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  1. #1

    Default Modding politics: Is it possible?

    I've searched here and the web, but I can't find a single resource for modifying the political system in Rome II. I'm hoping someone more familiar with modding than me can answer some of the following questions

    1. Can the result of political actions be modified?
    2. Can party influence be adjusted directly through scripting?
    3. Can the gravitas level of a character be returned via scripting? Can it be changed?
    4. Can ambition level of a character be returned via scripting?


    Thanks in advance, mod gods!

  2. #2
    Magnar's Avatar Artifex
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    Default Re: Modding politics: Is it possible?

    Quote Originally Posted by Dux1 View Post
    I've searched here and the web, but I can't find a single resource for modifying the political system in Rome II. I'm hoping someone more familiar with modding than me can answer some of the following questions

    1. Can the result of political actions be modified?
    2. Can party influence be adjusted directly through scripting?
    3. Can the gravitas level of a character be returned via scripting? Can it be changed?
    4. Can ambition level of a character be returned via scripting?


    Thanks in advance, mod gods!
    1) kinda
    2-4) check the lua scripting function list posted by mitch

  3. #3

    Default Re: Modding politics: Is it possible?

    Quote Originally Posted by Magnar View Post
    1) kinda
    2-4) check the lua scripting function list posted by mitch
    Thanks for the reply, Magnar. Could you elaborate at all on your first point? I can't seem to find any tables in the database that correspond to political action effects, but perhaps I'm just missing them. As for points 2-4, I have consulted Mitch's excellent function list resource already, but unfortunately, I could not find anything there that seems to deal with gravitas, ambition, or politics in general.

  4. #4

    Default Re: Modding politics: Is it possible?

    I want a modder to learn scripting then take over Mitchs ideas for manpower system and implement it because it looks like his mod is dead in the water when it woudlve been something I personally would've PAID to have.

  5. #5

    Default Re: Modding politics: Is it possible?

    It looks like a lot of the political system is not moddable.

    One that that is possible is granting traits that add +X political power ('influence') to the party per turn. These could be granted based on rank. The political office traits can also be modded, too.

    So one thing that could be done to overhaul politics is do it through these functions. Gravitas would remain as the weird and irrelevant statistic it currently is, and I don't see a fix for the ambition stat, but influence of powerful generals could be incorporated via traits.

  6. #6
    Magnar's Avatar Artifex
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    Default Re: Modding politics: Is it possible?

    did you see the political overhaul in vae victis mod?

  7. #7

    Default Re: Modding politics: Is it possible?

    I really liked the look of that overhaul, Magnar, but the overhaul of Vae Victis is a bit much for me.

    Ideally I suppose the politics should change after the Roman Civil War (to become more like a Monarchy where high influence is good, low influence bad). I also know the Deus et Impera team were struggling with (internal?) bugs regarding the civil war levels for influence, and I don't know if they ever cracked that. But that sort of framework would be pretty good as a standalone system.

    Did you ever think of releasing the politics system as an entirely separate mod?

  8. #8
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    Default Re: Modding politics: Is it possible?

    Quote Originally Posted by Dragar View Post
    I really liked the look of that overhaul, Magnar, but the overhaul of Vae Victis is a bit much for me.

    Ideally I suppose the politics should change after the Roman Civil War (to become more like a Monarchy where high influence is good, low influence bad). I also know the Deus et Impera team were struggling with (internal?) bugs regarding the civil war levels for influence, and I don't know if they ever cracked that. But that sort of framework would be pretty good as a standalone system.

    Did you ever think of releasing the politics system as an entirely separate mod?
    while it was in beta it was standalone. No intention of making it standalone again.

  9. #9

    Default Re: Modding politics: Is it possible?

    Mangar, I have looked at the political overhaul component of your Vae Victis mod. It's well done and quite interesting, but my main areas of concern -- the effects of gravitas/ambition and the result of political actions -- don't appear to be affected by it. It is nice that we can mod the bonuses applied from various influence levels, but it does not look possible to modify the core mechanics behind gaining influence, sadly.

    In my own games, I have resolved to simply modify my save files to produce the effects that I want (for example, I will edit the save file to reduce the influence level of a faction by the amount of gravitas lost in a "Spread Rumours" action), but I was really hoping for a way to make this happen automatically. The system will never be that deep, but with a few small changes, it could at least be intuitive.

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