if you can tweak the mobilization percentages (or tell me where to tweak it myself)? I am testing with North Korea and gain 200%x(the number of brigades) stating that 80%+ of my population can be mobilized. This completely breaks the mobilization pool causing it to instantly shoots to 100% percentage with no added conscripts.

A solution I've found partly works is setting recruited units from 3,000 to 1,000 simulating 1,000 teachers, staffs, etc, etc to create 3,000 soldiers. Not perfect, but does create large mobilized professional forces as intended.

Good karma+1 vote
Mouzie
Mouzie - - 128 comments @ CWE Mod Version 1.11

North Vietnam has localization issues with party names. Is there a unification event for South Vietnam?

Good karma+1 vote
Mouzie
Mouzie - - 128 comments @ CWE Mod Version 1.10

Taiwan Populist Party is not correctly localized.

Good karma+1 vote
Mouzie
Mouzie - - 128 comments @ Victoria 2 Cold War Enhancement Mod

Can you fix the Korean War events? I won the Korean War as North Korea and remained constantly punished by the railroaded events of the Korean War and when I won the event talked about winning against the communists and all that.

Good karma+1 vote
Mouzie
Mouzie - - 128 comments @ Victoria 2 Cold War Enhancement Mod

Bug: When the event popped up having an opposite government than the overlord and asking to keep the current government or distance themselves. The nation in question gets the CB from the distance option instead of the overlord in question.

Good karma+1 vote
Mouzie
Mouzie - - 128 comments @ Victoria 2 Cold War Enhancement Mod

I've done several testings to 'force' assimilation in order to figure it myself. I made a custom national focus with a very high assimilation rate. In every other mods, I've seen what the testing assimilation does it would instantly convert the populaces in month(s). However, the assimilation tester simply failed. A good tester was in Myanmar Yunnan, a single province isolated from the rest of the nearby provinces with a very high Spanish and German populace.

The assimilation rate was beyond necessary and from other mods I would expect to see an immediate jump in my primary culture or even accepted. From the results, I saw no real assimilation despite say 800,000 Germans and having 600,000 Germans converted next month(s), I should get 600,000 Burmese but I never do, the German never assimilated. Therefore, roughly half of my nation are all immigrants.

I have 90% 'high education/literacy' rate, all reforms, democratic, open door immigration, everything needed to increase population and assimilation, but nothing seems to work. While on one hand it's amusing the see a million Americans chilling in the mountains deep in Southeast Asia, on the other hand, it's kind of a bad thing if almost half of my nation are all Europeans constantly demanding a return to the 'German nation' or 'American nation' in the middle of Burma.

Good karma+1 vote
Mouzie
Mouzie - - 128 comments @ Victoria 2 Cold War Enhancement Mod

Something up with the assimilation, while I am getting updates on the current assimilation I am not noticing any changes to the population thus most of my provinces in Myanmar (Burma) are American, German, Spanish, etc despite having high assimilation rates. An example if I have 600,000 Anglo-American and stated that 25,000 will become Burmese in the next month(s) then those 25,000 Anglo-American never does become Burmese and instead the population increases to where I have a province of 1 million+ Americans. I am using the latest Github as of 8/3/2019.

Good karma+1 vote
Mouzie
Mouzie - - 128 comments @ Starship Troopers Doom

A decent mod with potential. I really wanted to dig it. But, I seriously needed more ammo. I can't even get past the Command Center level due to running completely out of ammo and explosives. This is after extremely careful planning using mines, a single grenade, using the barrels as much as I could, and the eight shotgun shells. I've had severe shortages of ammo for the last four levels and barely getting by, the pulse rifle on the 4th level was a godsend and got me through to the 5th level.

I would literally run out of everything by the time I got down the second floor using every means possible to save as much ammo and explosives possible. Even ignoring and trapping bugs in the pit to get the yellow key. I just did not have enough to continue onward the ammo shortages is getting a little ridiculous since the small supply of ammo recovering from zombies is gone. Since the NPCs don't drop ammo, you need to give us more ammo or increase the weapon damage to make up for the lack of ammo drops.

