• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
Status
Not open for further replies.

OHgamer

Victoria's Plastic Surgeon
38 Badges
Jan 28, 2003
18.148
938
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Common Sense
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Mare Nostrum
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Rights of Man
  • Hearts of Iron IV: Together for Victory
  • Europa Universalis IV: Mandate of Heaven
  • Victoria 2 Beta
  • Hearts of Iron IV: Death or Dishonor
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Rule Britannia
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: La Resistance
  • Battle for Bosporus
  • Victoria 3 Sign Up
  • Victoria: Revolutions
  • Europa Universalis III Complete
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Hearts of Iron III
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
  • Europa Universalis III
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • 500k Club
  • Cities: Skylines
  • Europa Universalis III: Collection
  • Europa Universalis IV: El Dorado
  • Hearts of Iron II: Beta
VIP:R 0.2 for Victoria:Revolutions Is Now Available
Latest Hotfix for VIP:R 0.2 : Hotfix #2 (released 28 July 2008)

Here is where everyone can offer their opinions, comments and suggestions on the latest version of VIP.

Now, play it, enjoy it and tell us what you think - the good, the bad, and the plain bizarre

The correct installation order for this mod is :
V:R 2.01 + VIP.R 0.1 (no hotfixes needed) + VIP:R 0.2 + VIP:R 0.2 Hotfix 2

NOTE : When released, all VIP hotfixes will have as part of the file name of the downloads VIPR02. If that prefix is not part of the file name you download, it is NOT meant for VIP, but for regular Revolutions. Do NOT install a Revolutions hotfix on top of a VIP installation, it will completely screw up your installation and you will have to uninstall and reinstall.

The developers highly recommend that players create a separate installation of Victoria:Revolutions on their desktop before downloanding the mod. Make a duplicate copy of your Victoria:Revolutions folder from your Hard Drive onto your desktop and then have VIP:R 0.1 download to your duplicate copy of your Victoria:Revolutions folder. As Victoria does not support mod:dir functionality, the separate installation on your desktop will allow you to play base Victoria:Revolutions as certain VIP files must overwrite the base files.

This mod is desinged for and was tested playing at normal difficulty/normal AI aggressiveness levels. Players who play at higher or lower levels may find game behavior to be different from the intentions of the mod.

Due to the large quantity of events and AI files, it is recommended for best performance of the mod that players play the game at moderate speeds (Normal or Above Normal) and save and reload their games every couple of years of gameplay to "refresh" the game engine. Games played at very fast speeds or for extended periods without refreshing run the risk of the engine "skipping" events.

For further elaboration of the main gameplay changes made in this edition of VIP, please refer to this thread.

And always remember, VIP is never "finished" - it is a continually evolving mod, and there may very well be bugs, factual errors and other problems even after the extensive testing undertaken. If you do find problems please let us know so that we can include fixes in future versions of the mod.

The developers have lots of plans for expanding the historical and ahistorical elements of the mod in the future, but it requires a great deal of time to turn ideas into game code. If you would like to see a new event currently not included in the current version of VIP:R 0.2, please post your ideas in the appropriate regional thread in the VIP subforum. And if you would like to contribute your own events to the mod, please post in the appropriate regional thread, as we are always in need of event scripters.

VERY IMPORTANT NOTE: VIP:R 0.2 is compatible with Victoria:Revolutions v 2.01.
Do NOT use this mod with Victoria 1.4, it will cause errors and will not work.
VIP no longer supports a mod for Victoria without the Revolutions expansion pack

VIP:R 0.2 FOR PC USERS

Download VIP:R 0.2 Here

This is an installer program that will install VIP:R 0.2 over your copy of Victoria:Revolutions. Download only AFTER you have installed VIP:R 0.1. It is being hosted on Mediafire. To download, click on "Click Here To Start Download" on the right side of the webpage. The file is approximately 10 MB in size.

Mirror Downloads for PC

Mirror #1 (Thanks RELee!)

Mirror #2 (thanks Davisx3m!)

Mirror #3 (thanks Oorlog!)


VIP:R 0.2 FOR MAC USERS

Download VIP:R 0.2 for Mac Herehttp://rapidshare.com/files/119797296/VIPR02Mac.zip.html

Mirror Downloads for Mac

Mirror #1


This is a zip file with all the new files for updating VIP:R 0.2 with the latest hotfixes. The file is approximately 12 MB in size. Unfortunately I do not have a Mac-based installer program, so you will have to drag & drop the files in the zip over your base game.

