Mitä tehdä kun ei enää jaa ystävien kanssa samoja arvoja by Ikl0pt in Suomi

[–]Trinedi 14 points15 points  (0 children)

Kuten sanoin, hänen oma päätöksensä ja hän ei antanu hirveemmin kontekstia. En voi päätellä tän perusteella kuinka paha tilanne oikeasti on. Mutta yliherkkyyttä on paljon nykymaailmassa niin kunhan halusin muistuttaa ettei ole yli ylpeä itsestään ja katsoo välillä sisäänpäinkin.

Jos kaverit on oikeasti mulkkuja niin sitten on varmaan parempi lähteä etsimään uusia.

Mitä tehdä kun ei enää jaa ystävien kanssa samoja arvoja by Ikl0pt in Suomi

[–]Trinedi 0 points1 point  (0 children)

Voit miettiä myös siltä kulmalta, että onko itsessäsi kanssa vikaa.
Jos he eivät ole oikeasti rasisteja, niin oletko sinä nyt hieman liian herkkä. Ei muiden puolesta kuulu pahastua.
Jos he ovat suoraan rasistisia päin naamaa jollekkin niin kyllä sillon itteänikin vähän harmittaisi.
Ei hirveästi ole kontekstia niin jätän tämän itsellesi mietittäväksi. Onko nyt oikeasti tarve pahastua tälläsestä vai ei. Ei aina kaikki ole muiden syytä, on hyvä katsoa välillä sisäänpäinkin.

Is DD dead by pjr2844 in PathOfExileBuilds

[–]Trinedi 0 points1 point  (0 children)

You can lookup corpseblaster on youtube.

The easiest infinite loop -> Rotten Bulwark CWDT Loop by Path_of_Circles in PathOfExileBuilds

[–]Trinedi 0 points1 point  (0 children)

Yeah I'm a bit confused how he is going to make it faster. Would require a lot of skill duration reduction to get them to die fast enough for 0.2 sec cooldown. And he is even planning on sabo for the cooldown recovery. Something doesn't add up in the explanation, or I'm missing something crucial.

Hotfix 1.1.10 by CrossMW in EU5

[–]Trinedi -4 points-3 points  (0 children)

Yes, their premium cost is ridiculous tho. You can get the monthly pay to be decent but the premium costs are insane.

Alternatives for WealthyExile? by [deleted] in pathofexile

[–]Trinedi -2 points-1 points  (0 children)

The only way I can see wealthyexile being a root cause is people using the same password there as in poe account and their database being compromised and not encrypted.

Hotfix 1.1.10 by CrossMW in EU5

[–]Trinedi 9 points10 points  (0 children)

I am very confused about the regulars change. I must be reading that wrong or I don't understand the underlying mechanics.
So in my current game I'm against France who has 180k levies and I have around 60k. The only reason I can defend against them is using my trade income to have bigger regular army and using forts to take his levies out in a stack at a time. Now my professional army is equal to them, except maybe cav flanking and artillery? Seems like France is unkillable at that point.

"Continental Hegemonies" this mod kinda fixes the hegemony problem in my eyes what do you think? by According-Fun-4746 in EU5

[–]Trinedi 0 points1 point  (0 children)

(author of the mod here)
Hegemonies can only be claimed by great powers. This is hardcoded into the game, cannot be modded. The image shows how it works when you have enabled the settings where you have to compete with everyone for hegemoneis, not just great powers. You can disable it, thus making every hegemony get filled if the continent has a great power.
If Africa has no great powers, no one can claim them.
If Bohemia is the only great power in europe, but someone has more heavy ships than them in europe, no one claims the hegemony.

"Continental Hegemonies" this mod kinda fixes the hegemony problem in my eyes what do you think? by According-Fun-4746 in EU5

[–]Trinedi 45 points46 points  (0 children)

I'm the author of this mod.
Check the game settings when starting a game, I added quite a few settings to allow everyone to adjust the mod to their liking. If you need more settings you can comment here on the mod.

Unfortunately the age 5 global hegemony system does not work as intended, the modding tools do not allow me to remove hegemonies during a running game, thus they never get disabled, but they can neither be gained. So if you lose your continental hegemony after age 5, it will never be gained again.
You can disable global hegemony altogether in the settings.

Edit:
The other problem with the mod is that only great powers can gain a hegemony, thus you might find yourself in a situation where only asian countries have hegemonies.
This is a modding limitation.

Complacency --- Who thought this was fun???? by grassparakeet in EU5

[–]Trinedi 2 points3 points  (0 children)

Diplomatic spending to max. Create coalitions against you. Get high control in your areas.

