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File: 1412712972486.jpg (1.6 MB, 1920x1200, 8:5, v2.jpg)

 No.1169[View All]

Vickymod thread.

Pastebin for latest (unofficial) version: http://pastebin.com/MHswMhZi

Post any suggestions you have or any bugs you've found.

Vickymodguy, if you're here tell me if you are still modding and if so whether you want to combine efforts or you want me to split things off.

Also, what's the consensus on adding Commiemod in? Is Commiemodguy here to talk with us?
277 posts and 39 image replies omitted. Click reply to view.

 No.3164

File: 1428649488749.gif (8.66 KB, 363x323, 363:323, darkages.gif)

>>3158
Working as designed, that's 2000 years of Christian anti-rationalism catching up with you in one dose.

 No.3171

>>3164
I can’t tell if this is parody or true mental illness, so good job.

 No.3183

>>3164
>implying the Dark Ages weren't caused by Islam and the Black Plague and not so much Christianity

 No.3184

>>3164

I've always liked the way this idea places the burden of proof on the people who don't agree with it, it's a brilliant rhetorical ploy. If I were to argue against this, I'd have to sum up all the wonderfull things invented in Europe during the middle ages (for which I'm too lazy). This idea of medieval Europe being a period of decline is engrained in the common perception since at least the 1800's. Such a shame, really.

Also, just in case:
>nice bait

 No.3186

>>3171
>>3183
>>3184
>Not having seen this by now
Come on guys, this was the original bait. It was bait years before bait was cool.

 No.3188

>>3164
This might work for the people who don't know shit about history.

This is not a place where such people hang out.

 No.3193

>>3164

>Larger scientific advancement in roman ages than in medieval

Top heh

 No.3202

>>3164
>bullshit, the comment

 No.3209

File: 1428963565558.jpg (66.55 KB, 550x735, 110:147, 1427812168954.jpg)


 No.3215

Hey, modguy - how is Italian unification supposed to work? I start as S-P, and there's two identical events - Garibaldi's and that other, more generic, "Let's spawn young italy rebels". I managed to grab Lombardia from Austria, clicked the Garibaldi event, which, supposedly, spawns tons of rebels around South Italy, but….nothing whatsoever happened. Am I supposed to be a great power before I do that? Or what the hell? And what's the difference between those events. There's nothing about this in the changelog as well…(and I've restared quite a few times, because the other countries managed to get their unification thing before I did, due to AI being superfast event clicker)

 No.3216

So, I checked. For some reason, there are no autorevolts with militancy 10, although there should be…

 No.3217

Also, when the Garibaldi rebels start forming, the AI jut passes a reform, and they all dissapear…

 No.3229

Sorry for not responding, went on vacation.

>>3076
Thanks

>>3103
>Russia is still VERY powerful post-dismantle, and even if beaten in the game. I think this is due to the amount of land left without countries to balkanize it, possibly you could throw in novgorod/moscovy. I know It's a long time past but still, It's so much land.

Manually firing the dismantle events in 1836 for these countries gives me this many pops left:

UK: 5M
France: 5.25M
Russia: 8M
Germany (if united): 6.7M

Which doesn't seem too unfair. Most nations should still be a decent power after being dismantled, except for a dismantled Austria and Ottomans because they historically were torn down to nothing. Keep in mind that the German dismantling is set up to be historical, and the other nations are intended to be left with a similar amount and a similar potential for recovery as Germany had.

>Aceh the eyesore; whenever the UK loses them out of their sphere the dutch jump on it, but it is so rare that I've taken to just removing them. Perhaps there should be some invent of the dutch removing them from premises? I don't know the history, but god I hate Aceh.

The Gold Coast event chain takes them out of the sphere, I'll try to make sure it happens more often.

>Malta is boring. In every mod I know you can do some stuff with malta, but not with this one, I know KOJ is a stretch but vickymod is known for its gameplay over historical for the most part, and I think it could do with such a possibility.

What other mod lets you do stuff with Malta? KoJ is too much of a stretch, sorry.

>Crises; I know that great powers stick to their regions, but would it be possible for USA(or any American GP) to be more aggressive in the world? I know it was isolationist, but it didn't get the phillipines by being a neutral nation. It's really boring as it is, never does anything but the ACW and occasional invasion of Canada. I know HPM for example has events for the Spanish American War, maybe you could work on your own.

Nothing to really make the US do things in crises, that's AI I can't touch. There is a spanish american war chain, AFAIK it's the same in all mods.

