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Here's a screenshot of me working on the mod right now: I.imgur.com
Progress slowed down because I found out that AI guarantees (something that is impossible to check for in the game code) were causing coalitions to fall apart and maybe also crashes, idk, something is causing crashing that I need to try and isolate. The fix pictured above is something extremely complicated BUT should stop countries from actually having guarantees on insurgencies, something that seems to be mucking everything up. Hopefully with this done + reduced crashing, I can start making real progress again
Yessir, we have a pre-alpha right now. Rewriting events in order to gain performance and stability. After that's done we're moving to a first release
Thank you so much for this long and insightful comment. I'm basically right now focusing on getting a release build of COTE ready so I haven't touched MOTE enhanced. But your comment made me think of how I could actually make 2.0 take place in the napoleonic era. I've been brainstorming a lot and basically the main issue is how to handle fundamental core aspects of the game. If we have the start date in 1830, it'll play like a more fast-paced and less in-depth victoria 2, and it will be easy to have static limits for certain countries. But in 1805, or even before, the whole map is in flux, and it doesn't make sense to restrict a country's maximum size. For example, think about France with territories dotted around Germany.
I'm actually thinking 2.0 might be a mix between a Europa Universalis emulation and some Vicky2 features. The great news is that after spending so much time refining COTE, I've gotten extremely advanced in March of the Eagles modding. I can now do extremely crazy and in-depth things such as IF emulation or event "stacking" to increase performance and therefore stability (both are linked). So this means that I'm getting to the point where nothing is "too difficult" to implement, either it's possible and I can put it in or it's just not possible due to game engine limitations.
Anyways, for the mix between EU3 and Vicky2, I mean that it would be immensely easier just to rely on Europa Universalis emulation, which means less scripting and rigidity and more possible bordergore but sandbox elements. Countries can expand freely, the rebel system will be ported over from EU, meaning peasant rebels, nationalists, patriots and whatnot.... HOWEVER I will also implement the duality of revolutionary vs counter-revolutionary governments, which means civil wars and revolutions will be in here in full force. Let's move on to your points:
-Spheres of influence: Can only happen through the AI encouraging countries to join their faction. Maybe I will restrict the amount of great powers to make the AI act more appropriately and try to sphere countries correctly
-Fund revolutions: Yes, for sure. It won't be on a province level but it can be on a country level for sure. I.e, if there is a country that is not related to you or has less than x relationship with you, you can destabilize it in exchange for manpower or something. (Remember, manpower is key, not abstracted values or cash, as these can be cheesed, but manpower is always extremely valuable for human players)
-Diplomatic reputation can be directly correlated to prestige, so this is trivial to implement and probably would be implemented in any EU port
-Backing rebellions directly is a bit more tricky. I guess you could have a convoluted event system when rebellions ocurred and great powers could choose to support them, but this becomes more like a crisis system from Vic2
-Victory conditions: Yeah, I think I will restrict great powers and make it more analogous to vanilla ONLY to improve AI performance
Let me know your thoughts!
Hey there, I recommend not installing it for now, there's going to be a new mod coming out that's much better. But if you want to try this mod for yourself, just use WinRAR to unzip and then drag everything into your "mod" folder inside the main game directory
Hi there. Conflict of the Eagles creator here. I just wanted to say thank you. Without cross-referencing your work in mapping out north america, COTE2.0 would never have been possible.
Maybe one day I will truly honor the legacy of this mod by creating a north america map and doing something like the 1860 civil war mod, or a fictional future civil war mod
It'll come out here. I'll just upload a new version and keep the MOTE Enhanced name.
Might take a while though, peep my "Conflict of the Eagles" mod to see why ;^)
This mod is on the verge of being revived. New map built from scratch for MONTHS, just finished today. Need some help to automate a history file script and then it's on to country creation, and then basic scripting.
Yessir, but it was just a test mod basically. Nothing of value was lost when development stopped here
A completely new version of Mote: Enhanced is being worked on as of now! It will have a bigger map, remove the instability and bugginess and have more straightforward methods of creating civil wars and revolutions. (This new versions will have all country flags created from scratch)
While I was creating this mod, for some reason the program I was using flipped a lot of flags upside down. The new method I use to create flags is 100% guaranteed not to randomly flip flag files
You need WinRAR to extract the files to your mod folder :)
A completely new version of Mote: Enhanced is being worked on as of now! It will have a bigger map, remove the instability and bugginess and have more straightforward methods of creating civil wars and revolutions.
