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Thread: VDM 2.2 (VadAntS Desease Mod)

  1. #1
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    Icon14 VDM 2.2 (VadAntS Desease Mod)


    VDM 2.2 (VadAntS Desease Mod)



    This mod brings in game many different features which should have been in Empire from beginning. New Empire is waiting for you!

    Description
    Spoiler Alert, click show to read: 

    Diseases
    Diseases occur with a certain probability depending on the region. The disease lasts in a certain number of moves for which the area is losing population, well-being and contentment of the population.
    The troops found themselves in an area immediately begin to lose strength and performance. Agents and generals with a certain probability receive appropriate Traits.
    The dynamics of the disease in the armies and characters depends on the disease and may consist of 1-2 phases, depending on the duration of their stay in the contaminated area.
    Army loses strength:
    - If located in the infected area and the number of units is not less than 10% (units will be disbanded when their number is less than 10%)
    - Sick army moved into the enemy area. If the area is not contaminated, it is likely that your army will infect the area.
    - If ill with typhus.
    The army and the characters are recovering, while in their uninfected (Allied) area.
    Losses of the army for the course:
    Phase 1 - 1-7%
    Phase 2 - 1-14% (occurs when you are in the area for more than 5 moves)
    Smallpox
    The probability of occurrence: America (0.5%), Europe (0.1%), India (0.1%).
    The probability of infecting the enemy region - 10%
    Duration - 6 turns.
    Flu
    The probability of occurrence: America (0.1%), Europe (0.5%), India (0.1%).
    The probability of infecting the enemy region - 5%
    Duration - 4 turns.
    Malaria
    Probability of 0.5%.
    Areas: the Caribbean, South America, Egypt, Syria.
    The probability of infecting the enemy region - 10%
    Duration - 5 turns.
    Cholera
    The probability of occurrence: America (0.1%), Europe (0.1%), India (0.5%).
    The probability of infecting the enemy region - 15%
    Duration - 8 turns.
    Fever
    Arises when the army in enemy territory more than 8 strokes.
    Army recovers, while on its territory.
    The probability of occurrence - 30%
    Scurvy
    Arises when the fleet of more than 6 moves into the sea. Scurvy does not occur in the trade areas.
    The fleet is recovering while in port.
    Scurvy does not occur if the technology is investigated "Lime and sauerkraut."
    The probability of occurrence - 30%

    Disasters

    Disaster occur with a certain probability depending on the region. Catastrophe similar to the disease leading to a decrease in the welfare field, decrease in population and contentment.
    Army to lose strength, characters gain Traits. Also, in the event of disasters can be destroyed by the construction of infrastructure.
    Losses of the army for the course - 15-30%.
    Hurricane
    Areas of origin: coastal region of America.
    Duration - 2 turns.
    The probability of failure of buildings - 10%
    Probability of - 0.2%
    Drought
    Probability of - 0.2%
    Duration - 4 turns.
    Earthquake
    Occurrence area: the area of Western Europe and Africa.
    Duration - 2 turns.
    The probability of failure of buildings - 10-30%
    Probability of - 0.05%
    Volcano
    Areas of origin: Italy, Iceland, Guatemala, India.
    Duration - 2 turns.
    The probability of failure of buildings - 15-30%
    Probability of - 0.05%
    Flooding
    Occurrence area: the areas with rivers.
    Duration - 4 turns.
    The probability of failure of buildings - 5%
    Probability of - 0.2%

    Climate factors - Frost and heat

    Army, located in the climatic regions belonging to the enemy, suffer from heat and frost.
    Areas of origin: desert regions and snowy regions.
    Losses of the army for the course - 1-7%.
    Countries that are resistant to climate change:
    - Frost (denmark, huron, inuit, norway, russia, scandinavian_rebels, sweden, scotland)
    - Heat (afghanistan, barbary_states, mamelukes, morocco, ottoman_rebels, ottomans, persian_rebels, safavids, pueblo, maratha, mughal, mysore)

    Replenishment

    The army can be replenished only on its territory. This works for both the player and for the AI. If funds are available AI will automatically replenish your army is on its territory.

