Imperator: Rome

Imperator: Rome

Realistic Tribes
Exend  [开发者] 2024 年 3 月 1 日 下午 6:18
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What do you all think of the AI mods for tribes that make them more passive? Is it balanced? Does it make the game too easy? Let me know what you think! I am trying to strike a balance between realism and fun.
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DaVincix 2024 年 3 月 3 日 上午 7:34 
So far i played with the mod up until your 28th Feb version.
Rome, early game to circa 275 BC: Everything seems good, nothing to complain.

Will start a new Rome game today with the 3rd March version.
IR 2.0.4. Normal difficulty.
Invictus default setting, except Extra Big Rebellions: Off.

Mods used:

Gameplay:
Imperator Invictus (bit customised, plus properly implemented Josef's Split Etruria mod)
Males Seek Spouses
Virtual Limes
Fix Scorched Earth
Lucky Nations (10 factions; customised)
Realistic Tribes

Cosmetic (FX, UI, Names, Desc):
all disabled for now
最后由 DaVincix 编辑于; 2024 年 3 月 9 日 下午 1:34
DaVincix 2024 年 3 月 5 日 上午 2:15 
I try to play Rome historically, along its recorded expansion, and so far the mod-combi assists in this matter. Have fun with it. I'm atm. in 266 BC on the brink of 1st Punic War (will start it at 264 BC). In regard of your RT mod, as of yet, nothing to complain.

Side-marks:
a) Translate-work: Unfortunately the Invictus mod gave (and still gives) eye-cancer concerning the German language translation (seems to be Google-translate), and thus i had to "debug" a lot of it. Possibly i still change entirely to English. As for translating the RT parts, still have to look into it, but i guess i will at least make the intro-text (pop-up at game-start).
b) Possibly i will still enter gameplay-modding myself. Have to look into it. I made once a personal almost total overhaul of CK2, so i'm quite familiar with Pdx file/code structures. However, it will be based on the listed gameplay mods, and very probably will be personal only (not public). If i do it, then it will be strictly about balancing to support historical realism.
最后由 DaVincix 编辑于; 2024 年 3 月 5 日 上午 2:15
Exend  [开发者] 2024 年 3 月 5 日 下午 4:02 
I made this mod for myself originally to improve my experience -- if you make any balancing changes, even the most minor, I'd upload them. It's always nice to have!
DaVincix 2024 年 3 月 6 日 上午 3:38 
Atm. i play around with the buildings file (base: Invictus buildings file). That is in combi with your mod. And about properties, which bother me anyway.

It shall hinder Tribes with low civ value to construct certain city-status buildings like:
Aqueduct
Library
Academy
Amphitheater
Big Temple
and non-city:
Latifundia (estate).

Plus, some certain other buildings got additionally a civ-value requirement (but moderate).

Of course it should slow down Tribes in its advancements, additionally. But on the other side, Tribes can invest its money otherwise (fe. build quicker available buildings, etc.). And also, might provoke their attacks on more advanced countries, as certain "Barbarians" did in history (in games period, fe. many Celtic tribes), to getting the advantages of those countries (with according higher civ value buildings), or at least to plundering them.

I will run it as test.

If it succeeds well enough, i mean, still balanced based on historical realism background, then i offer it for your mod to integrate it. As lastly, it fits well into your mod theme. Of course, your decision then, not a duty ;)

Also because i personally have no more fun and energy enough to maintain public mods (I'm a retired modder :) ).

Edit: More generally customised the buildings file.
最后由 DaVincix 编辑于; 2024 年 3 月 9 日 上午 4:30
DaVincix 2024 年 3 月 27 日 上午 4:08 
Hey Exend, i rebalanced certain values of your mod. Interested?

And in regard of the above mentioned buildings, in meantime i overhauled that pretty much completely, and implemented the mod 'Improved Buildings 2.0' into that scheme.