>Peru-Bolivia and FRCA breaking up need work, AI isn't very good and I think most people would prefer if those states succeeded more than they do, or maybe I'm wrong (we are dealing with autists here after all). Not to mention the events are wonky in general.

I've seen FRCA succeed a bit with AI, Peru-Bolivia is basically screwed though. I'll see what I can do.

>Mexico. I'm a ricky veteran, and in that game (and much like RL) their situation was a MUCH bigger deal in that. I think number one it should receive more international interest, and number two be moreso balkanized if it has turmoil, similar to the USA if it goes crazy. Add in more states for total breakdown, even.

There's already the Rio Grande and Yucatan rebellions. What more would you suggest? Not every nation can spontaneously combust under rebels like the USA (which is a special case for the most part).

 No.3230

(cont)

>Dismantling needs work, I see you are working on it lately, but the fact that nations get random one province spots in a state sometimes? It's absolutely haraam. If you could fix this in any way it'd be way better, It's just gross. Maybe even give it to the native nations nearby if you can't find a valid GP.

The code is very, very messy and its hard to get something that can work for every conceivable situation. And due to how the triggers work AFAIK it's impossible to give out provinces by adjacency like that.

>It's also very hard to take the capital of a nation, in EU3 etc if a capital province is surrounded it can be taken, but in vicky it can't. I suppose the work around would be to make the capital go elsewhere if it is surrounded, not sure how you could do it, but if you could figure it out major points robbro.

It's actually very easy to do, just edit cb_types and remove the capital restriction. If you annex the capital it automatically goes to the lowest id province (as seen in provid).

Problem is if you allow it it can mess with events and stuff that assume that the capital hasn't been moved. Also opens the game up to lots of silly cheesy. Imagine forcing Brazil to move their capital to Africa, which the game then takes to consider Brazil as an African nation, meaning they get full annexed during the scramble. Or literally any nation moving their capital to America and getting huge immigration bonuses.

>Early prestige values somewhat decide the game, I think prestige in the early game should be decreased to allow for more interesting gameplay. Spain, Sweden, Ottomans struggle to maintain their possibility for great power yet obviously every single one of them played a big part in our collective histories. I've played a lot of games, they don't do that great.

I've seen Spain and Ottomans stay a GP for a long time. Ottomans in particular will almost certainly stay a GP if they do well in the Oriental Crisis and don't need help from other GPs, getting lots of pops and gaining prestige rather than losing it. Sweden is mostly a lost cause, there's basically no way to help the AI stay relevant with them, let alone become a GP and form Scandinavia.

What exactly would you seek to accomplish by lowering prestige, and what are you looking to lower it from (random events, scripted events, tech, tech bonuses)? There's always 8 GP slots, if one of them is falling then its because another nation is getting ahead. In most cases more prestige helps these nations, because the other nations getting ahead are doing so by industrialization (belgium/netherlands) rather than by prestige.

>Unification removing cores from premises, It might be hard coded, but I think some of the major states should remain when things unify as cores, maybe not forever but like France has an event that gets rid of them later in the game, maybe put an event that removes them in X years.

Not at all hardcoded. AFAIK they are there simply because Italy and Germany have never really had any chance of "going back" to their un-unified form.

>African jihad, I don't understand why it only stops at some certain amount of countries. In fact I think holy war should remain an omnipresent casus belli for muslim nations in general, after all even in 2015 a state such as ISIS can pop up and be like lol gonna conquer ur shit for allah.

Jihad doesn't just mean holy war, especially since in this case it's a war against other muslims. It's basically a unification CB to encourage the AI to try and form Toucouleur/Mali. If a muslim state wants to just conquer something, that's what acquire state is for.

 No.3231

>Lastly, there's a lot of cool random nations in your mod such as Lusatia, the Aztec nation, Gauchos, Banat, etc. I think some of these could use some revamping, they're quite fun but lack a goal, since they are ridiculous already might as well let them go the extra mile and make crazy claims and formations. You could even go full kaiserreich tier and make one for sternburg's mongolia.
Someone else can do this if they want to, but I'm not too keen on it. Unlike Kaiserreich/HoI small nations are basically boned in V2 and would need legions more positive railroading to accomplish anything like that.

>In any case, I think there is a great attention to detail to this mod and so much potential even still with such a great product already. I commend you on your great work, Rob, and if I had anything to wrap up this tl;dr post It's that the bigger nations without greater balkanizing potential could use some. Russia, Brazil, USA(I know it has some, but it is rare), France(Normandy could be implemented; It's strong even broken), etc.