    "Diplomatic money"

    When you make dip offer to AI, AI always looks at money offer, not for your military and economic strength. That's why you will get dip money (1 mln) that is used for script dip offers (when you see money offer with 1 mln). You can accept or decline these offers. Dip money that received AI will be taken from him.
    Peace treaty
    AI concluded a peace treaty with the following conditions:
    - The ratio of the army AI / Army Player of less than 50%
    - The ratio of the army AI / Army Player of less than 30% (for Indian factions)
    Peace protectorate
    Terms and conditions:
    - Trade Agreement and the military alliance
    - The ratio of the army AI / Army Player of less than 40%
    - The ratio of the army AI / Army Player of less than 20% (for Indian factions)
    - The percentage of world trade a player higher than AI
    - AI faction is a potential protectorate (AI has one area and there is an item in the menu protectorate diplomacy)
    Military protectorate
    Terms and conditions:
    - AI faction is a potential protectorate (AI has one area and there is an item in the menu protectorate diplomacy)
    - The player is besieging the capital of AI one turn
    - The ratio of the army AI / Army Player of less than 50%
    Note: includes all the army, and not only those involved in the siege.
    After 10 years will be the annexation of the protectorate and it goes into the player's faction.

    A new system of random events, the parameters of stability, and admin points like in EU4
    Admin Points (Administration)
    Each turn you will get admin points. These points are formed depending on the basic skills of the ruler, ministers and governors. Basic skill character gets at birth and it does not change. You can see your admin points in the government panel.
    Points are used to control random events to increase the stability and the nationalization of the regions.
    Stability
    Your ruler, depending on the random events will receive trait stability from +3 to -3. You can enhance the stability, using admin points. Cost is determined by the formula "Stability initial * 50 + 100 + Expansion." To improve the stability you need to open the ruler's panel and press the "?" button.
    Expansion
    Capturing new region it should be nationalized. The cost of nationalization - 100 admin points. The region is not nationalized, if the red flag is displayed in the region panel. For each such region you get trait expansion. To nationalize the region need to open the region panel and click the "?" button. Time nationalization - 4 turns.
    The effects of random events last for 8 turns, except stability. Stability is reset at the death of the ruler and change by the steps above.

    The system limit armies
    Every country at the start of the campaign has a limit of 20 units + (10-35) units for the major countries. Also, each farm and vineyards gives your level for each one unit. When you reach the limit of the country will not be able to recruit troops. When you exceed the limit, the country receives trait Supply (+ 2% to the cost of content for each unit over the limit)

    Iron and timber

    The country has the resources iron and wood to give the corresponding Traits. Iron gives 10% to the cost of hiring units. Timber gives 10% to the cost of construction of vessels. For trait Timber requires as timber and iron.
    Traditions
    Each country after the first turn gets trait Traditions with three bonuses. This trait is the country forever and individual.

    Training soldiers by gentlements and scientists

    Gentleman can train soldiers, increasing their experience. To do this, you need to have a gentleman in the army. Only trained army in the field. Tuition fee is 300 * destination experience. Over the turn of a gentleman can teach up to 4 units as funds are available.

    Raising revolts by saboteurs

    Saboteurs can raise a rebellion in the region. For this spy must be in the desired region. Open the saboteur inform panel and press "?". The probability of success is 20%, the cost of the action is equal to 1000 regardless of the success of the operation. For minor factions (1 region) saboteurs rise rebellion for 500 coins. The saboteur in his own region reduces in 2 times the possibility of raising rebellion by enemy saboteur.

    Inflation

    Inflation is a result of:
    - Coinage (2% each turn)
    - for minor factions (1 region) treasury limit for inflation is 20000.
    - inflation for gold and silver mines (less than 6 mines - 0.4% and 0.2%, more than 5 mines - 0.8% and 0.4%)
    - If treasury has more than 10,000 coins for 3 turns (3% each turn)
    To reduce inflation, open the panel of Minister of Finance and click on "?". Inflation is reduced by 2% for 50 points.
    Coinage
    To start the coinage open panel of the Prime Minister and click on "?". With Coinage faction will receive 1000 coins into the treasury each turn. Cancel coinage made the same way.

