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Thread: Factions Mod

  1. #21
    Quote Originally Posted by Mikeboy View Post
    Does scripting the music actually work? It's the first time I've seen it for Vicky 2.
    Yes it does.

    Quote Originally Posted by Nashetovich
    I do not know if it helps, but you know script comands store in v2game.exe in unencrypted type with adreses.
    I don't know assembly language unfortunately so I don't think I could do that. Tho' I think it might be time to start learning assembly language for myself...

  2. #22
    Captain FMekajiki's Avatar
    Crusader Kings IIVictoria 2

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    PI doesn't ever allow people to edit stuff like that in mods. They only want you to use the modding system they have built. Even Magna Mundi got censured when they edited the exe to get rid of a game-breaking bug that one of the EU3 patches introduced, and the team that made that mod is making an independent game for PI now.

  3. #23
    Alright, I've been putting updating the mod off for quite some time now but I've finally gotten everything together. The main highlights are just some bug fixing and an entire re-work of the army mechanics in the game to make it overall a ton less taxing. I was just so fed up with the lack of automation the game allows for your units and the ridiculous amount of attrition that was incurred by units as well. So anyway, if you already have the mod, just download the patch, if you don't, well you can just download the full mod and don't have to worry about installing the patch as well now.
    The Greatest Speech Ever Made

    Nationality: British & German
    Religion: Agnostic
    Ideology: National Socialist
    Issues: Secularism, nationalism, pro-military, state capitalism/planned economy, residency/anti-immigration.

    Deutschland über alles.

    Check out my mod: The Great War: 1914

  4. #24
    Okay so I decided to test this mod out because it seemed really cool, and I've come to some conclusions about it: It has great potential, but it is unplayable at the moment. There is one game breaking issue that ruins the entire game:

    Quote Originally Posted by Naggafin View Post
    Cleared all soldiers and officers poptypes to create a "clean slate" army scenario, increased division size to 15k, reduced attrition to a maximum of 1%, and increased effectiveness of the "dig-in" modifier.
    I honestly don't understand why you'd do this, it completely ruins the entire game. A player will instantly start promoting soldiers and raising military spending, leading to a standing military after 10-20 years. After that time has passed Britain and China will have insane armies, the great powers will have 1-2 brigades and everyone else will have zero soldiers. The Ottoman restoration of Tripoli was still going when I stopped playing because none of them could have any soldiers. This is obviously ridiculously unbalanced. And it also gives Rebels completely free reign, any time a rebellion pops up they're bound to enforce their demands unless they do it in China/Britain/Players nation.

    To add to that, the AI doesn't seem to be able to handle bigger regiments and therefore Britain used doom stacks of 100k+.

    There are some other minor issues, but nothing quite this game breaking. I for one do not like the remilitarise decision since it works on magic, how about just increasing soldier promotion rate?

    Anyway, here's my game when I left it:

    2012-06-26_00029.jpg

  5. #25
    I did it because the of the way I had changed the unit mechanics from 3k to 15k soldiers per. In all my test playthroughs after making the change, a lot of the smaller nations simply didn't have the soldier population to even field one unit, where as a lot of the great powers would have an outstandingly high number of units vs other countries, so I decided it would be better off if everyone would be forced to start out the same. Plus, I didn't modify the OOB (there is no way events can), and nor do I intend to because I would have to do so for every single country, and I really just don't want to spend that much effort, and also it may cause some incompatibilities with any map modifications from other mods. I guess I could make it an option event though with two outcomes, a yes to do it or a no to not.

    I'm aware of the AI mishandling units. That's hard-coded unfortunately. It's one reason why I changed the attrition rate too, aside from the fact that it was overly ridiculous in the first place (I mean come on... you have 30k troops in a province with little infrastructure, and yet thousands just "disappear" in a few days? I thought it took weeks to starve. So they just run off of cliffs or something?). Still, it's better than having the AI swarm you with a ridiculous amount of micro-units (hundreds, sometime thousands) that they can easily manage leaving you to spend a ridiculous amount of time strategizing.

    You can't increase a promotion rate without changing the poptypes themselves or national modifiers, so there is really no other way to implement it. The only commands that are given to change a size of any given population are to change it by a percentage, or simply take one pop type and change ALL (it's either all or none, there's no "specified" amount) of them to the new type. The idea behind the decision was for an axis player to have gone through a great war and lost a lot of soldier pops. The decision can only be triggered once and by one nation only.

    Edit:

    Okay. I have released another patch that makes this an optional event. Just overwrite everything in your ...\mod\FactionsMod\ folders with the patch contents. Any further criticizism would be appreciated. I for one feel like the 15k unit size is definitely quite an ease on micro-management, especially given the lack of unit automation that Vicky 2 really needs. I haven't abandoned development on this, but let's just say it's not in the front of my mind. If you can think of anything else you'd like me to add or change I'd appreciate a reply. I would very much like suggestions on historically accurate events and national decisions for the separate factions to make late-game play more interesting.
    Last edited by Naggafin; 14-07-2012 at 06:57.
    The Greatest Speech Ever Made

    Nationality: British & German
    Religion: Agnostic
    Ideology: National Socialist
    Issues: Secularism, nationalism, pro-military, state capitalism/planned economy, residency/anti-immigration.

    Deutschland über alles.

    Check out my mod: The Great War: 1914

  6. #26
    Quote Originally Posted by Naggafin View Post
    post
    Glad to see you haven't given up on the mod, because as I said, it has great potential.

    I think the mod would work fine if you changed brigades from 15k to 3k, there is just too many problems with it as it is now, many of them hardcoded, if you were to find a way to solve most of those problems (AI never having any soldiers, AI not being able to handle 15k brigades etc) I could agree that 15k is pretty nice for management reasons, but as it stands now it really isn't worth it.

  7. #27
    Quote Originally Posted by lullelulle View Post
    Glad to see you haven't given up on the mod, because as I said, it has great potential.

    I think the mod would work fine if you changed brigades from 15k to 3k, there is just too many problems with it as it is now, many of them hardcoded, if you were to find a way to solve most of those problems (AI never having any soldiers, AI not being able to handle 15k brigades etc) I could agree that 15k is pretty nice for management reasons, but as it stands now it really isn't worth it.
    Maybe. I'll get around to it. I'm going to keep maximum attrition at 1% so blobbing is more acceptable however, as well as keeping mobilisation disabled (e.g. France just has an insane mobilisation size against Prussia or NGF very early on making it pretty historically unrealistic). I may make another minimod that will have the separate monarchies of India as satellite states of the UK rather than being directly owned. The mass amount of extra pops that India provides just gives the UK such an insane advantage from the very start, it's really a bit ludicrous.
    The Greatest Speech Ever Made

    Nationality: British & German
    Religion: Agnostic
    Ideology: National Socialist
    Issues: Secularism, nationalism, pro-military, state capitalism/planned economy, residency/anti-immigration.

    Deutschland über alles.

    Check out my mod: The Great War: 1914

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