VIP:R 0.1 DOWNLOAD FOR PC USERS

Download VIP:R 0.1 Here

Mirror Download Here (Thanks RELee!)

VIP:R 0.1 DOWNLOAD FOR MAC USERS

Download VIP:R 0.1 Here

VIP:R INTERFACE MOD For PC by Tyrel68

Download Herehttp://www.mediafire.com/?fx00zafqltx (download fixed)


Mirror (thanks Davisx3m!)


This is an installer program that will install the interface modification developed by Tyrel68 and previously included in VIP 0.45. To allow players the choice to maintain the classic interface, the developers have now separated the interface mod as a separate download. Apply this after you install VIP:R 0.2 in the same manner.

VIP:R INTERFACE MOD For MAC by Tyrel68

Download Herehttp://www.mediafire.com/?7th4mdbjmmt

This is an installer program that will install the interface modification developed by Tyrel68 and previously included in VIP 0.45. To allow players the choice to maintain the classic interface, the developers have now separated the interface mod as a separate download. Apply this after you install VIP:R 0.2 for Mac in the same manner.
 
Last edited:
HOTFIXES FOR VIP:R 0.2​

******Hotfix #2*******

Released 28 July 2008​

Hotfix #2 includes all content of Hotfix #1
Hotfix #2 requires VIP:R 0.2 to be already installed

VIP:R 0.2 Hotfix 2 FOR PC USERS


Download Hotfix For PC Here


Mirror for Windows (thanks RELee!)

This installer contains fixes to files with small bugs and inconsistencies that have been discovered since the release of VIP:R 0.2.

To install this hotfix, have the installer install the files directly over your copy of VIP:R 0.2 on your system. It is being hosted on Mediafire. To download, click on "Click Here To Start Download" on the right side of the webpage. You do not need to completely remove and reinstall VIP:R 0.2 from your system unless you have added any additional user-made mods to your copy of VIP:R

VIP:R 0.2 Hotfix 2 FOR MAC USERS


Download Hotfix For Mac Here


Mirror for MAC. (thanks RELee!)

This is a zip file with all the new files for updating VIP:R 0.2 with the latest hotfix. You must manually transfer the contents of each file within the zip to your copy of VIP:R 0.2 to apply the hotfix.

Changelog for VIP:R 0.2 Hotfix # 2 :

VIP:R 0.2 Hotfix 2

Fixed trigger error in ETH 159014-159022 inclusive
Various tweaks to AUS-PRU '66 War, FRA-PRU '70 War. Spanish Throne Crisis (7705) will not happen if AUS defeats PRU in '66
reworked Schleswig Crisis chains into two version - one if all 3 scand countries are AI, other if at least one is human, should increase human chance to form Scandinavia
events to balance RP gain when Mughalistan forms by Panjab or Sind included.
tweaked FRA AIs to help it keep more forces in Europe vs the Colonies
incorporated new ENG, SAF and NWZ leaders from Semper Victor and Prinz Wilhelm's Leader mod version 0.5 (thanks guys!)
renamed TUR genearl kaziminanc bmp file to remove diacritical that causes download problems on a few systems.
added new flags for FRA 1848 and La Commune (thanks mumia!)
fixed extraneous clerk/craft pops in TUR_Bulgaria.csv
fixed bug in ALD.inc

******Hotfix #1*******

Released 10 June 2008​

Changelog for VIP:R 0.2 Hotfix # 1 :

