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Nov 15, 2003
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www.sanguo-online.com
Victory X mod is entering next phase in its developement. Starting as a simple AI mod it has grown into true independent mod.
Next version(0.21b) is going to include: Steele's Alaska mod, Alternate Texas
events by Achiles, improved unit sprites, better AI files for all minor and major countries, better economy model, modified RGO and factory costs and other gameplay tweaks.

Current version is v0.21a that is meant as a alpha version, so i can get as much feedback about my economy and other changes before i release 0.21b.

#############################
#New in Victory_X v0.21a PRO#
#############################

***
New way to mark version number - 0.Xy (X marks the current patch version, y - Victory X version)
***

AI Changes:

*2-way Spain AI for better performance(partly disabled)
*2-way Japan AI for better performance(partly disabled)
*Improved Russian AI file
*Improved Brazil AI file
*Improved German minor AI file
*Improved Sweden AI file
*New Denmark AI file
*New 3-way Ottoman Empire AI file
*...plus alot of changes to be implented into v0.21b(and these that are not listed here)

Economy changes:

*Tweaked RGO upgrade prices
*Tweaked Colonial building time/and cost settings
*Economy files reworked
*World Market works a bit better now!(more changes in v0.21b)

Changes to country files:

*Restored balance between different factories
*Spain is a bit weaker now
*...plus alot of changes that are going to be listed in v0.21b

Tech changes:

*Tweaked research times/costs (more changes to be implented to v0.21b)

NB! This version of Victory X contains many-many changes not listed here...you'll find them
listed in next version!

You can download latest version here

List of all changes here

Thank you all, who have helped me to put this mod together and tested it. Special thank to Michaelis, Varangian and Cmdr Friedl.
Merry Christmas to everyone!
Next version (v0.21b) will be released shortly after i return from holidays.
 
Last edited:

Jayavarman

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Have you taken a look at Halibutt's POP Mod?
 

unmerged(8351)

Paul Bäumer's gravedigger
Mar 22, 2002
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unknown-X- said:
*Economy files reworked
*World Market works a bit better now!(more changes in v0.21b)
*Restored balance between different factories
*Tweaked research times/costs (more changes to be implented to v0.21b)

These are a little vague for my taste...what exactly does reworking "economy files" mean. About half the important values for game mechanics or maybe more are in those files. Good to see people working on AI improvement. And finally can you comment on the difficulty of this as compared to 1.02 vanilla (specifically how easy is it to do wildly ahistoric things)?

If you are changing starting factories two things I did which helped a ton with fabric availibilty was add a fabric factory to FRA in Marsilles and replace the PRU clipper factory with a fabric factory. I also cut fabric input for clipper factory in half.
 

unmerged(21983)

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Nov 17, 2003
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Bacephalus,

The wording is vague but the results appear to work. I would strongly recommend you give the mod a try. I played one game as Portugal all the way through and it is a major improvement over the 1.02 patch. The AI files alone make the game more playable.

Hindenberg
 

unmerged(8351)

Paul Bäumer's gravedigger
Mar 22, 2002
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maybe I will port the AI changes over to my mod if they are as good as I think they are :)

EDIT: downloaded and examined your mod, now am starting to playtest the unholy spawn of our two creations :):

I am really struck by how similar the changes we made to our economy folders were. One big mistake i think you have made is that you raised education and crime costs about the same amount. IMO crime was hardly worth it in 1.02 and in your mod it is even a worse deal (unless of course you stiffened the effects of corruption buildings :))

Education on the other hand provides a little too much bang for the buck and I would have increased costs to about 1.0 instead of .65

Anyway took some things from you mod and added them to mine (like 5 years to make a colonization buildings), and all you AI and OOB improvements...as well as your increased costs for conversion of pops (resource wise, as I had already rasied the cash costs)

still think you have resource costs for factories too low, but that is just me :)

I think I might try to come up with a comprehensive list of where our mods differ and see if I cannot fold mine into yours as yours is more comprehensive and all around better than mine (mine just focuses on econ and coloniztion)

right now I runnign a few hands off games to see ewhere this all stands :)
 
Last edited:

unmerged(8351)

Paul Bäumer's gravedigger
Mar 22, 2002
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Here I made a systematic list of the differences between the two mods since there is so much overlap (I will definately include your AI and OOB changes into my next version if that is ok)

This is an attempt to mate my Adam Smith Mod with the more extensive Victory_x mod...

List of main difference between my mod and victory_x mod

-increased production 25% with water wheel tech
-halved crime fighting costs
-doubled education costs
-increased cash costs for POP conversion slightly
-increased cash costs for factory construction
-increased resource costs for factory construction especially machine goods costs (sounds scary but it works out fine)
-changed resource requirements to build claim/railroad buildings slightly (in my mod colonization was working almost perfectly...so I changed to your longer build times but kept my resource costs)
-completely reworked and systematized base commidity prices (does not end up changing the market value that much really)
-reduced POP income about 25%
-reduced POP commodity demands about 25% (especially nerfed coffee demand, which was huge)
-halved fabric input for clipper_factory
-doubled unit experience gain
-added 1 unit cattle demand to soldiers subsistence needs
-made the changes to tech cost and time more systematic and sensible so nations do not have too large a surplus or deficit of RPs
-made RGO expansion slightly more expensive
 
Nov 15, 2003
674
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www.sanguo-online.com
Becephalus said:
still think you have resource costs for factories too low, but that is just me :)

If you look closely to these numbers you'll see that factory costs are unchanged from vanilla. I didn't include increased factory cost file, because i had to little time to test it with modified ai files.
As i said v0.21a includes only half of what is really done.
 

EasilyConfused

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This looks really good. I'll be playing this till VIP comes out with its stuff. Might I suggest that at that time the Victory X/Adam Smith mod be integrated with VIP? Until we see some tangible results from VIP, this mod will be enough to keep going. :)
 

Lordadmiral

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error message

At first, great mod, but if got a problem with 021a, I installed the mod and after i want to start it, an error message pops up :

couldn't find db\events\jap_ai.txt

could it be a problem, that if got the german version of Victoria?? :confused:
 

sayagh

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Lordadmiral said:
At first, great mod, but if got a problem with 021a, I installed the mod and after i want to start it, an error message pops up :

couldn't find db\events\jap_ai.txt

could it be a problem, that if got the german version of Victoria?? :confused:

No, I got de same problem, you have to download the mod here
 

pimparel

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unknown -x-,

Why don't you make an AI Tutorial? For example, I understand all the paramenters, but I can't figure it out the numbers. They are relative to each other or they are relative to a parameter, let's say 100? What defines if they will dig in or not?