Victoria 3

Victoria 3

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Corvus Anarchism Aesthetics
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2 Dec, 2022 @ 12:12am
28 Jan, 2024 @ 4:35pm
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Corvus Anarchism Aesthetics

Description
1.7 COMPATIBLE

This mod allows the game to finally use the dynamically generated flags mentioned in the dev diary about flags. The game originally overrides anarchist flags with the communist one because of a priority issue. This mod adds an additional check trigger to determine if the government has anarchism or not. This mod will also color anarchist countries black, communist ones a dark red, and technocracies grey if not otherwise defined.


11 Comments
Corvus the Doctor  [author] 28 Jan @ 7:40pm 
@Nestrect Upon testing on my end, I haven't been able to replicate the issue. Unless someone explicitly touched the anarchism flag trigger and tied that to the AI behavior somehow in their mod, that shouldn't be happening.
Nestrect 25 Jan @ 5:34am 
The mod has a problem at least on my run, when i acitvate it AI by some reason starts to destroy their whole army and military until they are at 0
Albens 29 Apr, 2024 @ 11:08am 
Dope mod buddy. I hope you do more Aesthetics
Spiky38 24 May, 2023 @ 4:18pm 
I really like that the color change to black, really makes it stand out from the rest, great mod!
Corvus the Doctor  [author] 16 May, 2023 @ 5:35pm 
@Vulcan This can be added halfway through, give the game time to refresh. A trick that helps is to click on the clock once and that does it if you have "--filewatcher" in the properties (I don't remember if that's the command for sure or not)
Vulcan 16 May, 2023 @ 3:40am 
@Corvus the Doctor Can this mod be added halfway through the game?
Corvus the Doctor  [author] 17 Dec, 2022 @ 9:17pm 
@Kayzer This is an important thing to know about anarchist flags in the game and the flags in general: There is only one explicitly defined flag for an anarchist country in the flag_definitions document. That country would be Ukraine. This isn't so entirely unexpected, there are several lacking defines for fascist countries or communist ones. Flags that aren't explicitly defined are dynamically generated using a list of elements and parameters. These generations will be consistent between games, but they are generated by the game regardless. When it comes to the priority issue, there is no way for the game to tell the difference between a communist or anarchist country in the coa_triggers. That is why the anarchist law NOT command is important. It separates them into two conditions for the game to check instead of a priority issue, mucking up less than simply increasing anarchist priority.
Kayzer 16 Dec, 2022 @ 11:58am 
Oh I see, so (please correct me if I'm wrong) but those flags are already in the game, they just didn't showed up because the communist flags have a higher priority right ?
Does this apply to every other flags, I mean, are there even some .dds files for the flags in there to begin with ?
Corvus the Doctor  [author] 14 Dec, 2022 @ 10:50am 
@Kayzer Hey! Gad to see you're taking an interest in this. I wanted to release this separately from my flag mod that I've been working on since release but you can feel free to use the same technique I found in mine to add to yours. As long as there's a line that credits me with figuring it out, that's all I ask. Basically, you change the coa_triggers in the scripted_triggers common folder. In order to achieve the effect I have here, you put in a NOT trigger under the communist flag coa trigger for has_law = law_type:law_anarchy so it looks like NOT = { has_law = law_type:law_anarchy }. From this, it now overcomes the issue of the game overriding the anarchist flags with the communist one.
Kayzer 13 Dec, 2022 @ 9:02am 
Hey ! Amazing mod ! I tried to reverse-engineer it because i want to make a flag mod as well but didn't find any .dds files, how did you do to add those awesome flags in the game files ?