FWIW I was considering added a second tier of dismantling that would be much more severe (think WW2 Germany)

>>3104
The generic event for a puppet to change allegiance mid-war if it is occupied exists. The trouble is that it requires the occupier to be a GP. I'll add a special exception for Sweden so that it can happen even if they aren't a GP. The Finn tech issue was fixed a few versions ago.

>>3120
Fixed

>>3126
I've not added one.

>>3158
That's kind of the point, since the civil war is supposed to set China back decades rather than give them tons of RP through the RP-from-conquest bonus.

>>3215
>>3216
>>3217
Normal Italian call to unification unlocks with N&I. S-P has an alternate decision if they acquire Lombardia before that. It's all intentional, you can only choose one of them.

There are no autorevolts at 10 militancy, despite what certain code comments suggest. Not sure if it was different in earlier versions of V2 or if its a wild rumor, but it doesn't exist in HoD. Rebels compare their strength to your army strength, subject to a bunch of modifiers, to decide when to rise up. AI passing a reform to lose militancy is, of course, the proper move for them. What I'll do it give a persistent militancy increase the stays for a year or so, rather than a one-time thing that they can sidestep.

 No.3239

>>3231
Thanks. I modded in a modifier that gives them +10 Pop Militancy modifier for a year now. Haha, let them refuse me now, the shitheads.

 No.3240

>>3239
Aaand nope. My modifier show up in the event description, localisation and all, but has no effect, they just pass more reforms. Goddamnit. I'm listening to the italian unification podcast now, wanted to do that nice and historical. So…which event does that in vanilla?

 No.3241

>>3240
So, I read the original PoP demand mod and stuff…basically, the rebels are supposed to jut be enabled, and you're supposed to wait until they get militancy through other means. What I would like to say, though, is that the Cavour's Diplomacy decision needs to be scaled back to state & government tech, instead of nationalism & imperialism, as it's useless now. AI S-P will never use it, as they'll always choose the italian rebel spawn decision over it (tested) which disables the cavour's diplomacy one. And even players will have a hard time using it, provided they get N&I first, as it drags them into a war, and while they're figthing, someone else uses the call for italian unity event, and the whole reason of why to go to war becomes useless.

 No.3242

>>3240
Are you sure your modifier is working properly to raise their militancy? There is a limit to how fast they can pass reforms, any decent amount of constant militancy increase should overwhelm that. Try tag switching to them and checking their modifiers.

>>3241
How about moving the Call to Union decision forward to 1860, since it's intended as the ahistorical variant, while the Pact of Plombieres and Expedition of the Thousand are unlocked by 1850?

 No.3243

How do you feel about changing immigration stuff? I feel the bias towards continents is silly. It should be based on life rating and the government of the nation itself, not be overridden by silly AMERICA IS THE BEST migration programming. Just asking, if you've already changed this I'd love you more.

 No.3244

>>3242
I haven't messed with Vicky 2, only EU4, so maybe I did something wrong. I added they should get global pop militancy +10 for a year. Like I said, it shows up when I hover the mouse on decision effects, but when I tag switched, I saw no such thing in modifiers. Also, yeah, moving CtO to 1860, while the others are 1850 seems like a nice idea.

 No.3245

>>3244
Also, one year is too little, extended the period for 3 years, gonna see what happens.

 No.3262

>>2361

As in doesn't detect them if I do put them into ~/Documents/Pdox Interactive/Victoria 2/mod.


 No.3264

>>3262

Installs in the folder your copy of V2 is in, not the my documents folder, which is strictly for savegames and screenshots.


 No.3272

Hey Rob, chinese events for panthay/dungan rebellion need to be fixed, the global flag never get removed and the events if Yunnan/Kashgaria wins dont have fire_only_once either so they are showered with prestige if they get free later


 No.3288

>>3243

I second this.


 No.3291

>>3272

Noted. Should be fire_only_once = yes

>>3288

>>3243

Allowing migration to non-american/oceania provinces can lead to massive slowdown due to the amount of extra pops it creates, potentially making the game unplayable, so the continent bonus needs to stay.

I'll knock down the USA-specific boosts a notch though.


 No.3298

Yunnan keeps geting Panthay rebellion won event that gives 10 prestige seemingly forever when you win war of independence.


 No.3299

>>3298

Tested it, it lets them grow into great power should they civilize in five years.


 No.3357

Here's a thing

So Britian declares war on Beyang China and then somehow it stops existing and then forever there is the "Concession of Qing Canton" in the war screen and it bugs


 No.3358

>>3357

I've heard of this before, but I've never been able to duplicate it. If anyone can give me reproducible circumstances in which it occurs I'll look in to it, but I think its due to a borked installation.