An 1812 campaign unfortunately may or may not be possible but I don't think the next version of MOTE Enhanced will have an 1812 campaign. It may only have an 1830 start for simplicity's sake
So basically I think you probably entered a command into the console saying "tag = BOH". Well, that's not going to work correctly. The AI is still thinking it's playing as BOH. So basically, release the country, save and quit, and reload as Bohemia. :)
Go to the "events" folder, find the file called "RefreshEvents", you need to keep the "mean_time_to_happen" as low as possible, unfortunately for some people a very low value crashes the game. Try values of 2, 3, 4, and 5 until the crash disappears. For one person, he had to set it at 14. Make sure you don't set it too high or else strange things will start happening :(
Does it consistently crash at the same time?
Unfortunately development on this mod has slowed down now that a stable release is out, I'm focusing development efforts on a new mod that aims to take all of the features in this mod, flesh them out, expand them and bring them to the modern day. Therefore, it's unlikely that there will be any new units added into Enhanced... but in the new mod, definitely!
My apologies, the base map was enhanced on satellite data which obviously have all modern landmasses. As a bonus, however, you do get Greek islands and a correct representation of Great Britain
Great question, but this I do not know. I've only seen AI frame for coups, and the only thing it does is lower relations. There's no actual coups happening in the base game, all that is third-party magic made by the mod itself
I believe this one will open as a .rar, you'll need a program with the ability to open a .rar file in order to extract the mod file and folder
All countries will have randomized leaders with specific cultural names in the upcoming v1.3 release. Sorry about the confusion!
It's no glitch, it's just because I didn't have time to go replace leaders in the new start date. I will try to go and actually replace the monarchs with the correct names in a future update. Indeed you're right, Napoleon shouldn't be there at all.
As for the French Republic, well, every country has two tags- Republic and Monarchy. Since the French Republic had deposed the Monarchy and Napoleon was using the flag from the French Republic and technically the country was the same, I just shoehorned it into the French Republic. Unfortunately there's no dynamic way to change country names or else we'd be in business, alas...
Fixed and will be reflected in next update!
Hey Hokki, just letting you know that I've added a bunch of truce timers to both dates and that lets all countries build up their armies first before launching into long drawn-out wars. Looks like it actually is working pretty well, and hopefully that removes some of the craziness and instability that happens, especially in 1805. The updates will be in the next release. Thanks again!
I really wish there was a way to easily find province ids, but there's no debug provid like in other titles as far as I can see. The best you can do is typing in random numbers in the "find province" box and it will tell you the province name for those numbers
Huh, that's strange but not unheard of. I know PDX games can have completely different outcomes of the framerate of the PCs are different. On my craptop, it seems that there's less action that happens in general, maybe you have a more powerful or less powerful computer than I do that is making these weird things happen.
I've only seen Prussia going republic a couple of times when they've been completely trounced in a massive war and then a civil war kicks off literally right afterwards. Are these things happening right after 1830, or is it taking some time?
Hey! Thanks for the feedback, honestly. The more the better, so feel free.
Are you noticing this in the 1805 or 1830 start? I'm noticing the 1805 start always ends up with a long Ottoman-Habsburg-Sweden war that lasts until all countries are crippled with war exhaustion and then all hell breaks loose with rebels, which doesn't happen in the 1830 start. That must mean that the AI's feathers are getting ruffled due to the situation with France steamrolling Western Europe.
I will throw in some truce timers for these countries, but that's really a kick-the-can-down-the-road solution. I might need to program some flavour events that, in some narrow situations, force the AI to peace out of pointless wars when War Exhaustion is high. Let me know what you think
Hello hokki! Thanks for your comment. From my playtesting, it looks as though countries like Russia, Ottomans and Habsburgs seem to disintegrate pretty easily while basically most other countries never see much rebellion ever. Is this accurate from your observations? I'm planning to add some dynamic events a-la "time of troubles" for other nations in order to spice up the game. Please let me know what you think
You'll have to change the prov type in climates.txt to remove it from the wasteland section. After that you'll have to add it into a city_connection.txt to make sure it can change hands effectively. That's the problem with MOTE, unless you make every province a city you won't be able to easily have provinces change hands like that