tweaked starting pops in Panama provinces, more central american, less north andean
extended deathdate on Texas joining the Union event.
added flags to events surrounding Oregon Treaty and cession of Nez Perce lands to better control who gets what depending on how events fall
fixed double prestige command error in EGY155005
reworked Byzantine creation event and added new parties to GRE party file to ensure no CTD if Greek Constitution event fires after proclamation of Byzantine Empire
renamed agglomerated states in USA to more neutral names
corrected supplyconsumpton price for destroyers
fixed problems with End of War of Peru-Bolivia Confederation events
tweaked PRUMiddle.AI to reduce further likelihood PRU attacks BEL
fixed wrong picture links in BRZ and USA leader files
fixed bug in USA Greenback Policy event & silver devaluation
fixed generic repeal of slavery event so as not to fire for France (which has its own event)
fixed conversion to Tea events in Ceylon for ENG in VIP_Province_owner.txt
fixed text bug in IND Ultimatum to Thibaw event
added Kablaroth's Franz Josef Diamond Jubilee events
fixed missing core in DAI149001
fixed bugged command in TUR279056
fixed problems with leader files having wrong format
tweaked London Protocol event so that it only fires during first Schelswig war, not second
fixed bug that causes crash when VNZ or ECU become Gran Colombia
second Seminole War now raises MIL for Seminole, not Cherokee
fixed bugs in party files for ARG, TUR, CSA and U24 (Philippines) regarding issues
adjusted Irish Soldier POPs
fixed bug with TRE275014
tweaked starting output of cotton and sulphur provinces in province.csv to help alleviate early-game shortages
China starting naval unit renamed in VIP_China.inc
 
Last edited:
Changelog for VIP:R 0.2 (newest changes made first)

VIP:R 0.2 :