 No.3361

Please tell me you accidentally took siege ability off artillery. That is the absolute worst design decision ever made, there is now literally no use for artillery over engineers.


 No.3362

>>3361

Note: even HPMcuck made this change as well, so I can't help but think someone is trying to outdo someone here, but fucking stop. That's fucking retarded. Change it back to how it used to be.

If you guys changed artillery to not have siege ability to compete with one another's changes, you're both fucking retards and I'll start my own branch without retarded tit-for-tat changes.


 No.3364

>>3209

Blow your brains out.


 No.3365

>>3361

>>3362

Artillery are way, way better for combat due to having higher support %. Artillery not having Siege is part of vanilla.


 No.3373

>>3365

It was changed before, now it's lolsiegeability on horsemen instead of artillery and engineers like it used to be. It was different before, and made sense.

Give engineers some siege and artillery more at the start because they're fucking artillery, engineers should get upgrades over time with tech to their siege as they do, but not start out OBJECTIVELY better than artillery then become even better over time.

Either increase the tech bonuses to artillery or get rid of artillery entirely, as it has no use in comparison to half-tech engineers.

There is no reason to build artillery in the current game with the state of the unit stats. Balance is just fucking gone lately, and I don't know who's trying to outdo who in this little game.


 No.3374

>>3373

>It was changed before, now it's lolsiegeability on horsemen instead of artillery and engineers like it used to be. It was different before, and made sense.

I don't know about previous expansions, but siege in HoD has always been for engineers, not artillery. The minor siege amount on cuirassiers and dragoons are strictly balance and to make them slightly less shit.

>Give engineers some siege and artillery more at the start because they're fucking artillery, engineers should get upgrades over time with tech to their siege as they do, but not start out OBJECTIVELY better than artillery then become even better over time.

>Either increase the tech bonuses to artillery or get rid of artillery entirely, as it has no use in comparison to half-tech engineers.

>There is no reason to build artillery in the current game with the state of the unit stats. Balance is just fucking gone lately, and I don't know who's trying to outdo who in this little game.

You clearly don't understand how the combat system works. Engineers are no way near as good as artillery. Support % is what matters in battle, siege does nothing except help negate forts, and you only need 10% of your army to be siege to get the effect. Hence the 4inf/4art/1hus/1eng combo most use, with inf holding the line, art doing the damage, hussars reducing dug in/speeding occupation, and eng lowering fort bonuses. If Artillery had siege ability there would be no reason to build engineers


 No.3408

I guess I'm retarded and mistook certain changes for your changes.


 No.3415

I'm pretty sure that this thread is past the bump limit.


 No.3441

What are conditions for integrating a province? I've been owning Brunei (rest of borne still in Dutch hands) for decades, primary culture is 90% majority, but I still can't stamp the thing with a core.

Also, how do I trigger great war? Great wars are triggered and I had war against allied Japan and UK and it didn't become great war.


 No.3442

>>3441

You can only core provinces if they neighbor your cores.

Great Wars require at least 2 GPs on both sides. You can fight a 1v7 and it won't be a great war.

>>3415

I'll make a new thread when we drop further down.


 No.3463

Are the cores needed for the North German Federation changed with this mod? Cuz I seem to be unable to get it to form and that requirement is the only stumbling block.


 No.3464

>>3463

Cores are the same. Check that all of the relevant states are free (not vassals of another nation) and that they aren't at war.


 No.3465

>>3464

And outside of the need for State & Government to be researched, and the sphere members to be at peace, the only other requirement is to have all providences that are a core of Germany under your control/in your sphere, correct?


 No.3466


 No.3470

Okay, how do I get rid off the Mandate of Heaven malus as ROC. it makes mobilization pretty much impossible for me.


 No.3473

>>3470

>Okay, how do I get rid off the Mandate of Heaven malus as ROC

You don't.

>it makes mobilization pretty much impossible for me.

That's the point. China doesn't need mobilization and it breaks the economy in half when it does it.


 No.3475

>>3473

Really nice. While I can snatch +50 warscore figting UK by defeating bunch of 300+ deathstacks they and their Sikh allies throw at me, I just can't get more score and in prolonged war I eventually get overwhelmed, especially as they are allied with Russia, so I have to guard my northern border too.

I think I can solve this issue by not annexing the last clique untill 1935.


 No.3487

File: 1431890761735.jpg (702.56 KB, 1826x477, 1826:477, 116e.jpg)

Tentative changelog for next version.


 No.3489




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