    Reworked traits system for ministers

    Change the existing traits system. Added new traits that should enhance management for the player.Traits system is now also linked to the event system.
    Also partly the traits system is changed for saboteurs and scientists who will quickly gain experience.

    Trade ships

    AI will use half of their ships (if they are trade) for trading, as well as to fight the enemy trade fleet.

    Storm

    Ships caught in a storm, damaged or flooded. Also hurt the team and the troops on board.

    Colonial effects.
    European countries that have colonies in America and India, will receive bonuses:
    - Colonial power - +5% to trade (1-5 colonies)
    - Great colonial power - +10% to trade (6-10 colonies)
    - Colonial empire - +15% to trade (11-15 colonies)
    - Global colonial empire - +20% to trade (16 and more colonies)


    New save system.
    VDM keeps the data separate from the main saves in a folder VDM_saves. This will protect saves from damage and ensures their autonomy.


    Slave trade.
    To start trading, you need to open the cover of the governor of America and the press "?" button. Similarly, the trade can be stopped.
    Conditions for trade:
    - The availability of trade ships in the trade areas in West Africa.
    - The presence of colonies in America, where there are plantations.
    Each trade ship brings 40 slaves per turn. The slaves are distributed between the colonies in proportion to the number of plantations. Each turn, the number of slaves on the each plantation reduced by 50. The maximum number of slaves in the colony depends on the number and level of plantations. One level of the plantation allows you to keep 1000 slaves. Number of slaves can be seen in the region panel. Each level of the plantation brings 500 coins. Accordingly, income is calculated as follows: number of slaves * 500 / 1000. Each turn you will receive a report on the income from the slave trade. If the plantation is damaged, the influx of slaves ceases.


    Conspiracies.
    Now ministers have a set of features that shape their attitude to the leader. If the ratio is poor, the minister may start a conspiracy against the ruler. If the plot succeeds, the ruler dies. New ruler will get Stability:-3.
    Probability plot for one minister is 6%, ie the maximum probability plot - 30%. To enter the conspiracy mode, open the Minister of Justice panel and click the "?" button. To exit, open the ruler panel and click on "?" button. Ministers receive features depending on the events, their political views and characteristics of the ruler. Also in the appointment of ministers receive hidden features that define their behavior and do not change until the change of ruler. If you change the ruler all the features set to zero. To improve the opinion of the minister, it is possible to make the payment. To do this, open the minister panel and press "?" button.
    List of minister's features
    Spoiler Alert, click show to read: 


    Religion.
    Each country receives a trait of religion with their bonuses.
    Additional bonuses of religion:
    - Reducing the cost of stability by 20% (Orthodox)
    - Reducing the cost of training troops by gentlemen by 50% (Islam)

    Each country has a record of religious influence, which depends on the number and levels of religious buildings and buildings of happiness.
    The impact of the country will spread to neighboring regions in other countries. Such an effect is defined as the difference between the performance of the religious influence of the two countries.
    Therefore advantageous to have a big religious influence for protection from religions of neighboring countries, and to spread your faith in other countries.
    Ways to increase religious influence:
    - Construction of buildings
    - Strengthening of religion with the help of events
    - Acceptance of religious doctrines

    Culture.
    Each country gets culture points of cultural buildings, as well as events. These points are then used for the adoption of doctrines. The country can take 3 doctrine.
    In total there are 6 doctrines:
    - military
    - economic
    - navy
    - scientific
    - social
    - religious

    Enlightenment.
    Country after a certain year and in the presence of an educational building, receive Enlightenment trait.

    Tasks.
    Countries receive random tasks (building, seizing regions, increasing stability, etc.), as well as the main countries receive their unique tasks.
    To open the task list, open the target panel and click the "?" Button.