all nations will start with vote_on_ideology = no as their base voting system (makes for more dynamic elections)
Italy starting literacy set to 30% on creation, help balance ITA development (right now too fast, historic lit rate in Italy in early 1860s was ~24%)
added new nation Tidore (U89) with mumia providing flags & shields (thanks mumia!!)
Fixed numerous reported bugs in mantis and in beta forum.
Included Cinaed IV's new RGO production change events to mirror shifts in production due to colonial expansion
tweaked various events for the Taiping and Balkan War chains, including changes in the event files and AI files
Added sleepevent commands so AuS does not DOW SAR again after Peace of Villafranca signed in 1859
added second group of Dietmar's revised leader pics to remove "green tinge" syndrome
new versions of CSA Emancipation of Slaves added to ensure pro-slavery parties in power are removed (CSA146202-146209)
tweaked China self-strengthening event to give research points rather than techs due to new civilizing system
split the Mexico becomes satellite under Maximillian into 2 events to prevent AUS auto-making MEX a satellite after FRA does (FRA should get it historically)
switzerland's 4 linguistic communites now represented : Schweizer, Suisse, Svizzero and Svizro
added missing initial techs to LUA and TIB
Added Balkan War events from Leggbros
Russia will now get Ukrainian as state culture on ending of serfdom (needed to help keep Russia competitive)
added in JRaup's Taiping Mod
new events to have efficiency of sugar, sulphur and dye RGOs reduced as nations develop synthetic alternatives
fixed input for irregulars from sugar (ex wool) to livestock
extended ENG-IND alliance to end of 1935
reworked the bismarckian reforms into three separate events for each reform kind for both GER and PRU
added German Imperial Constitution event that will ensure correct GER flag comes up once GER created
tweaked text for Treaty of Paris to make clear that US will only get Cuba in the one version (has option to keep fighting to take rest of SPA empire)
added increase costs for education, police and general defense to later game tech & inventions to mirror growing expense of the State as it becomes more complex and powerful
tweaked demand for sugar and production increases for sugar due to inventions
reworked prestige gain from culture inventions, now will be flat 20 prestige for all + increase in prestige growth rate
reduced ai chance BAD, WUR and BAY will reject unification with GER in 3 Hurrahs
removed Swabia state from Province.csv, Sigmaringen now part of Wurttemburg state, Augsburg part of Bavaria state (fixed problems with factory location)
added Dietmar's revised leader pics to remove "green tinge" syndrome
Added PRU revolter to cover Brandenburg and allowed Rump Austria to be created via satellite in revolt.txt
Integrated latest updates from Semper Victor & Prinz Wilhelm's Leaders Mod (thanks to Prinz Wilhelm & Semper Victor!)
reworked campaign events so that they now affect nation as a whole to make elections more dynamic for larger nations. Also added new campaign events
tweaked the Factory build events so that they will not fire if in the middle of a war
added new partial ai to help encourage naval building by AI nations after introduction of new steam-based ship categories.
added in new flags for CRO, WAL, MOL and BUL from mumia
Added Dietmar1982's factory icon tweeks and revised factory building images
have readjusted need for manpower and leadership for nations to build naval units (may explain limited AI naval construction - nations horde manpower/leadership for armies and officers)
added spanish-language unit names to unitnames.csv for Latin American nations that lacked them
background events to model migration of pops into British colonies (chinese to Hong Kong, Malaya, Indians to Fiji, Mauritius, Trinidad & Guiana)
background events to model migration of pops into Canada
Added Dietmar1982's Iceland Home Rule events mod
changed tech requirement for Synthetic Dye invention to inorganic chem to allow dye factory construction by 1850s (aniline dyes developed 1856)
Added Pontificem Sanctorum's new goods graphics tweaked to remove green "shadow"
fixed error in invention ID number in industry_inventions.txt
included new Diplomatic Efficiency boosts to allow nations to build more than 2-2.5 Diplo Points/year (max will be 7-8/year)