There was a lot of ammo for specific weapons that I couldn't get in the first three levels meaning I had to completely rely on the Morita for 90% of my current game since the levels gave me three of the same gun sharing the same ammo, I did not have a variety to switch, the pulse rifle on level 4 was the only new weapon that did not share ammo, but I did not find any further ammo drops for it forcing me to switch back to the Morita rifle draining my ammo further.

The many Morita rifles also make switching weapons an issue since the Morita with the shotgun attachment is superior in every way to the default rifle and scoped one and on that of that they all shared the same ammo, so what the point in having three and more to switch around when the other two served no real functions since they perform exactly the same just lacking the extra firepower.

Once these issues had been fixed or addressed then the mod would be pretty fantastic.

Good karma+1 vote
Mouzie
Mouzie - - 128 comments @ Victoria 2 Cold War Enhancement Mod

Increasing soldier pops through national focus causes stagnation growth at 2.5%. The population will not increase and stay at around 2.4%-2.5% and will only experience negative growth or very minor growth instead of the slow progressing growth. I am using the largest github version (as of 3/22/2019).

Good karma+1 vote
Mouzie
Mouzie - - 128 comments @ Victoria 2 Cold War Enhancement Mod

Special UN Administrative Regions need a fix. Nations will call them into wars thus sparking the 100 infamy event. As the PRC aiding in the Korean War, both North Korea and the PRC ended up getting over 100 infamy because of Trieste a puppet of the United States which is classified as the UNSAR thus both nations ended up getting dogged piled on.

Also, Mongol should be removed from China or at least add accepted cultures as the Nationalists do. Doesn't make sense for them to accept Mongol but not Cantonese or other regional cultures that are a very strong influence on the Chinese social climate.

Good karma+1 vote
Mouzie
Mouzie - - 128 comments @ Victoria 2 Cold War Enhancement Mod

Nevermind seemed to fix itself.

Good karma+1 vote
Mouzie
Mouzie - - 128 comments @ Victoria 2 Cold War Enhancement Mod

Latest update as of 12/2/2018 has a bug in which 'Democracy has been curtailed!' event would spam over and over.

Good karma+1 vote
Mouzie
Mouzie - - 128 comments @ Victoria 2 Cold War Enhancement Mod

This update has been fixed as of 11/30/2018

Good karma+1 vote
Mouzie
Mouzie - - 128 comments @ Victoria 2 Cold War Enhancement Mod

Latest update as of 11/26/2018 has a serious bug in which the 'Rebel War fix' event would spam over and over making the mod unplayable.

Good karma+1 vote
Mouzie
Mouzie - - 128 comments @ Victoria 2 Cold War Enhancement Mod

Bug: Forcing states with puppets to surrender via chemical threat event causes the puppets to remain in the war forcing the player into an eternal war. Tested this with North Korea and the United States in 1950. The United States peaced out but the puppet of Cuba remained in the war.

Good karma+1 vote
Mouzie
Mouzie - - 128 comments @ Victoria 2 Cold War Enhancement Mod

There's a decision for it when you have a very high socialist upper house and the majority of the citizens are socialists too. You can increase this via the NCO national focus. Communist states over time will have the option to remove communism dictatorship for a socialist republic democracy. However, you don't need to be a socialist democracy you need to have a socialist party in power AND be under Russia sphere OR be Russia. The decision to form CIS is under Russia which must be under a socialist republic (an option during the Fall of the USSR event tree) OR have socialist as the ruling party.

Good karma0 votes
Mouzie
Mouzie - - 128 comments @ Victoria 2 Cold War Enhancement Mod

You should take a look at Switzerland. There's a very gamey system to abuse the Swiss neutrality system. While the game prevents Switzerland from forming alliances. They can and will accept the alliance offer often annoyingly spamming it to me. You can accept their offer of an alliance then call the Swiss to war which I did so as the Soviets during a current hot war game. The result was a catastrophic blow to the NATO capability (or anyone really) who not only took the punishing infamy events like isolation and economic sanction but also at a very high risk of being attacked by third parties as each countries who is at war with Switzerland (a lot) took the 50 infamy points to the face.