    And many other interesting things that i might have missed


    List of scripts
    Spoiler Alert, click show to read: 
    - DeseaseScript (script diseases)
    - DisasterScript (script disasters)
    - ClimateScript (script climate)
    - RiseDeadFactionScript (script provides the possibility of rising of the country in their capital region)
    - WarDipScript (AI will look at the relationship and the value of the armies, as well as its own allies when AI declare war. It also means that there will be better respected unions.)
    - RebellionsScript (script historic rebellions)
    - DiplomacyScript (script diplomacy)
    - EventScript (script events)
    - OccupScript (script occupation)
    - GeneralScript (automatic script hiring generals for AI)
    - ArmyRepScript (script no replenish in enemy land, and automatic replenishment AI)
    - SpyRebScript (script raising revolts saboteurs)
    - TraditionScript (script traditions)
    - ResourcesScript (script iron and timber)
    - GentExpScript (script unit training gentleman)
    - ManpowerScript (script limit armies)
    - TradeShipsScript (AI will send half of fleet for trading)
    - StormScript (script for storm)

    You can turn on/off scripts in scripting.lua. Just write true/false.

    If you disable ArmyRepScript, you have to:
    1. In scripting.lua find rows:
    InitReplenish = assert(loadfile("Replenishment"))
    setfenv(InitReplenish, getfenv())
    InitReplenish()
    and put at the beginning of each row: --
    2. In user.empire_script delete:
    Replenishment.pack;


    Credits
    Spoiler Alert, click show to read: 
    Many thanks to the authors of WALI for their wonderful programm.
    Many thanks to the authors of APE:TI for their save files system.
    Many thanks to all people that support the mod.


    Install
    Spoiler Alert, click show to read: 
    1 Copy/paste all files into the ETW folder.
    2 Place user.empire_script to C:\Documents and Settings\(Your User Name Here)\Application Data\The Creative Assembly\Empire\scripts... or C:\Users\(Your User Name Here)\AppData\Roaming\The Creative Assembly\Empire\scripts\...
    3 If you use ManpowerScript you need to place game's difficulty level in scripting.lua(find CurDif parameter).
    4 Run VDM_Start.bat.


    Download
    https://yadi.sk/d/JefEFkBp3MbbmF


    Empire: Total War Most
    Popular Mod and Sub-Mod
    Last edited by VadAntS; September 05, 2017 at 08:10 AM.

  2. #2
    Sixt's Avatar Civis
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    Default Re: VDM 2.0 (VadAntS Desease Mod)

    cool, will try this soon :-) thanks for sharing!

  3. #3

    Default Re: VDM 2.0 (VadAntS Desease Mod)

    Hi Vadants... I have suggested to an modder in some the ETW site about attrition, concerning respecting to the rank of general, the lower the Stars of general the more attrition and desertion, because of lack of discipline, and late payments. Could this be implemented too? Just an Idea.

  4. #4

    Default Re: VDM 2.0 (VadAntS Desease Mod)

    Also would this affect the AI, and would they be able to know how to replenish thier own troops? And not have hundreds of dying armies on the world map?

  5. #5
    VadAntS's Avatar Miles
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    Default Re: VDM 2.0 (VadAntS Desease Mod)

    Quote Originally Posted by Steveholmes View Post
    Hi Vadants... I have suggested to an modder in some the ETW site about attrition, concerning respecting to the rank of general, the lower the Stars of general the more attrition and desertion, because of lack of discipline, and late payments. Could this be implemented too? Just an Idea.
    Hi,
    Yes, it can be done. But there is a problem that AI doesn't know about it. He may return to his own land or may stay. It's hard to say. ))

  6. #6

    Default Re: VDM 2.0 (VadAntS Desease Mod)

    Quote Originally Posted by VadAntS View Post
    Hi,
    Yes, it can be done. But there is a problem that AI doesn't know about it. He may return to his own land or may stay. It's hard to say. ))
    Okay as long you know, the possible problematic that can cause to the AI armies. If you say if could be done, maybe you have to give a switch limit to how low the attrition level can reach before the AI armies has to head back to home land to replenish.

    Also I got a question... About the Stars on generals. Could low star generals lose more men "low disciplin, pay doesn't reach in time to the soldiers, or just simply desertion" versus high experienced 5 star and more generals? I know historically soldiers would go for foraging, and at times they didn't bother to come back in the good of times.... imagine in the worst of times when weather, death and disease, and bad luck insued... they skip row call.

