Terra Invicta

Terra Invicta

Earth Development
45 Comments
Kedi 27 Jul @ 2:05pm 
Yay! Thank you a lot!
Hebrux 27 Jul @ 1:23pm 
Thanks!
JEMLPro  [author] 27 Jul @ 12:32pm 
Kedi and Hebrux i just updated the mod, make sure to refresh the mod list and see if there is an update option, hopefully this fixes it.
JEMLPro  [author] 27 Jul @ 12:28pm 
it should have all the new priorities and it should show up immediately after the tech is researched... I'm checking whats up because it all shows up on my end....
Hebrux 27 Jul @ 11:29am 
any chance of an update in the near future for all the new priorities?
Kedi 1 Jul @ 2:13pm 
Hey, i researched a global tech but, its still not showing up
JEMLPro  [author] 27 May @ 7:14am 
oh yea feel free to modify it and learn from it! that's how i learned to mod so i encourage you!

as for the government one it should be under unification efficiency. but for you to find the folder with the mods you right click the game>properties>Installed Files>Browse>(Inside the folder) Mods and just find which ones are enabled or disabled that you want to modify!
Taurom 26 May @ 11:01pm 
I did find the repeatable tech, so there's no problem on that side, but I want to know if there's a way I could modify it (and how) for personal use, so I can add more repeatable techs, like one for government, and also the necessary techs to unlock it.
JEMLPro  [author] 24 May @ 2:34pm 
interesting, ill check that out then! and also let me know if you were able to find the repeatable tech! if not then it might be a mod comparability issue.
Taurom 24 May @ 2:18pm 
Unity Mod Manager, if your's doesn't use it, honestly I think it's the only one in the workshop of this game that doesn't use it.
JEMLPro  [author] 23 May @ 10:13pm 
idk what "UMM" is so it probably doesnt use it xD, for the tech you do need both Global Command Structure and Great nation Techs Taurom! but yea let me know what UMM is xD
Taurom 23 May @ 8:52pm 
How do you make this mod work? Does it uses the UMM? should you get the repeatables from the get go or do you need to research something first?
JEMLPro  [author] 27 Mar @ 9:42pm 
Good news Death! played a few times vanilla and lost every single time, so now I updated the mod because of how frustrated it made me xD let me know of any bugs that show up!
JEMLPro  [author] 17 Mar @ 10:41am 
i did think about it death, but right now I'm on the fence, since we are close to the new proper update to come out of experimental branch i would wait a bit. and secondly i think the devs made some good changes to the investment point system lately so i never saw the need to use my own mod again and thought everyone else didn't need it either.

but again once the new official update is out of experimental ill do my best to update it! but again no promises
Deathdealer 17 Mar @ 9:30am 
Any chance on getting an update for this? Absolutely love this mod.
JEMLPro  [author] 9 Feb, 2024 @ 7:37am 
ahh! okeii that gives me peace of mind, but hope you find the issue!
BrunCarneiro 8 Feb, 2024 @ 6:30am 
Understandable. I turned off the mod, and played some more, and the crash stil happened.So it might not me your fault.
JEMLPro  [author] 6 Feb, 2024 @ 5:30pm 
that is odd Brun... it might be an issue between mods is my guess. but i dont think i can do anything anytime soon if its with the core game, currently in college and my schedule is packed but maybe during summer time i can get around to it, no promises tho
BrunCarneiro 6 Feb, 2024 @ 2:47pm 
Somehow, this mod causes a crash when unifying countries (?). The crash doesn't occur when this mod if offline. Could be some conflict with another. My current modlist is: Unification Po-Based Mk2; NATO; Higher Investment Cap (100K); Higher Max Attribute; and Increased CP Cap.
JEMLPro  [author] 19 Aug, 2023 @ 6:22pm 
yup dart! after researching a global tech it will become available instantly. then the repeatable projects will show up
DartMada 19 Aug, 2023 @ 5:24pm 
how do you use this mod? is it a research thing? Cuz I'm not finding these anywhere
JEMLPro  [author] 11 Jun, 2023 @ 6:13pm 
Initially i did try 1% but the value wouldn't register. so i decided to settle for 2% and a somewhat high cost that doubled in time.
LiptonDI 11 Jun, 2023 @ 2:06pm 
Hi, would it be possible to do a 1% version per research ? To nerf it a bit so that it's not too overpowered please.
Hebrux 28 May, 2023 @ 9:50am 
enjoy your trip!
JEMLPro  [author] 28 May, 2023 @ 8:06am 
thanks for letting me know red! ill check it out once im back home from my trip!
RedPrometheus 28 May, 2023 @ 4:35am 
I think this causes a crash with the latest validation version
Hebrux 30 Mar, 2023 @ 8:07pm 
+1
JEMLPro  [author] 30 Mar, 2023 @ 7:36pm 
ahh ill check that out than! thanks for the code, im currently busy but once i get time during summer ill give it a proper fix!
Hebrux 30 Mar, 2023 @ 6:29pm 
No it doesn't create MC from out of nowhere. It just improves the efficiency of Nation Priority in MC

