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Thread: VDM 2.2 (VadAntS Desease Mod)

  1. #41
    VadAntS's Avatar Miles
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    Default Re: VDM 2.0 (VadAntS Desease Mod)

    Quote Originally Posted by Oby View Post
    NP, I'll upload(~300MB)...
    Thanks! Can you give me also patch_en.pack?

  2. #42

    Default Re: VDM 2.0 (VadAntS Desease Mod)

    Quote Originally Posted by VadAntS View Post
    Thanks! Can you give me also patch_en.pack?

    http://www.mediafire.com/download/25...q/patch_en.rar

    Just for info (I've added this entries in loc file for missing R_Reb_1 region trait an it works nice-just borrowed it from RusReb and edited a little):

    character_trait_levels_colour_text_R_Reb_1 The population of this area displeasure loss of their privileges and liberties. Rebellion is brewing among the people, which may break in the peasant revolt. True
    character_trait_levels_explanation_text_R_Reb_1 People rebellion, which grew into a full-scale region uprise. True
    character_trait_levels_onscreen_name_R_Reb_1 Region Rebellion True
    character_trait_levels_removal_text_R_Reb_1 Never before has the people displeasure was not as extensive. True
    Last edited by Oby; March 20, 2016 at 06:23 AM.

  3. #43
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    Default Re: VDM 2.0 (VadAntS Desease Mod)

    VDM updated
    - fixed problem with localisation

  4. #44

    Default Re: VDM 2.0 (VadAntS Desease Mod)

    Script called RiseDeadFactionScript. Can you please explain how it works exactly? What is the procedure to raise dead faction ingame?

    Thanks for rep...

  5. #45
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    Default Re: VDM 2.0 (VadAntS Desease Mod)

    Quote Originally Posted by Oby View Post
    Script called RiseDeadFactionScript. Can you please explain how it works exactly? What is the procedure to raise dead faction ingame?

    Thanks for rep...
    Public order in capital region of the dead faction become -50 and then rebellion mechanism works as usual.

  6. #46

    Default Re: VDM 2.0 (VadAntS Desease Mod)

    Was using attrition script from WALI prior to your mod and with it, the player could build a fort in enemy region to replenish his troops.

    I tried to run the original script with your mod but it ctd on campaign start. Can you please help -> how would we combine WALI attrition script into your mod? Or at least the posibility to build a fort in enemy region?

    Thanks...
    Last edited by Oby; March 24, 2016 at 09:37 PM.

  7. #47
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    Default Re: VDM 2.0 (VadAntS Desease Mod)

    VDM updated:
    - fixed error in diplomacy script. Replace VDM_DP.pack.

  8. #48
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    Default Re: VDM 2.1 (VadAntS Desease Mod)

    VDM 2.1
    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)
    10 new events.
    Script optimisation and fixed some bugs.
    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: 

  9. #49

    Default Re: VDM 2.1 (VadAntS Desease Mod)

    Excellent work! Very interesting modifications in this mod

  10. #50
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    Default Re: VDM 2.1 (VadAntS Desease Mod)

    VDM updated

  11. #51
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    Default Re: VDM 2.1 (VadAntS Desease Mod)

    just of curiosity, what does the "SomeBrainsToAI" script do?

  12. #52
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    Default Re: VDM 2.1 (VadAntS Desease Mod)

    Quote Originally Posted by Sixt View Post
    just of curiosity, what does the "SomeBrainsToAI" script do?
    AI repair damage buildings more actively. AI Sweden, Russia, Ottomans have more movement points in their regions.

  13. #53
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    Default Re: VDM 2.1 (VadAntS Desease Mod)

    Thanks

    Sendt fra min SM-G925F med Tapatalk

  14. #54
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    Default Re: VDM 2.1 (VadAntS Desease Mod)

    VDM updated:
    - optimized some scripts

  15. #55
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    Default Re: VDM 2.1 (VadAntS Desease Mod)

    VDM updated:
    - fixed some errors

  16. #56
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    Default Re: VDM 2.1 (VadAntS Desease Mod)

    Ecellent Work For Adding These briliant work to Empire-tw . Can this Work With Darthmod ? i can try but no need to break my game

  17. #57
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    Default Re: VDM 2.1 (VadAntS Desease Mod)

    Quote Originally Posted by M.A.E View Post
    Ecellent Work For Adding These briliant work to Empire-tw . Can this Work With Darthmod ? i can try but no need to break my game
    Officially it's not compatible with Darthmod. But you can try on your own risk.

  18. #58
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    Default Re: VDM 2.1 (VadAntS Desease Mod)

    can it be Officially compatible with Darthmod soon ? ,,,or there is restrictions ?

  19. #59
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    Default Re: VDM 2.1 (VadAntS Desease Mod)

    Quote Originally Posted by M.A.E View Post
    can it be Officially compatible with Darthmod soon ? ,,,or there is restrictions ?
    VDM is compatible with Imperial Destroyer for now. But in theory this version for vanilla shoud be working with Dartmod.

  20. #60
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    Default Re: VDM 2.1 (VadAntS Desease Mod)

    Okaym i will try imperial destroyer ... if it not that much .,, i will try darthmod with VDM and Tell the difference and if there is a bug

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