Fixed events in vanilla/randomevents.txt that refer to loss of ammunition/hulls to no longer include those
Fixed duplicate event id in VIP_ColonialLifeRatings.txt
Removed reference to event file from events.txt that is not included in the build
added a plethora of new Native American, African and Asian cultures, modified POP files to include them
revised the POP file for Siam upward based on new info in Wyatt "Thailand : A Short History"
fixed lux goods need for pop conversions to meet new single lux good category
tweaked sugar factory production, base price, inputs and demand levels
added hull requirement for battleships to be built (overlooked in previous build)
tweaked RUS ai to be more friendly towards NOR
lowered the build time for forts from 1800 to 1260 days
added addcore commands to CAN events for NB, NS and NF joining Confederation
reworked African POPs files extensively to correct undercount in pops due to miscalculation of growth rates for unciv nations
fixed display for synth nitrate factories
reduced boosts to pop growth given by inventions and added a new Demographic Transition invention that removes all the boosts to growth rates, should help slow down ahistorically high POP growth levels
added Iceland tag (U88) and added flags & shields, Icelandic culture, AI file and party file
added AI file for Ryukyu and Tokugawa
replaced lux clothes with lux furniture need to build Guards and HQ units (need lux goods, which is lux furniture)
fixed error in SIA261016 referring to malayan instead of correct malay
added three new leaders to SWI leader file
added 2 convoys to GRE, KOR and CHI start-up inc to allow them to transport goods from islands
fixed glitch in RUS creation of USSR event that prevented flags from being depicted
fixed glitch that would permit USA to reclaim satellite over CHE if CHE supported CSA in Civil War
added file VIP_ColonialLRFix.txt to adjust LRs once unclaimed colonies are claimed so that AI will attack if needed in colonial wars (Low LR provs avoided by AI)
tweaked HOL_middle.ai to further encourage HOL colonization in Indonesia, pushed the HOL AI switch date back in ai_events.txt file
fixed deathdate to U23 (Azerbaijan) Socialist party so it exists to end of scenario
added new states Niederosterreich, Mahren and Kaschau to Austria (testing for now)
revised Philippine Population significantly upward from 2.3M to 3.4M based on data in Corpus, JD "The Roots Of The Filipino Nation" (Manila:2005), I, p. 640-651
revised New Guinea Population significantly upward to ~2M based on data in Moore, C "New Guinea : Crossing Boundaries And History" (Honolulu:2002), p. 22
Introduced new goods and factories into the mod :
- sugar (replaces wool, which is now merged with cattle to form livestock)
- chemicals (replaces fertilizer, with the fertilizer factory now replaced with chemical plant)
- hulls (replaces ammunition, with the ammunition factory now replaced by hull shipyard)
- luxury clothes merged with luxury furniture and luxury furniture now called luxury goods
- luxury clothes factory now transformed into sugar beet refinery
- radio merged with telephones (still need new icon for this)
- radio factory now transformed into synthetic nitrate factory
In config tweaked files text.csv and newtext.csv to reflect the new factories and goods
In gfx, edited graphics files to reflect new goods icons for chemicals, livestock, sugar, luxury goods and hulls
In db/economy, integrated the new factories and goods into the relevant files for factory inputs, outputs, construction, resource price, pop needs
In db/tech, reworked techs to reflect the existence of new goods and factories, added new events to develop the sugar industry (both cane and beet)
In db/units, reworked inputs on all steel based capital ships so that they require hulls rather than steamer convoys
In db/provinces.csv
- reworked starting RGO goods to include sugar in select areas
- added precious metal to mining zones in Mexico and the Andes to deal with increased need for gold at start of game (new lux goods factory needs it)
- replaces some of the silk, tropical wood and iron production in China with grain to better balance initial world market
In scenarios
- reworked initial factory startup for nations that originally had ammunition factories to give them chemicals and/or other goods rather than hulls
- reworked event files to remove commands giving/taking away ammunition by event, which would now give/take hulls