  7. #7
    VadAntS's Avatar Miles
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    Default Re: VDM 2.0 (VadAntS Desease Mod)

    VDM updated:
    - AI repairs his damaged buildings.
    - improved TradeShipsScript.
    - some changes.

  8. #8

    Default Re: VDM 2.0 (VadAntS Desease Mod)

    I got another little question... Does this work with Imperial Splendour RotR?

  9. #9
    VadAntS's Avatar Miles
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    Default Re: VDM 2.0 (VadAntS Desease Mod)

    Quote Originally Posted by Steveholmes View Post
    I got another little question... Does this work with Imperial Splendour RotR?
    You can use it on your own risk. I didn't make it special compatible with IS. Maybe later.

  10. #10

    Default Re: VDM 2.0 (VadAntS Desease Mod)

    Risk is my name. Risk is the game. I'll let you know how it goes.

  11. #11

    Default Re: VDM 2.0 (VadAntS Desease Mod)

    Sounds Fantastic Thank You

  12. #12

    Default Re: VDM 2.0 (VadAntS Desease Mod)

    Okay.. I'm honestly a little confused in how to install this. Having that I'm running another mod, IS ROtR. Once all the files are in place, What do I do next, run VDM_Start.bat. ... then run modemanager 1-5... Maybe I'm not that risky?!?!

  13. #13

    Default Re: VDM 2.0 (VadAntS Desease Mod)

    VadAntS, I really like the idea of rakes being able to cause unrest so as to cause a rebellion. Along those lines I've always wondered if 2 things were possible to script, and I think if anyone could it would be You. 1. Would it be possible to assassinate ministers and rulers with a rake in the capitol region somehow? 2. Say you sent a protestant missionary to France and changed the entire region's religion, in the event of a rebellion could you make the new emerging govt to have the new religion?, in this case protestant France.

  14. #14
    VadAntS's Avatar Miles
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    Default Re: VDM 2.0 (VadAntS Desease Mod)

    Quote Originally Posted by Steveholmes View Post
    Okay.. I'm honestly a little confused in how to install this. Having that I'm running another mod, IS ROtR. Once all the files are in place, What do I do next, run VDM_Start.bat. ... then run modemanager 1-5... Maybe I'm not that risky?!?!
    Try to run Start_Empire.bat in WALI folder and then modmanager.
    Quote Originally Posted by minionj View Post
    VadAntS, I really like the idea of rakes being able to cause unrest so as to cause a rebellion. Along those lines I've always wondered if 2 things were possible to script, and I think if anyone could it would be You. 1. Would it be possible to assassinate ministers and rulers with a rake in the capitol region somehow? 2. Say you sent a protestant missionary to France and changed the entire region's religion, in the event of a rebellion could you make the new emerging govt to have the new religion?, in this case protestant France.
    1. Maybe if i'll be able to change age.
    2. I didn't explore religion mechanism, so maybe yes maybe no.
    Last edited by VadAntS; November 05, 2015 at 03:19 PM.

  15. #15

    Default Re: VDM 2.0 (VadAntS Desease Mod)

    Okay Cool... Though... I did get a notification of traits to most of my spanish ministers in the first turn... but.. I can't really say if attrition, is working.
    Being that I'm just in the begining of the short grand Campaign. And most of my small Spanish army is still in Main land Spain.

    I did start the game by modmanager.

  16. #16
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    Default Re: VDM 2.0 (VadAntS Desease Mod)

    Quote Originally Posted by Steveholmes View Post

    I did start the game by modmanager.
    With Start Empire.bat? Because without it the mod will not work.

  17. #17

    Default Re: VDM 2.0 (VadAntS Desease Mod)

    Hello VadAnts, I think I ed up my ETW beyond recognition...lol in short FUBAR. So... I'm going to try again. So in the
    FOLDER [VDM 2.0 vanilla eng]
    comes
    FOLDER [Data] and 2 files
    user.empire_script.tx
    VDM_Start.bat

    In the [Data] FOLDER comes 2 Folders and 12 files.
    [Campaigns] comes 1 Folder/
    [Main]contains 1 file
    scripting.lua
    [WALI] comes 7 Folders /
    [docs]
    Error codes
    Loading WALI into your game
    Lua functions
    Making a new command
    [Engine] contains another 4 folders 7 files
    [Commands]contains 24 files
    .
    .
    .
    .
    .
    .
    .
    .
    .
    .
    .
    .
    .
    .
    .


