STEAM GROUP
leion247 Modding leion Mods
STEAM GROUP
leion247 Modding leion Mods
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Founded
19 August, 2015
Language
English
Location
United States 
699 Comments
leion247 28 May, 2023 @ 9:54am 
It has been a very long time since the last post in this dev diary style comment section. Due to the outdated and limited nature of Steam Groups, I've generally stopped using this for keeping track of progress and expressing it outwards. For the one mod that it was still important to do so, and continued to have consistent development, CG, there has been a discord to fulfill this purpose in a much better manner.

As of this moment, I'm working on a new discord separate from CG that'll be used as the replacement for this Steam Group. All comments and announcements will be archived on there for ease of access. Once it is finished, it'll be announced here, and all future announcement posts will be done on there. Leaving this Steam Group as a backup for the archived data on the Steam Group.
leion247 21 Aug, 2019 @ 8:29pm 
I've made more fixes for this coming update. There are enough that I feel I can upload the changes, and be confident that it'll fix many of the major issues I didn't notice where present. Like government custom names like Grand Union weren't showing up. I won't be uploading tonight though. Now that I have a computer with 1080p image resolution, I'm gonna capture new screenshot images for the mod with better resolution before updating.
leion247 19 Aug, 2019 @ 10:27pm 
It's been a while. I'm currently making a bug fixing update for Code Geass. The mod actually has many issues I didn't realize were there before. Some of which are kinda big issues. Such as the development campaign decisions not requiring you have all the provinces in the areas/regions. There are also many modifier related issues where they don't work because of broken structure or wrong usage. The biggest issue being that when a Britannian ruler died without an heir, they would be replaced with a Lancaster. I'm not done yet with this update, but I want to make sure I find more issues and fix them before updating it.
leion247 10 Oct, 2018 @ 6:10pm 
I've fixed all the trade centers in CG. Along with other minor fixes I came across. Right now I'm waiting for Scott to answer a minor question about a new addition for this update. If he doesn't answer by tomorrow, I'm just gonna update the mod without the changes I am asking about.
leion247 6 Oct, 2018 @ 1:54am 
I've finished the Britannian flag. I've uploaded it to Scott for his opinion, but I have no doubts he'll think it's fine the way it is. Once I have approval of it, I'll upload the image onto Wikia and use it ingame as the new Britannian flag. A much more accurate and color correct flag.
leion247 5 Oct, 2018 @ 1:31am 
1) The patch for Code Geass has gone nicely. While I wait for Scott to be free for a minor talk on a couple important areas, I'm working on the recreation of the Britannian flag. Most likely don't realize this, but the Britannian flag doesn't have an official version with a consistent design. Every version of it has parts that are slightly off and it isn't perfect, so I'm recreating it with the best reference image and what I believe to be the official design generally speaking. I've gotten most of the lining done now. After that I'll be coloring it in with what I've find to be the correct colors, and show it to Scott for a second opinion.
leion247 5 Oct, 2018 @ 1:30am 
2) Besides the flag, I've made a few changes in this upcoming patch. I've fixed all decision and event related government/reform references, so they should all work correctly from this patch forward. I've also fixed the age interface, as it broke in the 1.26 update and I failed to see it. Turkey will now have the correct capital. I must say I am embarrassed that I've had Istanbul as their capital, when it isn't at all. The Territory vs Max States penalty effect will not be effectively impossible to gain, as it would cause many problems with the general idea of the mod. After all that a new global event has been added called Wave of Nationalism. Causing the EU and the Ottomans to lose one stability and a modifier increasing unrest by 1 for 20 years. Along with giving every western country that is a subject 30 liberty desire. Any other effects of the event are to be discussed later.
leion247 30 Sep, 2018 @ 6:48pm 
I've changed around some of the EU subject type settings and set up a Chinese Federation similar in form to the EU. Allowing for more interesting gameplay around 1900 in Asia. Along with invites to allow the Chinese to grow somewhat from the get go. Allowing it to truly be a Federation. The requirements to form the CHF have changed somewhat to make it less military powerful by not being industrialized by 1900 if you don't work for it. Also, there will now be a modifier slowing the spread of institutions and increasing their cost for West, Central, and Eastern African tech countries. Making them more slowly develop technologically and create a bigger divide between Africa and Western nations. They can remove the modifier if they develop enough in tech and institutions.