VIP:R 0.1 Hotfixes :

Fixed erroneous state allocation for Caribbean provinces of Nicaragua and Honduras
reworked events for S German states to join Austria if Austria defeats PRU in 7 Weeks War
alliance ITA-PRU will now end when ITA gets Venetia from Austria in wake of 7 Weeks War
date/deathdate parameters added for ITA involvement in FRA-PRU war events
added map/flag icons for MUGunified left out of Hotfix 5
included updated VIP_Deseret.txt event file that should have been included in Hotfix 4
fixed display errors for event text on 44106 and 49203
fixed problems with FRA-MEX Pastry War end events MEX213220 and FRA162222
fixed state setup in starting inc for EGY so there are not 2 Bayrut states
fixed command to improve relations with ENG in FRA162776 rather than with France
Added sleepevent commands to sleep historical Japan road to Meiji events if Japan accepts the Dutch Letter
tweaked Ryukyu Sho Tai visit event to fire if Japan becomes civilized via historical event path or on its own
tweaked SAR "Support our brothers" event and added new liberal version of Partito d'Azione in SAR party file to preserve monarchy in SAR (Which was not overthrown in '48 but supported nationalists)
changed state religion of WUR from Catholic to Protestant (corrects historical error)
Added triggers to USA304823 so that TEX will not join confederacy if it is a satellite or dominion of another power
fixed trigger in USA 304998 so that it does not require USA to own an Arizona province (would be under Native rule at time)
reworked Italian Risorgimento chain - Papal States do not go to war with Sicilies vs SAR (they didn't historically) - now Papal Question dealt with after 2 Sicilies defeated & Italy forms
reworked Indian Mutiny event for IND so that actual rebellion fully develops more often
added triggers to FRA & PRU Losing Luxemburg War events to not fire if other side also has occupied land
added no alliance PRG-URU trigger to Paraguay seeks military access from ARG event 246017 (causes CTD otherwise)
tweaked GER165018 so that it includes improving relations with smaller nations and an event trigger added to improve Anglo-German relations(157612)
tweaked start & death dates on Free Soil, Greenback and Populist parties in USA Party file
more revised flags added (thanks mumia and everyone else contributing to this flag reworking project)
Added AI Guarantee Greece Independence events for AI ENG, FRA and RUS to run 1836-1891
Added AI Guarantee China Independence events for AI ENG, FRA and RUS to run 1861-1886
Adjusted Rump Whig creation event to fire starting in 1858
Tweaked POR AI to be more friendly/protective over Nama and Herero
added command to use unified flag, and added flag/shield files, for MUG if unified via Mughalistan creation series
added new trigger to CSA Have We Sacrificed for when cSA has an alliance with another power (ENG, FRA, MEX etc)
added new trigger to PRU Battle of Koniggratz for when AUS has an alliance with another power (ENG, FRA, MEX etc)
added new trigger to PRU Three Hurrahs for when FRA has an alliance with another power (ENG, FRA, MEX etc)
fixed entry in revolt.txt for Bavaria so it receives Kaiserlautern instead of Mainz
fixed ai_chance error in ENG157499
added command to make yankees in Utah Mormon when Deseret is created from Apache
added new file VIP_SoldierPOPBalance.txt to test AI-background events to help reduce the tendency of the AI nations to convert large % of their POPs to soldiers and keep them as such at peacetime and thus hurt economic performance. In testing stage - feedback greatly appreciated
added Frankfurt and Nurnburg as cores for AUS if it choosed to form Empire after victory in 7 Weeks War
Reworked CYP flag/shields - old CYPmonarch is now base CYP, new CYPmonarch and CYPrepublic flags added (thanks Mumia!)
added sleepevent commands to TUR and RUS San Stefano events to ensure the second TUR San Stefano event does not fire once first one has or RUS continues War
added atwar = no trigger to Hannover Ernst August constitution events for Hanover
fixed missing link in event chain to allow AUS to satellite SGF
added AI-only events to terminate Crimean War and Mexican intervention once the principal nations have made peace
included updated VIP_Deseret.txt event file that should have been included in Hotfix 3
increased befriend/protect values for Tuareg in FRA AIs
added sleep party commands to sleep pro-Slavery parties in Reconstruction Political Realignment events in VIP_USA.txt
added new events to ViP_USSR.txt to change USSR back to RUS if a non-communist government takes power
added events to rebalance EGY and PER RP generation when they civilize via event
added new .eug files to allow multiplayer version of the mod
added revised flags for EST, LIV, BEL, BOH, BUL and FIN (thanks mumia)
changed commands to make pop dom issue limited_citizenship to residence in VIP_ACW.txt to reflect revised setting for Republicans in 1854
fixed references to Mormon in USA and Deseret events so they will affect Mormon rather than Pagan religion.
changed state religion for ABU from Shiite to Sunni
fixed state culture for ZAN from badawin to mashriqi and added Swahili
reduced pop gain for OMA capital move event and made added pop Mashriqi
tweaked commands to allow AUS to recommence war with HUN in case RUS peaces out first and is alliance leader in 1848-1849 war
added reworked flags for IND, MUG, POL, Chinese Warlords and several others (thanks mumia!)
reworked the Wacht am Rhine chain so that it will now activate if FRA does not get involved in 2nd Oriental Crisis
added removecore commands to TUR279901 to ensure loses cores over all balkans
fixed command error in TUR279046
rebalanced plurality gain from Liberal Revolution once it ends (remove 15 of 20 gained)
added gain of finnish as state culture for SCA events that gain control of FIN
reworked triggers and commands on US and MEX Gadsden Purchase events
included elements of echopapa's localized-language party file rework