    [Configs]
    Attrition.WaliConfig
    [Engin_scr]2 folders and 2 files
    [WALI_Engine]contains 2 folders and 9 files
    [obj]contains 1 folder
    [86x]contains 1 folder
    [Debug]contains 1 folder 10 files
    [TempPe]
    DesignTimeResolveAssemblyReferences.cache
    DesignTimeResolveAssemblyReferencesInput.cache
    GenerateResource-ResGen.read.1.tlog
    GenerateResource-ResGen.write.1.tlog
    WALI_Engine
    WALI_Engine.FormWALI.resources
    WALI_Engine.pdb
    WALI_Engine.Properties.Resources.resources
    [Properties]
    app.config
    Attrition.cs
    Command.cs
    FormWALI.cs
    FormWALI.Designer.cs
    FormWALI.resx
    icon
    Program.cs
    WALI_Engine.csproj

    [WALI_Launcher_ETW]
    WALI.sln
    WALI.suo
    [Maps]
    Error_Log
    run WALI fake process
    WALI_Engine
    WALI_Engine.exe.config
    WALI_Engine.pdb
    WALI_Engine1
    WALI_Engine1.pdb
    [Interface]contains 2 folders
    [LW]
    [WL]
    [Logs] 2files
    FileLog
    Lua Log

    [Misc]1file
    settlementnames.lua

    [UI_final]1 folder 1file
    [CampaignUI]contains 1folder 1file
    [skins]
    HasAttrition.tga
    NoAttrition.tga
    layout
    Readme
    Used UI component ID's
    [UI_Wips]contains 1 folder 6 files
    [src]
    compile all loose lua files
    luac
    UI_WIPS_SRC README
    compile all loose UI files
    convert_ui.py
    decompile all loose UI files
    layout
    UI_wips README
    Used UI component ID's
    Event_var.luac
    loc_VDM.pack
    MP_var.luac
    Nation_var.luac
    Occup_var.luac
    Opt_var.luac
    Replenishment.pack
    RP_var.luac
    ui_vdm.pack
    VDM.pack
    VDM_DP.pack
    VDM_src.pack
    So there is alont of files and directives, and many readme's but I always have a sense that I"m doing something wrong or placing the files in the wrong place or something.
    I also never to find where to write the parameters your saying..

    To load WALI start with the launcher. Make sure WALI.pack is loaded into the game (either in mod or movie format). For your selected campaign, you need to
    edit the scripting.lua as follows:


    "Near the top of the file (after the variables are declared) add the following:


    WALI = require "WALI/WALI"
    WALI.InitialiseAttrition()


    WALI.InitialiseAttrition() can be ommitted to remove attrition functionality. Any other defined commands can then be ran at any time using:


    WALI.commandName()


    where commandName is the name of the method"

    Can you clarify me a bit more....Cuz I need many times to repeat the instuctions, but I catch fast
    Cheers
    Last edited by Steveholmes; November 09, 2015 at 04:13 PM.

  18. #18
    VadAntS's Avatar Miles
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    Default Re: VDM 2.0 (VadAntS Desease Mod)

    Place VDM_Start.bat where empire.exe. And then run VDM_Start.bat. That's all.
    scripting.lua at the data\campaigns\main.
    Last edited by VadAntS; November 10, 2015 at 07:12 AM.

  19. #19

    Default Re: VDM 2.0 (VadAntS Desease Mod)

    Again.. I can't say if was working on the IS RotR mod. But like I deleted everything and will reinstall vanilla ETW, than Install your mod than.. on top install IS ROTR. maybe it isn't compatible...
    Maybe...

  20. #20

    Default Re: VDM 2.0 (VadAntS Desease Mod)

    Looks interesting, does it work with DME right out the box or does it require fiddling with the scripts ?

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