1399-1899. 95%+ of vanilla is improved. Whole world changes with a dynamic, non-deterministic structure. more than 4 years of development with the same Mod founder (Darken). Historical starts, Truth in history, Optional cheats, Nation creation aids/improvements, Rebellion Improvements (makes much more sense and plausibility), More Nations, Vanilla Fixes and improvements, Extensive Game Balancing, New events, New Graphics, New religions, New Trade Goods, Custom in-game settings, Improved dynamic EU3 feeling, New provinces, less wasteland, Complete MP or SP compatibility, 100% vanilla events improved, New missions, New decisions, New Spy missions, Overhauled Navy, Less Annoyance, Much Better AI, More difficulty levels, Idea tech slider, Includes other mods, Vast amounts of cross referencing between events, missions, and decisions. This list could go on for a long time.

Post news Report RSS New Version Terra Nova 14115 for Paradox EU3 DW 5.2

New version of Terra Nova released. Contains mainly bug fixes.

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1) Added new event and localization to warn player of any tag changes world wide and to save, quit, and reload.

2) Western Influences modifier now gives positive tech investments rather than negative.

3) Added safeguards to various events to insure that faction influence effects only happened to countries with factions ( currently only MNG ). Thanks to freaka666 for his assistance relating to this in the quick modding questions thread on the Paradox forum.

4) Factions are now removed from MNG when QIN is formed to prevent possible CTD.

5) Achievements button removed from menu to match final DW patch.

6) SPI can no longer be formed with ITA exists as historically SPI and ITA were the same.

7) AI SPI and SAR lose cores when ITA formed.

8) When GER is formed AI SWI no longer loses cores as SWI is historically separate from GER.

9) When RUS is formed AI MUR, NZH, and RYA now lose cores.

10) Reworked the base code used for core removal in TN Nations as the games own debug said it was invalid. Simplified to be:

any_country = { limit = { tag = CRT ai = yes } country_event = 23923 }

instead of the old:

random_owned = { owner = { limit = { CRT = { ai = yes } } CRT = { country_event = 23923 } } }

which seemed strange when using random_owned in a country event. Both the game debug and validator have no issues with the new code.

11) TN Rebels.txt put # infront of code for tag TAR as the game debug insisted TAR is not a valid tag in this one file only. Code was the same as for all the other tags but kept being flaged as in error. Suspect the letter combination of TAR is not valid and yet the game debug does not object to TAR else where. Could rename TAR to PUR but would effect save game compatibilty so left as TAR but simply removed from this one file.

12) common\factions.txt The game debug says the following are not valid for this file:

trade_tech_cost_modifier
production_tech_cost_modifier
government_tech_cost_modifier
naval_tech_cost_modifier

I moved the above items to triggered modifiers. Thanks to freaka666 for his assistance relating to this in the quick modding questions thread on the Paradox forum.

13) triggered modifiers - papal_bad_heretic - replaced

crusade_target = {
capital_scope = {
owned_by = THIS
}
}

with

is_crusade_target = yes

Thanks to freaka666 for his assistance relating to this in the quick modding questions thread on the Paradox forum.

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