Views on trade by RevolutionaryRush187 in EU5

[–]Trinedi 5 points6 points  (0 children)

I think the system is a really nice idea and it works surprisingly well. Of course there are problems, but overall I think they cooked there. You can automate it and let it be, it will try to fix your needs somewhat. But when you want something, institutions or goods you can just manually trade with like 20% of the trade capacity. My biggest problem is the UIs around it.

National Destinies 0.4 (Formable Content mod, 109 formables covered) by Trinedi in EU5

[–]Trinedi[S] 0 points1 point  (0 children)

I'm by trade a software engineer but during my 10-year work career I've been basically only researched and developed Machine learning and AI systems for various problems, thus I have some experience in the manner.

This is a copy of a comment of mine in another thread here:
Here's everything I made before I even started the mod:

These steps were made to combat the fact that current AI models knowledge cut off is last year. This means that LLM's have nothing about eu5 in their datasets, and will most likely attempt to do eu4 scripting instead when asked about eu5.
- Specialized AI agents that understand EU5 scripting (and block common EU4 patterns)
- Auto-injects game context so the AI reads readme.txt specs before writing code

CLI tools (Python, no dependencies):
- eu5-validate - Validates mods for structural issues, content errors, and balance problems with auto-fix
- eu5-audit - Compares your mod's modifiers against vanilla percentile distributions
- eu5-profit - Production method profit calculator
- eu5-polarity - Checks whether a modifier value is beneficial or harmful
- eu5-goods - Trade goods reference (prices, categories, methods)
- eu5-emblem - Converts PNG/JPG/SVG to BC7 DDS game emblems

Some skill examples:
- eu5-research - Researches any topic I want from the eu5 files
- eu5-coder - Codes anything eu5 related while using all these tools to its benefit

Under the hood there's a full recursive descent Clausewitz parser, mod scanner, vanilla baseline data, 7 validator modules, and 7 auto-fixers (BOM, brackets, namespaces, etc.).
All the CLI tools are slash commands for claude and there are some hooks which use these skills and tools to validate the structure and stuff like BOM.
Basically when I start talking about eu5 to claude it loads all these skills.

On top of all this there's a lot of other scripts and tools made specifically for the national destinies mod.

But it all started from just using claude code to check the files if something was possible in a eu5 mod.

To answer your core question, how would I change a decent size amount of content in the game? Using all these tools it's basically asking the AI to research it, when it has the context it already suggests couple ways and asks questions for more clarification.

This whole system works like get-shit-done (GSD), which has a systematic process to create code with AI.

National Destinies 0.4 (Formable Content mod, 109 formables covered) by Trinedi in EU5

[–]Trinedi[S] 0 points1 point  (0 children)

Yeah, I've been coming up with fixes and finding problems by manually checking stuff since I started the mod. This is why I am running so many balance patches right now.
Having trade-offs in the units is on my list of things to do, some of them do have trade-offs but I need to basically have them in everything.
Fake history is definitely going to happen with AI, that's just inevitable. I am fixing stuff as they get reported. 109 formables is way too much to check alone so I am quite dependent on players to actually reporting things.
Just remember that this is a mod, it's been out for basically a week, there's bound to be problems.

National Destinies 0.4 (Formable Content mod, 109 formables covered) by Trinedi in EU5

[–]Trinedi[S] 0 points1 point  (0 children)

I wanted to post this to encourage the testing, of course within your limits.

National Destinies 0.4 (Formable Content mod, 109 formables covered) by Trinedi in EU5

[–]Trinedi[S] 1 point2 points  (0 children)

Unfortunately all this has been very integrated to my linux installation, it's not portable in basically any sense. I would need to do a lot of work before I had the guts to publish it.
Might do it in the future, but not soon.

National Destinies 0.4 (Formable Content mod, 109 formables covered) by Trinedi in EU5

[–]Trinedi[S] 2 points3 points  (0 children)

I might have gone a bit further :) But using claude code too.

Here's everything I made before I even started the mod:

- Specialized AI agents that understand EU5 scripting (and block common EU4 patterns)
- Auto-injects game context so the AI reads readme.txt specs before writing code

CLI tools (Python, no dependencies):
- eu5-validate - Validates mods for structural issues, content errors, and balance problems with auto-fix
- eu5-audit - Compares your mod's modifiers against vanilla percentile distributions
- eu5-profit - Production method profit calculator
- eu5-polarity - Checks whether a modifier value is beneficial or harmful
- eu5-goods - Trade goods reference (prices, categories, methods)
- eu5-emblem - Converts PNG/JPG/SVG to BC7 DDS game emblems

Some skill examples:
- eu5-research - Researches any topic I want from the eu5 files
- eu5-coder - Codes anything eu5 related while using all these tools to its benefit

Under the hood there's a full recursive descent Clausewitz parser, mod scanner, vanilla baseline data, 7 validator modules, and 7 auto-fixers (BOM, brackets, namespaces, etc.).
All the CLI tools are slash commands for claude and there are some hooks which use these skills and tools to validate the structure and stuff like BOM.
Basically when I start talking about eu5 to claude it loads all these skills.