But i'm still playtesting the whole (aside to few other small tweaks in Invictus) and usage of certain mods.
最后由 DaVincix 编辑于; 2024 年 3 月 27 日 上午 4:20
Exend  [开发者] 2024 年 3 月 27 日 下午 4:00 
Sure! Show me the values, I can judge whether they fit. The buildings thing I would probably make myself-- I want it to be as compatible with other mods as possible. I personally play with FMO.

A delicate balance must be achieved. It shouldn't be too hard for a player to modernize, which requires a certain civilization value. (in my experience, it already is, this weekend I might rework how the tribal modifiers are given to be based off of region and not culture.)
DaVincix 2024 年 3 月 27 日 下午 5:44 
Oh i think culture should have an impact in this matter. So possibly try to make a combination. Perhaps my culture values can help, which are just way lower (read: less hard for tribal factions). It works for me, but i can't judge on mid-late game, as i didn't come that far, as of yet.
And maybe make a distinction between human player and AI, perhaps as option, so human player can decide to have a lower challenge when a tribe is chosen.

I'll load up your edited mod onto a free server ... wait a bit, the link will come here. Edit: Not the whole mod, just the according files.

https://workupload.com/file/qCyu5r7ezyH

FMO: Iirc., that mod covers buildings in whole, so no compatibility possible with buildings modding.
最后由 DaVincix 编辑于; 2024 年 3 月 27 日 下午 6:04
Exend  [开发者] 2024 年 3 月 28 日 下午 3:54 
It looks good! I'll incorporate the new values mod this weekend and credit you. I will make some changes here and there but it makes a bit more balanced.

Now, I am thinking of adding some sort of tribal advancement point system that would be based off of a myriad of values. Centralization, buildings, innovations, territories, culture, region, whether you're the leader of a group war against a great power, etc... The modifiers would be dynamically based off off this. How does that sound?
DaVincix 2024 年 3 月 29 日 上午 2:37 
Sounds good.

As you are going into such depth, i will load up also my buildings file, from which you might get some helpful thoughts. Only if you like, of course. It is just more complex working based on realism, when compared to other common buildings mods; not the culture-region oriented ones that make such entire distinctions. So it remains compatible with everything that uses Invictus (or vanilla), except sub-/mods that change the buildings.
Edit: Also that your upcoming changes remain compatible with my personal modding ;)

And, i entirely disabled the option, that overlord factions can integrate subject factions diplomatically, a thing that bothered me a lot. Examples, Syracuse always integrated Rhegion and Locri and other subjects, or Seleucids integrated even whole Parthia.
A simple but pretty significant change for the game versus simplified map painting by AI or player.
最后由 DaVincix 编辑于; 2024 年 3 月 29 日 上午 6:36
Exend  [开发者] 2024 年 3 月 31 日 上午 11:43 
@DaVincix I updated the mod and rebalanced the tribal values, though I didn't integrate other features of the submod as I personally felt it was outside the scope of this.
DaVincix 2024 年 3 月 31 日 下午 2:21 
Good and thanks, also for the hint. It's no problem, because i recently moved mods that i'm editing out of Steam's update-system (Invictus, Lucky Nations, Realistic Tribes; location: Imperator mod folder, edited the path/remote-id). So i'll dl your mod-updates and integrate accordingly.

Btw., i'm having really great fun with this game (customised with mods and own modding), never thought that as i bought it with last Sale. As modding platform but also on its own, i think it is the best Paradox game, or let's say, one of the best. And i have a lot Pdx stuff, earliest HoI, Vicky, EU, ... . At least on par with Vic2 and CK2, both incl. all DLCs (and modded, of course), which were my favourites.
DaVincix 2024 年 4 月 18 日 下午 11:09 
Exend, here finally the described German translation.

https://workupload.com/file/Ed42g383a9y

(link 12 hours valid). Edit: Will upload again, when file not taken at right time.
最后由 DaVincix 编辑于; 2024 年 4 月 23 日 下午 4:52
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