TIEffectTemplate json:
{
"dataName": "Effect_MissionControlPriorityBonus02",
"instantEffect": "",
"operation": "Additive",
"value": 0.50 ,
"instantRnd": null,
"strValue": "",
"effectTarget": "SourceFaction",
"effectSecondaryTarget": "",
"effectDuration": "permanent",
"stackable": true,
"duration_months": -1,
"initialFactionsStr": [
"",
""
],
"contexts": [
"MissionControlPriority",
""
]
}


I set value to .5 cause I like it better this way >=)
JEMLPro  [author] 30 Mar, 2023 @ 5:15pm 
weird... i thought my mod increased the efficiency of creating new ones... if you made it so tech just makes a MC out of thin air than yea my mod doesn't focus on that xD but thanks for letting me know!
Hebrux 30 Mar, 2023 @ 3:48pm 
You should add a new tech that does this for mission control. I was able to tweak your mod to add this tech, let me know if you need help and I can share what I did =)
JEMLPro  [author] 18 Dec, 2022 @ 8:48pm 
yup! will do Loom!
loomispw 18 Dec, 2022 @ 2:39pm 
Would you be able to update the mod description with what each project is and what it does? Some are obvious but some aren't very clear on what they actually do. Love the mod!
JEMLPro  [author] 25 Nov, 2022 @ 10:55am 
Yes Kai! its just a localization issue i haven't gotten around too! im currently on thanksgiving break and its a quick fix (hopefully) so ill fix it in a bit!
coilysiren 25 Nov, 2022 @ 1:40am 
Seems like there's missing strings for the engineering projects? When this project unlocks, I get this:

> Completion may unlock the following technologies and projects for research:
> TIProjectTemplate.displayName.Project_EcoEfficiency,
> TIProjectTemplate.displayName.Project_WelEfficiency,
> TIProjectTemplate.displayName.Project_KnoEfficiency,
> TIProjectTemplate.displayName.Project_MilEfficiency,
> TIProjectTemplate.displayName.Project_BstEfficiency,
> TIProjectTemplate.displayName.Project_MisEfficiency,
> TIProjectTemplate.displayName.Project_UniEfficiency
I'm InDaSkies 1 Oct, 2022 @ 6:32pm 
Oh okay, I didn't know where they were.
JEMLPro  [author] 1 Oct, 2022 @ 5:11pm 
okeii so the files are up and they do exists on my end when downloading off steam, make sure you look for the Global tech great nations and it should be there for projects. if not try to re install in within the game that fixed it for me!
JEMLPro  [author] 1 Oct, 2022 @ 5:05pm 
oh for reals McLoving? ill double check the files ive uploaded but the new Projects should be after Great Nations when opening the full tech tree. it wont show on the global one
I'm InDaSkies 1 Oct, 2022 @ 2:41pm 
any idea why I don't have additional projects when I use this mod?
Tech Priest 29 Sep, 2022 @ 6:55am 
Thank you alot, also good mod, simple but nice
Phunisher 29 Sep, 2022 @ 4:09am 
@Tech Priest Make sure your saves are uncompressed, open a save in a text editor and look for the following line:

"PavonisInteractive.TerraInvicta.TIEffectsState": [

This part of the save file contains all active effects on every faction. The part you're looking for is:

"ControlPointMaintenance": [

Completing the project that gives +3 control point cap adds this line:

"Effect_ControlPointMaintenanceBonus3",

But you also have this line as valid:

"Effect_ControlPointMaintenanceBonus160",

Athough if I'm correct it only adds +100 and not +160. Remember that every line but the last one ends in a komma, and that this list only exists if a faction has at least one effect of this catagory. You can copy the list from another faction if you want, and as far as I know you can add as many effects as you want to give yourself as high as a control point cap as you want.
JEMLPro  [author] 28 Sep, 2022 @ 9:28pm 
sorry tech priest, idk how to edit save files, and i haven't touched much on control point cap code so i dont want to mess up any files that arent mine, there is mods currently that increase it and other modders that do know how to edit those values sadly im not one of them.
Tech Priest 28 Sep, 2022 @ 8:43pm 
Hi would you happen to know how to increase your control Point Cap by editing the save file
JEMLPro  [author] 28 Sep, 2022 @ 6:44am 
jargon, it shouldn't have any issues with the AI, I'm currently playing with the mod and ill be checking how often the AI uses the project to better develop, hopefully there isn't any issues but the projects are available to them.
CordialVillain 28 Sep, 2022 @ 12:34am 
Is it player only?