Good karma+1 vote
Mouzie
Mouzie - - 128 comments @ Victoria 2 Cold War Enhancement Mod

The warscore needs a serious tweaking as it's extremely frustrating to have a war suddenly end for the AI favor when you're losing when a prolonged guerrilla war can result in a victory though at a heavy cost. It's unfair and makes countries like North Vietnam get creamed easily by the United States. I don't care if the enemy has all my lands except for one province, as long as I can fight then I should be able to have the option to fight not be forced peace.

Good karma+1 vote
Mouzie
Mouzie - - 128 comments @ Victoria 2 Cold War Enhancement Mod

Honestly, I would delete all of the historical states like California, Texas, CSA as the chance of secession is very small and even those in support of it is a very tiny fraction of the populace. Maybe something similar to PDM/HPM where a new United States is formed to counter a dictatorship.

Good karma+1 vote
Mouzie
Mouzie - - 128 comments @ Victoria 2 Cold War Enhancement Mod

So, there's Easter eggs from NWO where can I find/get info from them?

Good karma+1 vote
Mouzie
Mouzie - - 128 comments @ Victoria 2 Cold War Enhancement Mod

The easiest (and only) way is to make a decision/event for said Special Administration Region is removing them from being able to be released then making an event or decision to hand the land over to said entity, for example, giving Hong Kong... well Hong Kong. This transfer of ownership does not remove any cores from the land. If testing does show that it does remove cores then you can simply add cores to the transfer.

You can also force cores on these regions too by making it have pretty much an instant event or a day or so to fire after releasing them to add the cores in through the event.

Good karma+1 vote
Mouzie
Mouzie - - 128 comments @ Victoria 2 Cold War Enhancement Mod

Cyprus has way too much British pops.

Yugoslavia pop was also a little mess up included a fix for the 1946 date, but the 1991 pop were untouched due to the collapse of Yugoslavia: Mediafire.com

The 1946 changes put all of the Balkan pops into specific regional culture and religion as in real life. Yugoslav pops replaced all secularism pops except for the Italian held occupational area. They are a specific cultural group that identified with the state, not a religion.

This means that all Bulgarians, Serbs, Bosniaks, Croats, Albanian, etc are not only culturally different from Yugoslavs, but focus primarily on their religions too. This also means that when Yugoslavia does break away then the new majority religious and cultural rule takes over and Yugoslavs slowly either leave their countries, assimilated, or become a vocal minority for the 'good old days'.

I also reduced the Roma to around 1% of the population as the Romani populace was too large and the total Roma population only reached around 2-3% percent during the time.

Good karma+1 vote
Mouzie
Mouzie - - 128 comments @ Victoria 2 Cold War Enhancement Mod

Bug: The Troubles still fire despite the UK handing over Northern Ireland to Ireland or forming Northern Ireland. Population transfer would also be smart with British pops moving to UK and the Irish staying when handing the province over to Ireland.

Good karma+1 vote
Mouzie
Mouzie - - 128 comments @ The Elder Scrolls: Total War

One of my favorite mod. However, the Empire seems to fall leaving large chunks of the empire for the taking a lot. I see the empire collapsing onto itself like a dying star in the course of many games due to the limited numbers of royal family members. This is especially the case with the Oblivion Crisis, which does make sense, but i'd suggest the Ocato be added to prevent this collapse as he took over (then was killed) causing a civil war in which Medes took over.

Good karma+1 vote
Mouzie
Mouzie - - 128 comments @ Victoria 2 Cold War Enhancement Mod

There's a lot of reforms and political systems that limits assimilation already as well as religious systems designed for Islam for example it's almost impossible for Sunni Arabs to switch to another culture or even religion.

Oppression and other reforms also limits assimilation. The issue isn't assimilation, but population moving. Immigrants that move to a country almost quickly become naturalized culture of accepted or primary culture thus even if you limited Inuit culture from being assimilated the high rates of Anglo or French White will dominate and remove the population as a primary regional group anyway.

This sadly shows the reality, the Inuits and other Native Americans are doomed as their very small population is unable to compete to survive against the much larger Anglo-French population. Even if they are added as an accepted culture through event like in Denmark the population would rapidly become Anglo or French or the population would be squeezed to a sad minority never to dominate or have strong regional culture again.

This shows during the recent removal of Inuit in Denmark that half or more of the natives were assimilated or pushed out by the much larger non-native primary culture. The very same will happen in Canada, but will take a little longer.

Good karma+2 votes