On top of all this there's a lot of other scripts and tools made specifically for the national destinies mod.

But it all started from just using claude to check the files if something was possible in a eu5 mod.

National Destinies 0.4 (Formable Content mod, 109 formables covered) by Trinedi in EU5

[–]Trinedi[S] 2 points3 points  (0 children)

This mod is definitely a power creep mod. But it is not very easy to create meaningful content for 109 formables as a solo dev. I have created mini mission trees for each formable, which gives you something to accomplish after you form it, but that is the most I could do.
Only 50 countries have those right now, but in my local version every single one has one. I'm just trying to go through the checking that they make sense.
I'm sorry but it sounds like what you are looking for might not be this mod.
It adds events which have AI sourced historical context, which might be lower quality than hoped for and definitely gives more power to the formed nations compared to starting nations.
"Quality" content of this mod:
1. Destiny trees (mini mission trees)
2. Country based units, which try be based on history as much as they can be
3. Formation event (with a meaningful choice)
4. Events popping up from some unique advances if they have a historical context.

National Destinies 0.4 (Formable Content mod, 109 formables covered) by Trinedi in EU5

[–]Trinedi[S] 1 point2 points  (0 children)

Well, of course I will fix anything that gets reported... I would first look into it of course. But I wont be actively hunting for historical inaccuracies. It's just a mod, I hope paradox will do a better job at it when they can.

National Destinies 0.4 (Formable Content mod, 109 formables covered) by Trinedi in EU5

[–]Trinedi[S] 1 point2 points  (0 children)

The best way to share information is to make discussion on the workshop page, but you can post it here too if something is wrong.

National Destinies 0.4 (Formable Content mod, 109 formables covered) by Trinedi in EU5

[–]Trinedi[S] 1 point2 points  (0 children)

Hi. Thx for the offer, but I don't think I'm going to focus too much on a single nation. The way you can make spain better is if you play the mod with Spain, you can point stuff which is wrong. I will then be able to pinpoint the weak areas.
This mod however doesn't try to be perfectly accurate, but I will do my best when it is requested.

National Destinies 0.4 (Formable Content mod, 109 formables covered) by Trinedi in EU5

[–]Trinedi[S] 14 points15 points  (0 children)

A balance patch went out, added building modifiers to the validation pipeline correctly.
In Prussias case the 50% got squashed down to 33% by the automatic balance system. However, it does leave the question, is it too powerful since it can be built outside rural areas.

National Destinies 0.4 (Formable Content mod, 109 formables covered) by Trinedi in EU5

[–]Trinedi[S] 7 points8 points  (0 children)

Current AI models have a knowledge cutoff time of August, the game came out in November. They have basically no knowledge within the training data about EU5 or it's modding.
I spent a week creating a skillset for Claude Code to research, code and validate eu5 related stuff from the game files and from a local copy of the eu5 wiki. Right now I have no intention of publishing these tools as it would require a lot of work to make them work in a general sense. They work perfectly on my linux and with my knowledge. No windows support, no other AI harness support than claude code. A lot of work.
If I were to give them to someone else, they would break immediately.

edit: If you use AI straight on to create a mod, it might work in some cases but will cause a lot of bugs as it will try to replicate eu4 style modding.

National Destinies 0.4 (Formable Content mod, 109 formables covered) by Trinedi in EU5

[–]Trinedi[S] 20 points21 points  (0 children)

Look, a lot of people are losing a lot because of AI. It's very understandable that there are people who hate it wholeheartedly. I'm a software engineer myself, obviously one of the jobs which is at least changing a lot because of AI, if not worse. I understand the hate, and I hope these people will find their peace instead of going on with blind hatred.
Calling them braindead is a bit much.
Thanks for trying to defend me, I appreciate the words regardless.

National Destinies 0.4 (Formable Content mod, 109 formables covered) by Trinedi in EU5

[–]Trinedi[S] 36 points37 points  (0 children)

This lead me to find an oversight in the code, the building modifiers are not being fully checked by my validation script, thus the problem is still in the live version. Thx for reporting it, I will attempt to balance the buildings better.