leion247 30 Sep, 2018 @ 2:43am 
I've started another update for CG. Mostly just smaller changes like fixes for minor government related things I missed the first time around. Along with adding a few extra space program events I thought up a little bit ago. I've even gotten around to added descriptions to the Free Trade ideas and Protectionist ideas. The changes will be seen in the 1.27 update I'll be working on when it comes out. Updating to 1.27 should it quicker then 1.26 since there are primarly minor changes and nothing that fundamentally changes the game.
leion247 19 Sep, 2018 @ 9:55pm 
I got back to work on CG now that I think I might know how to work with the new government system. Once I've finished setting it up and updating the other parts I'm going to have a Beta up exclusively on my Discord for CG. If you join it (link on the mod page) you can download it and use it. The reason it'll be on there is for easier communication about problems, and hopefully quickly finding bugs before the offical update since 1.26 was such a big change to fundamental features. The Beta should be up in a few days.
leion247 28 Aug, 2018 @ 11:08am 
1) Yesterday and today I've done some tweaking in Code Geass. I've fixed the Means of Production objective and added coal to the Resource Control objective. Several of the Napoleon's Coup events had minor problems. Mostly that after leaving, Spain and others sometimes offered alliances right after, when they should dislike the EU. Along with two of the events not firing. The decision restructuring forts has been minorly changed. It now gives better forts, which should also increase the debt the EU is still in when they are finished. The reason I'd consider making it larger is that the debt isn't big enough for it to be problematic.
leion247 28 Aug, 2018 @ 11:08am 
2) As after embracing industrialization, it would only be a 8 duct deficit, so it was very easy to overcome. I've added a few loading screens to replace the base game loading screens that were still around. The admin power increase from the Computer Aided Administration ability didn't work for Republics, but I've made a work around where rulers will get that admin increase via hidden event. It only happens once per ruler, so it shouldn't increase their admin ability more than once. I’m figuring out what else I need to change before the end of the week, which is when I wanna get this update out.
leion247 28 Jul, 2018 @ 8:26pm 
1)I got a lot more done today. The update is almost ready for uploading. I just have a few things I wanna run by scott first before I upload it.

Also, I mentioned an EU opinion modifier yesterday. That was a minor mistake. I realized it this morning when I was testing it, but the EU already had an opinion modifier with all it's subjects. The system I created yesterday was a bit over complicated and completely unnecessary, as I forgot that by just being a EU Member subject type, you get the opinion modifier.
leion247 28 Jul, 2018 @ 8:26pm 
2) About the changes I made today, I’ve added quite a bit. I fixed the debt problem China is in at the start, which I didn’t realized it was in until I looked at them. I also added shipyards to China, EIC, HBE, and RUB to give them more ships, as they should’ve had many more then they started with previously. I’ve also assigned the seats for the Rhine confederation, as none of them were previously. The EU now gets a +1 naval force limit increase per EU Member it has. The Ching family has been renamed to the correct dynasty of Jiang and the first name of the starting monarch was changed to Chengjin.
leion247 28 Jul, 2018 @ 8:26pm 
3) Manufactories have been completely overhauled concerning placement. Now the manufactories that increase industrialism have been changed from spread out in Europe to concentrated in Britain, France, and Germany. Mostly being textiles, as they were the industry to make the most use of machinery. The HBE will now start with a few more industrialization provinces. Other buildings have been added to HBE, RUB, HDS, EIC, and EUN. Other minor changes and fixes have been made as well, but you can see those when the change notes come out.
leion247 27 Jul, 2018 @ 10:11pm 
I haven't been feeling well today and yesterday, which is why I haven't posted any progress. I did get something done tonight though. I added the Britannian harem event and the opinion modifer EU members get towards the EU. I still have more to get done before the update, but I hope it's worth it in the end.
leion247 25 Jul, 2018 @ 7:01pm 
1) Several events have been tied directly to the Napoleon's Coup event. They involve Spain, Italy, and Naples. There is now a decision for the EUN to abandon most of their forts in favor of constructing new forts in better locations. It takes about a year to build them and leaves you vulnerable for that entire period of time, the main benefit being that fort maintenance gets cut in half with relatively equal coverage. The Netherland's/Italy's Request events now require them to be subjects to the EU.