reworked chains for Aroostook War, Oregon Treaty and Trent Affair to ensure CAN goes to war with USA if war results
fixed broken triggers and commands for European intervention in mexico event chains
reworked triggers and commands for brazilian rubber smuggled events
raised starting plurality in ENG, FRA, USA and SWI to match start in Revolutions
fixed erroneous command for RUS251077
added triggers to ENG157111 so that Canada will not be created if CAN or QUE already exist
added new event to fracture the Whigs if still in power in the USA after 1854 (USA304768)
extended deathdate for new nation events in VIP_Revolters.txt
updated military policies for TUR parties
reworked factory build events so that they will not build until after inventions allowing building of factories have completely fired. Also added more choices to allow greater variety of places to build.
Added updated flag/shield for TREfascist, KRAmonarch, CRO, POLfascist, BUKmonarch and BRUmonarch (thanks Mumia!)
Fixed erroneous command in PRG246027
Added CSABadass' fix for the display for Radio factories
Integrated Prinz Wilhelm's Leader Mod into VIP (over 400 new pics, 500+ new leaders). Thanks to Prinz Wilhelm and his team for permission to adopt his mod.
Added Factory Build Events for VNZ, CLM, BOL, URU
Replaced duplicate Ministerial Government invention, replaced invention 487 with 486 as requirement for civilizing, 486 requires both techs 4103 and 4303 to fire
fixed duplicate party ID in TEX_Parties.csv
fixed life-sustain command errors in Morocco drought events
fixed problem with ENG DoW USA not bringing CAN into war with USA due to it being satellite
reworked Guadalupe-Hidalgo events for USA - Texas must not exist for them to fire
added version of serf abolition to Russia for when it does not have Crimean War or wins it
fixed bad trigger in CHE136028
reworked Nationalism event 399003 so that it will not fire for jingoist govts
fixed broken war exhaustion triggers in 399003 and 399004
reworked triggers and command errors in Dutch Mission Events HOL177083-177088
fixed text error to FRA162612
added triggers to French Intervention in Tunisia events to not fire if TUN is a satellite/dominion
reworked Hungarian revolution chain - removed HUN being a satellite when created to prevent complications when AUS fighting ITA revolution
added ORI to POR AI "protect" parameter so that it does not try to conquer Herero
fixed error in command for PRU247145 and in trigger for PRU247146
revised triggers in event chains for romanian Unification that can cause CTDs otherwise.
Tweaked Russia move capital event to include Scandinavia-created event links
Reworked the US wants to buy Alta California event chains to make them work with the Apache native state existence
Tweaked GER ai to make it less likely to be aggressive towards HOL
fixed errors in the civilizing event, military now needed for civing is 6
fixed typo in text of FRA162989
fixed date error in ITA party file
fixed event display error in CHL138003
fixed issue error in NIP party file
reworked trigger on AUS111091
fixed text display on RUS251023
fixed speed/defense commands on CSA146669
added sleepevent commands to USA14167 so that US does not have move capital twice at war's end
add texan as state culture if TEX joins confederacy CSA146128
tweaked CSA146664 so that US does not DoW until after Confeds seize Arsenal. Also delay event until states secede.
added addcore commands for CAN receiving lands from NatAm land transfers
adjusted overkill pop_Mil increases for native lands transferred by Cree, sioux and Nez Perce to Canada
fix trigger event command error in ENG157899
removed broken commands in US events due to lack of counterpart events.
added new & revised flags (thanks Mumia!)
fixed erroneous text display listing for PRU247001
replaced lost POPs in RUS_archangelsk.csv file
fixed error in relation change in TUR279130
fixed erroneous text display listing for FRA162793
removed picutre display for Paz in ARG leader file (problem with display)
fixed too early deathdates for NIP AI RP helper events (from 1836 to 1936)
adjusted triggers on SCH256000 to fire if AUS loses 7 Weeks War and SCH goes to PRU
fixed error in FRA162723
fixed name display for area RUMILIA - replaced East Nigeria with Thrace, shifted Edirne province from Konstantiniyye state to Thrace state
added new flag command to AUS111068 so that if AUS satellites LOM & VEN ahistorical choice the "Revolution Over" events do not fire for AUS or SAR
added party file for U77
fixed party file errors that caused "gap years" for ideologies
reworked slavery events so they do not fire for scripted slavery end nations (TEX, CLM, ECU, VNZ, SPA)
fixed command error in SWI271002
fixed port location for Tangshan province CHI
fixed text description for RUS251000
fixed text description for USA304751
fixed text description for USA304757
fixed text description for CSA146710
fixed text description for 396039
fixed missing war command for ENG157331
fixed triggers on ENG157121
fixed triggers on ENG6948
tweaks to PRU military build AI made
replaced faulty trigger on FRA162005
changed Populist party in USA from liberal to conservative
change chinese revolters Mongolia, Yunnan, Guangxi and Manchuria from civilized to uncivilized
Added addcore and remove core commands for US Oregon Treaty events depending on choices made
adjusted base resource prices for fabric, cotton, dye and lux clothes
fixed error in flag change event for Canada 1874 in VIP_Flagchangers.txt
fixed misnamed shield for CAN1907
changed cultures for event commands from african_minor to culture_extra_29 (Afro-American) in VIP_ACW.txt and VIP_CSA.txt and to culture_extra_30 (Afro-Brazilian) in VIP_Brazil.txt
added event to give Tokugawa cores to parts of Japan it does not start with when created
fixed error in CSA revolt.txt entry that gave it a core in Canada
added commands to switch flags to commie/republic/monarch/fascist with the forcedreforms.txt events
added new events for US takeover of Canada to account for the creation of Canada as a satellite in 1840 by ENG.
 
