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Jul 29, 2007
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I have question to developers how moddable Vic2 will be. I have no experience with the new engine but I have some experience with modding of old engine games.

Now, most of the options I would like to ask below wouldn't be possible to mod in the old Vic. But as I heard new engine is much more moddable than old one, so perhaps what wasn't possible before is possible now?


My questions:

1. I found useful moving provinces between states or merge states. It was possible in old Vic by editing save game only. Will it be possible to "mod in" this option in Vic2?

2. I think in ceratin forms of governement moving POPs between provinces should be possible. Again, as above - it was possible in Vic1 by editing save game only. Will it be possible to "mod in" this option in Vic2?

3. Manual POP conversion - it was in Vic1 (for certain types of POPs, you couldn't convert to aristocrats or slaves for example), it is not in Vic2. Will it be possible to "mod in" this option?

4. How moddable graphics is? In particular, I hate HoI3-like round flags. Will it be possible to mod them to square ones?

5. Is interface moddable? It wasn't in Vic1. For example, to sort my military units I had to edit save game. Also, it wasn't possible to have them Explorer-like (in folders, like provinces in state "folder"), so it was nightmare to find one I was after.
I don't think you mentioned already how it will look like in Vic2, so my question is maybe asked on too early stage. But if you know the answer, could you please let us know if it will be possible to mod this kind of thing?
 

King

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I have question to developers how moddable Vic2 will be. I have no experience with the new engine but I have some experience with modding of old engine games.

Now, most of the options I would like to ask below wouldn't be possible to mod in the old Vic. But as I heard new engine is much more moddable than old one, so perhaps what wasn't possible before is possible now?


My questions:

1. I found useful moving provinces between states or merge states. It was possible in old Vic by editing save game only. Will it be possible to "mod in" this option in Vic2?

2. I think in ceratin forms of governement moving POPs between provinces should be possible. Again, as above - it was possible in Vic1 by editing save game only. Will it be possible to "mod in" this option in Vic2?

3. Manual POP conversion - it was in Vic1 (for certain types of POPs, you couldn't convert to aristocrats or slaves for example), it is not in Vic2. Will it be possible to "mod in" this option?

4. How moddable graphics is? In particular, I hate HoI3-like round flags. Will it be possible to mod them to square ones?

5. Is interface moddable? It wasn't in Vic1. For example, to sort my military units I had to edit save game. Also, it wasn't possible to have them Explorer-like (in folders, like provinces in state "folder"), so it was nightmare to find one I was after.
I don't think you mentioned already how it will look like in Vic2, so my question is maybe asked on too early stage. But if you know the answer, could you please let us know if it will be possible to mod this kind of thing?

1. No
2. No
3. No
4. Yes
5. Yes
 
Jul 29, 2007
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1. Thanks
2. Thanks
3. Thanks
4. Thanks
5. Thanks

:D

Just to clarify: 1-3 will be still possible by editing save-game, right?
 

Nikolai

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If everyone was as effective as King, the world would consist of a large inter-galactical empire for a couple centuries now.:p;)
 

King

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1. Thanks
2. Thanks
3. Thanks
4. Thanks
5. Thanks

:D

Just to clarify: 1-3 will be still possible by editing save-game, right?

Yes the save games are plain text so you can edit them to your heart's content.
 

safferli

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Dec 9, 2004
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I can't understand how wouldn't 2. and 3. be possible as King answers. How could they change the game mechanics so much that this things are not possible to edit with notepad. Or did his answer just mean that these are cheating and Paradox doesn't like cheating.:p
 
Jul 29, 2007
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He said it won't be possible to do it while playing (mod-in option to do it in-game).

Fortunately it still will be possible to do it by save game edit, so we can add some role-playing elements to the game.
 

asakura

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Modding politics for flavor

A very minor issue; but, assuming the dev diaries' promises are held (i.e. the game mechanics work even half as well as they are designed to), a nice-to-have for those who love to mod party names and the like of their preferred uncivilized minor for historical flavor before they play it.

Will (1.) upper house names be moddable for each country, (2.) upper house faction names ("ideologies") be moddable separately from lower house ideologies (a) globally (for those who think it’s annoying to have two different things named the same) (b) by country and if yes, (3.) will they be changeable by event/decision? It would just be nice to have, say, the U.S. Senate turn into for example a "Federal Supreme Soviet" in a Communist revolution (probably a very difficult "achievement" if the engine works) or anti-Barbarian (anti-Western) Reactionaries, pro-Prussian Cons and pro-British Libs fight it out among the Genro or ... - you get my drift.

I've read the dev diary on His Majesty's Swedish-made (HMS) Upper House and the first pages of posts but not the 20+ following ones; I'm sorry if this has been answered before.
 

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YouMad.jpg

Well, if some group decides that it wants to play a mod, they play a mod methinks.
 

Nikolai

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I meant in MP games, any mods are viewed as illegitimate. Paradox default settings are seen as "rational" even if they aren't.

I doubt that.:)