leion247 25 Jul, 2018 @ 7:01pm 
2) The second Britannian Monarchy now gives the benefit were every monarch will at least of 3 military power. An event now popes up at the start of the game asking if you want to include Rule Britannia content in your play through. Obviously that'll only appear for people with Rule Britannia. The wooden wall naval doctrine is now available for any country in the British culture group like it should be. Britannia can now use a Campaign Against the Natives decision giving them a modifier for cheaper cores while fighting against the natives. Britannia now gets an event similar to the Xiaoren? event for China. Allowing them to change their low quality heir for a better one.
leion247 24 Jul, 2018 @ 6:56pm 
Today CynicViper helped in a large way with many of the changes. The changes we've made so far are; adding seperate modifers for the AI version of the EU to help prevent collapse, fixed a large number of bugs, overhauled the EIC and Netherland, recolonized many new provinces, made the province development and culture change events for Britannia to be hidden, made several religions harmonized for Han in the beginning, and added a event removing the cores in the British Isles after 50 years of the game start.
leion247 20 Jul, 2018 @ 7:36pm 
I've restructured the new missions again in a better layout and a more expansive set of objectives. I likely won't have all of the ideas I want done for the update, but the most important ones will be. Reclaiming Western Romes former glory will be more difficult then it used to be, and be more fulfilling.
leion247 20 Jul, 2018 @ 12:03am 
It's been a while since I've done anything EU4. Mostly because of lack of motivation and a general feeling that most of my mods on it are in a good place in their development. I have however been making an update for Rome today. That mission system some people have been wanting is being worked on right now. I don't know how much I'll have it developed, but I have one path in progress involving nine connected missions. I've also restructured the cultures so they are more accurate.
leion247 12 May, 2018 @ 10:23pm 
I've finished the mods modifying a few ascension perks and orbital bombardment. I'll release them once I finish the mod effectively overhauling ethics and policies.
leion247 10 May, 2018 @ 10:36pm 
I've been spending some time fixing up and correcting some stuff in the 1.9 mods for Stellaris, and even added some things. Now I'm preparing the creation of three new mods for 1.9. The three new ones will changes areas in bombardment, ascension perks, and ethics and policies. They should be enchaning and changing those areas to be better then they currently are.
leion247 7 May, 2018 @ 6:05pm 
I've decided that I'll be ending support for mods past Stellaris 1.9. Any mods for 2.0 will now stay in 2.0. I'll be focusing on making mods for 1.9. I will be updating the mods currently for 2.0 with a new preview picture with 2.0 in the top right corner. There should be an announcement about it later today.
leion247 30 Apr, 2018 @ 4:37pm 
Any mods I make for Stellaris will only be available for 1.9, as it's the best version of the game and I do not want to work with the newest version. However mods already being updated for the newest version will continue to be updated.
leion247 30 Apr, 2018 @ 4:35pm 
I've been working on two new Stellaris mods I think are awesome and in some cases, necessary. One adds more traits for robots/machines. Such as one that increases build speed by 50% at the cost of 2 trait points. Along with adding some more negatives that give -2 trait points to give more options. The other adds a couple more solar system options to choose from. They can't be spawned on a random empire as far as I'm aware, as they shouldn't. The player can switch to them from the planet name and class view when making an empire. The current three options are a system with a 20-25 tile planet, a system with two 20-25 tile planets, and a system with a 20-25 tile machine world for robot civs. The systems are partially random so they are different each go. Some things will stay the same though, because of the asteroid belt. Other then the size of the homeworld, they don't have any other determined effects, so they shouldn't be OP.
leion247 9 Apr, 2018 @ 8:56am 
For Furverlance, I've finished all the unique names for the primary culture and country history file. Such as monarch and leader names. I'll just need to do Vilish and the othe one and it'll all be finished.
leion247 7 Apr, 2018 @ 7:45am 
While waiting for Scott to feel better and for us to talk at some point. I've converted all decisions with required provinces to have them highlighted. Besides that, I've started creating new names for Furverlance provinces and culture names. They should be done by today if I can keep up the pace. The leader, ruler, and other names will take a bit longer though.