A quick primer on installing VIP:R - our recommended process

Before you download the mod, it is highly recommended that you have a copy of Victoria:Revolutions (V:R) on your desktop separate from the copy you installed on your hard drive, and that said copy does not contain any other user-made mods except OHGamer’s hotfixes for Revolutions. This way you will still have a “clean” copy of V:R on your system should you want to play un-modded Revolutions rather than the VIP:R 0.2 mod, as the lack of mod-dir capabilities means that VIP’s files overwrite base files in the game used by all scenarios.

The easiest way to create a new copy of Victoria:Revolutions on your desktop is to completely copy the contents of your hard-drive Victoria folder into an empty desktop folder. Then rename the new folder “VIP” (or something else if you wish). NOTE : To start the desktop version you are creating, you will need to click on the .exe icon within your new VIP folder. That .exe will read only from the contents of the VIP folder, and not reference the game on your hard-drive, hence allowing you to have multiple copies of Victoria with different mods on one computer. Do NOT start the game with the short cut icon on your desktop, as that refers to your hard-drive version of Victoria, not any versions stored separately on your desktop.

Now that you have created a new copy of Victoria onto your desktop, you can begin the installation of the VIP:R mod. Follow the directions provided by the installer. Note, the default directory location for the installer is to create a new directory VIP:R 0.2 on your harddrive. You MUST manually change the target of the installation to the location on your desktop (or hard-drive) where you will keep your copy of VIP. Simply click the button to the right of the directory listing when the “Choose Directory” window comes up to find the correct folder in which the installation should be made. Note you may get a prompt during the installation asking if you wish to replace files already existent in your target directory. Choose YES, as VIP must overwrite those files (mainly in the config and db subfolders) so that the universal settings are set to the standards used by VIP. Again, due to the lack of mod:dir capabilities with Victoria, the mod has little choice but to overwrite these base files.

Once you are finished installing the mod in your new VIP directory, start up the game by clicking on the Victoria .exe icon within your VIP folder. The game should load without problem, and when you get the menu of scenarios you should see in addition to the normal Victoria three VIP scenarios – VIP:R Grand Campaign v 0.2, VIP:R Grand Campaign v 0.2 Multiplayer and VIP:R Grand Campaign (Lite) v. 0.2. If neither of these scenarios appear in the screen where you choose to pick a scenario to play, it means there has been an error in the installation process and you will need to restart the installation from the beginning.
 
Last edited:
Recommended utility to download along with VIP:R 0.2 - Dietmar1982's POP splitter.​

During testing in beta for VIP:R 0.2, we found that AI performance was greatly enhanced by using Dietmar's POP splitter on the civilized AI nations.

For reasons that remain unclear, the AI nations tend not to split their POPs, which in the end limits their ability to compete with the human player in terms of building factories, as huge 100K blocks of POPs remain stuck in earlier constructed factories while later factories sit idle for lack of workers (in part because the AI fills the factories in the order they are listed for their states, so first build factories get build first).

this of course can have a major impact on the ability of later game goods, both consumer and military, in the world market. It also seems to relate to earlier problems of AI nations not building their navies with later-tech ships. In part, this seems to have stemmed from not being able to produce, or procure, enough of the inputs needed to construct the new ships. And with the introduction of capital hulls in VIP:R 0.2, this became even more apparent.

I personally recommend splitting AI pops approx once every 3 to 4 years, more often after 1880 as POP growth rates lead to the creation of splittable POPs greater than 40K in size more rapidly. Also, keep watch of AI nations that go from being uncivilized to civilized (like Japan). Because uncivilized nations can not expand RGOs, it is not recommended to split their pops, but once these uncivs do become civilized, they should be split fairly soon to help get their development going.

The download for the latest version of Dietmar's POP splitter, version 5.5, here

As for using the utility, please refer to the first post in Dietmar's thread regarding his utility.
 
Last edited:
It's out. Enjoy!

EDIT : Do NOT try to use savegames from VIP:R 0.1 with the new mod. THEY WILL NOT WORK!
 
Last edited:
First comment!

Excellent news! I installed it and am firing it up right now!

Can't wait.


Although it's brilliant that you released it on the 22nd, and not the 23rd, I am wondering how this will affect my exam tomorrow.

Then again, a short game wouldn't hurt... Would it? ;) :p



Thanks OH!
 
Mirror up, thanks RELee!

If anyone else wants to volunteer mirroring services, PM me. Can always use more mirrors.
 
This is an excellent update, guys. If you're looking for a new challenge for Victoria, I guarantee you this is IT! :D

I'm only going to keep the VIPR:01 hot fixes up for a little while, so get 'em while you can. No need to clutter up my sig with old stuff. ;)
 
Looking forward to playing Russia with this version.
The download link to the pop splitter is malformed, it ends in [/url.
 
Norgesveldet said:
Looking forward to playing Russia with this version.
The download link to the pop splitter is malformed, it ends in [/url.

should work now.
 
And what a bully day this is! I should think that the most appropriate method of expressing my great thanks to everyone who has contributed would be to play a game...now! :D
 
OHgamer said:
...thanks RELee!
Oh gosh! Gee! Don't mention it!
Cowardly-Lion.jpg
 
OHgamer said:
thanks, much appreciated


Np Mediafire is very slow so... :p
 
Davisx3m said:
Np Mediafire is very slow so... :p
And my employer blocks Rapid Share, so... :D
 
Just noticed, China starts with a clipper fleet called 'Test' and a single clipper unit called '1. Klipperflotille' which is not all together chinese :)
 
Status
Not open for further replies.