Don't think so, maybe some elements in some custom campaign.
Anyway, I've made some progresses and first beta pack (regarding the Economical Trust) is almost ready
Spoiler Alert, click show to read:
Don't think so, maybe some elements in some custom campaign.
Anyway, I've made some progresses and first beta pack (regarding the Economical Trust) is almost ready
Spoiler Alert, click show to read:
Really, really good news, here.
I was able (really easily tbh) to link political intrigues to the virtual points system.
You simply push the dedicated Intrigue butoon and, voilą, the range will be affected (and loyalty will be lowered obviously...)
This means that useless PIGS Intrigues like PARTY MEETING, POLITICAL ORATION, CONSULT ARUSPEX, POLITICAL SURVEILLANCE will die and let their place to other intrigues influencing the virtual point system!
I've also added 2 different random events (the Minor Event with +/- low values and triggered randomly every turn. The Major Event with high +/- values and triggered every 2 years for 4tpy and every year for 12 tpy, exactly as per the PIGS Policy Outcomes)
Spoiler Alert, click show to read:
''This means that useless PIGS Intrigues like PARTY MEETING, POLITICAL ORATION, CONSULT ARUSPEX, POLITICAL SURVEILLANCE will die and let their place to other intrigues influencing the virtual point system!''
I admit I don't know well the subject here but eliminating those intrigues isn't a good move, imho (only judging from denomination actions perspective, it's unrealistic because ALL were highly present in ancient Rome 2 universe)
Those 4 intrigues are custom made, for PIGS, I've already erased a lot of them giving new purposes
Vanilla's are Send Gift,Praise, Insult, Provoke
I will keep older PIGS version because i like the denomination and effects. I said before: party meeting, political oration, and the others, are excellent intrigue concepts because they were REAL. You can't replace them with anything other. I think adding new ones without deleting the older, is the answer.
well, no...
some things are hardcoded, some things are not, It's like playing chess when I have to do a new intrigue (replacing an existing one)
some things I remove, some things I mod, some things I add
you can open PIGS pack and have a look, it's quite complex
standard places to mod intrigues are:
1) campaign variables
2) a couple of political tabs
3) polical trait script
4) then there are the texts, which, more or less, will describe the changes
and then I've added to the political event all those random incidents who are affecting treasury, power and giving faction effect, different effects depending on the intrigue purpose
and now I know I can link them (not everyone 'cause not every intrigue has a non hardcoded event) to the virtual points system which, believe me, it's 100% a good thing
VPS_Beta_01
is out!
After almost a year....
The first module regarding economy is ready.
It may need some balancements but I don't think it should be far from being good.
Keep in mind that, as every other of my mods, it's an hardcore mod.
Play it an normal difficulty.
In my humble opinion an hardcore normal is better than a vanilla hard.
Don't be scared, it may seems complicated with all those numbers but if you like strategy you'll end loving it.
Please test it and report impressions
Spoiler Alert, click show to read:
Very good stuff here Jake ! I like ....numbers. First impressions for me show a good logic path for the game. And hope that for the other 3 chapters we will not wait another....3 years. Thank you very much, bro.Originally Posted by Jake Armitage;1580630[CENTER
Last edited by leonardusius; July 01, 2019 at 06:03 AM.
No don't think so, now that I have the script showing things as I want I shouldn't need much time to do the others. At a basic and playable leve, at least.
I would like to do all the 4+1 and then return back and start adding/removing things.
This is indeed a very good news. Waiting for the other TRUSTS, so.
Sorry guys, the pack I've uploaded yesterday had some Testudo value (I wrongly copied/pasted).
NEWS
Please redownolad the packs into OP.
I've also added a light version which will slightly raise tax level threshold points (into script) and lower effect penalties. So, it's a less hardcore version.
Spoiler Alert, click show to read:
Why not use it in the official dei campaign
VPS Beta_02
is out!
- Reworked factors (now it's more campaign wise and less abstract)
- I've used the usual PIGS system conceptually based on Ruling Party, Other Parties, Military and Population
- Rebalanced some parts of the script (it seems to me it's working well, the testudo version at least)
- Check OP for changes
- Guys, I really need reports to understand how this works for DeI vanilla
@GasmioSpoiler Alert, click show to read:
NO, for 2 reasons:
1) it's on its beta_02 version
2) it requires attention and consideration, it will make the campaign harder so it's not for everyone
Hey man, I see you've been working on a lot of interesting mods, but they are all beta. I'm interested in learning Total War modding in my free time, I already have experience with coding (C++, Java and Python), any chance I could help you on developing these mods?
Yeah absolutely, doors are wide open (my only experience with coding - I am an architect - is about videogames but thanks to time and ivanpera - another user - I reached a satisfying level).
Quite soon I'm gonna open a closed group for scripters here in TWC, I'll invite you (we should be 5-6 guys for now).
In the meantime you may check the scripts by downloading submods (and DeI ofc) and the available lua functions here: https://www.mediafire.com/file/xavvz..._v1.1.ods/file
I call them beta but they are actually playable, since I have a lot of things to do still I just pefer the beta/alpha labels.