leion247 3 Apr, 2018 @ 8:49am 
I've found a picture for the Protectionist ideas and reused the Trade ideas picture for the Free Trade ideas. The effects and names have been put in, so now they just need descriptions for each idea. The Protectionism vs Free Trade objective now used these two new idea groups for the objective instead of Economic and Trade ideas. Trade ideas has been removed since the Free Trade ideas are exactly that, but regaurding the Enlightenment version.
leion247 1 Apr, 2018 @ 3:50am 
Scott and I starting talking yesterday afternoon about an update for CG. It'll include making use of the Anglican religion that was added for Britannia and adding the two idea groups that took forever to make. Along with adding at least one mission system if possible. I'll also be making use of the province highlighting feature that was added in 1.25. Concerning the addition of Anglican into the mod, because it's a DLC feature, we've thought of a way to have the features still be used if you have the DLC, but also not require them for the mod. An event will pop up at start asking if you want to use the DLC features, which would make changes to provinces and the state religion of Britannia.
leion247 21 Mar, 2018 @ 8:11pm 
So I've figured out what they did, but not how they did it yet. What they did was remove the manufactory icons and put them all into one button. So if you wanted to place a farm estate or weapons factory, you'd just need to press one button. Now I just need to figure out how to add my manufactory to that button and fix the other custom buildings. It's such a weird change.
leion247 21 Mar, 2018 @ 8:06pm 
I've gotten most of the CG mod updated, but it seems they have done something to the manufactory setup. The code isn't obvious and they didn't mention anything in the patch saying how it's changed. All I know is that the furnace is added, but the other manufactories were removed in the interface code, but still exist some how? Basicly non of the manufactories or custom buildings are appearing correctly, so it's gonna take some extra time to sort out this issue. After that I still have the new provinces to integrate, which shouldn't take too long.
leion247 19 Mar, 2018 @ 6:20pm 
Tomorrow, the new update for EU4 comes out. I'll be working to update all my mods for it, but it'll take time as usual. Expect most of them to be done in one day.
leion247 24 Feb, 2018 @ 1:43pm 
I've almost finished the update for Furverlance. New events and decisions have been created, along with their many parts. I'll be testing to make sure everything appears properly once done, then update the mod. After that, the only things left will be factions for the second republic and names for the cultures in the custom culture group. Not that it doesn't already have names, but the current one's are just place holders from several different cultures.
leion247 22 Feb, 2018 @ 10:09pm 
I finished all the faction symbols and coding. I will be finishing the decisions and adding two events before I update Furverlance. It'll be much closer to being fully overhauled once this update comes out. After which, there will need to be the new factions for the second republic and the names for the cultures.
leion247 22 Feb, 2018 @ 1:18pm 
I've finished the monarchist symbol and same with the burghers symbol. Now I just need in think of what the Republican symbol would look like and create that. But before I start that process, I'll be updating the Stellaris mods, as the new update came out today. There should be an announcement about it later.
leion247 20 Feb, 2018 @ 9:53pm 
I'm in the process of making the symbols for the first Furvish Republic's factions. The monarchists symbol is almost done, then the economic and Republicn factions will be next. I imagine those two will have faster creation processes.
leion247 19 Feb, 2018 @ 1:50pm 
I finished setting unique names for provinces held by Furverlance and Oitsil. Along with adding several important decisions and modifiers related to the countries history. I'll be starting on the new factions for the first Furvish Republic soon.
leion247 17 Feb, 2018 @ 8:39am 
I've started work on a revamp update for Furverlance. I've so far completely replaced most of the fundamental parts of the mod. Including the national ideas, provinces, and so on. It won't be complete when I update it, but it will be a solid update.
leion247 27 Jan, 2018 @ 3:17pm 
Scott and I have made an agreement that it's time to end any serious development with the Code Geass mod. Any major updates won't be created, but it will be updated to the game version and base game features implemented. Just any major or serious changes are not planned or garrenteed until the third season of Code Geass, or an update to the game. Minor updates are still possible, and will likely continue to some degree. The same goes to all other mods.
leion247 27 Jan, 2018 @ 11:28am 
I bought a new mouse and will be putting the new computer on hold because of financial reasons. My internship will be ending Tuesday, so I'll have some time between then and getting a real job for some modding. For now though, I'll probably be doing some smaller updates on different mods. Fixing or adjusting things rather than making sweeping changes. 1.25 is apparently around the corner, so I'd rather not invest in anything huge until it comes out. I'm excited about those new British provinces.
leion247 2 Jan, 2018 @ 6:42pm 
1) My cat chewed the wire for my mouse in half, so now I can't start any serious modding at the moment. I just have a touchpad, which is really slow. Any serious update for things like CG might be put off until sometime late February, as I should have a brand new beast computer then. That'll let me mod more quickly, as the game will load muuuch quicker and a ton of other reasons related to mod quality. It doesn't mean I won't be able to mod all together, but anything like the buildings and provinces I've been wanting to do won't be happening.
leion247 2 Jan, 2018 @ 6:42pm 
2) In other news, will mention that I have confirmed that Area 11 does have a flag and what it is. The design shows up just a few times in the first season of the anime, but the places they do show up in and the form they take leave no doubt in my mind. I noticed it while watching the new blu-rays I mentioned before. Once I have the chance, I'll maybe make it. Although Britannia's flag will come first, as they have no defined form. I do think I know what it is however, and will be making it to replace the current version.
leion247 23 Dec, 2017 @ 4:02pm 
I've bought the bly-ray version of both seasons of CG and the Aktio ova's, so now I'll be able to take beautiful and clear screenshots of any event. One day I'll get the soundtracks too for modding reasons. I just hate the soundtracks are so expensive. Having a season be $30 is understandable, but having half a soundtrack of a season be around $28 is kinda rediculious, as it's over $50 for both parts of season ones soundtrack.
leion247 22 Dec, 2017 @ 4:41am 
I work at a school for my internship. Meaning I'll have winterbreak like everone else. It's during that time I am thinking about doing that update for CG. Lets hope I can make one during that two week period. As a reminder, it'll probably focus on building placements like road networks, tax offices, and other buildings in Europe and China. I'd imagine it would greatly speedup gameplay in the beginning, as troops will be able to move around quicker, and some places might be able to hold larger armies.
leion247 13 Dec, 2017 @ 4:10pm 
I did not expect for the 1.24 update to come out this soon. I'll start working on updates immediently, but I can't work as quickly as I used to because of time restraints. You can expect the music packs, Rome units, and culture spread mod to be updated today, as they don't ever effect what the base game has. Code Geass likely won't be updated until the weekend when I have more time, as it'll always be the last one to update.
leion247 8 Dec, 2017 @ 3:50am 
With some information brought to light on a bug in CG, I garrentee you there will be a small update for it to fix it, along with some other minor problems meant to be fixed. Expect the update to come out within a weeks time.
leion247 6 Dec, 2017 @ 4:50am 
I now have a internship Mondays through Thursdays, so I won't be able to mod those days. Despit that, I wanna make an update for CG or Furverlance within the next month. The CG update would, prefurably, focus on building placements like road networks, tax offices, and other buildings in Europe and China. With that as a starting point, I'd like to get to other parts of the world in later updates. Maybe form there, we can use the edites as a starting point for future features.
leion247 20 Nov, 2017 @ 9:20pm 
1) Assuming anyone has the Third Rome DLC, they will now be able to claim entire states rather than just individual provinces when playing as Britannia. Why have that ability when you have imperialism you ask? Quite simply because it decreases the coring cost of each province claimed. Allowing Britannia to both expand and more cheaply integrate it's new territory.
On another note, the event leading to Brazil's independence has been overhauled to give it more flavor. Though the options are relatively the same in the sense of either keeping the colony or letting it go. It's just that they are much more in depth with both how and what that happens.
leion247 20 Nov, 2017 @ 9:20pm 
2) I've modified the Disaster Dampening Infrastructure building to have a maintenance cost of 0.2 ducats a month. Along with decreasing the local defensiveness boost from 25% to 20%. The price has been decreased from 500 ducats to 400 ducats. The reason for these changes is to decrease the amount of DDI buildings in a country. Making it so richer nations are discouraged from just building them in every province, which would make it much harder for lessor countries from sieging. Not that they shouldn’t get screwed over from the tech and wealth difference, but they shouldn’t be punished too harshly for not being able to invest in DDI buildings.