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Major Issues
1) The significant problem is they both overwrite the on_game_initialised function to start up scripts.
2) they include the harvest season which when used with other script heavy mods will stop working later in games. The reason it stops working is that the harvest season function calls the next version of itself so if it skips even once then it will stop all together.
3) Both mod events and decisions. VV mods them to add unit modifiers when new countries are created and change existing ones when country cultures change. Using invictus' versiosn would mean that new countries would be unaffected by terrain and cultural unit modifiers and changing a culture would not change your unit / terrain modifiers.
Minor Issues
1) Both mods edit buildings so once version will overwrite the other versions edits.
2) Both edit road building unit ability but this is minor so not an issue really.
As for cultural modifiers that is something i can definitely do. Let me know which cultures specifically and ill take a stab at adding them. Actually suggest it on my discord as i check there more often than here.
And any chance for more cultural modifiers to be added? I love the differences between country militaries. I am playing around 70% in MP tho.
Further buffs to forts planned ? And/Or Buffing the Fort payment slider? Just interested in the direction the mod'll take so I figured I am asking.
martial increases: movement speed + morale
Are you planning on expanding the general's importance i.E zeal slightly increasing morale?
@magnar - thank you :)
The reason these tribes survived the way they did was because it really was that difficult to attack someone else. Small tribal nations just weren't equipped for sieges and doing anything more than raiding larger cities.
I started an Iceni playthrough last night where I basically started out by invading all the tribes around me one at a time using the terrain to destroy their levy forces. Then I put one levy on their capitol and used my other one to capture all their territory and declare peace leaving them only their capitol city. I built up like this until I could hire 2 mercenary armies to capture forts with. It was a fun challenge to be forced to accept that I couldn't just swallow everyone up in 1 short war.
However..... to be honest, I have found that it is impractical in the early years due to supply issues for both smaller nations and also mercenary armies. You need at least 2 supply trains to make an army useful in anything other than defensive operations (within your own borders) and mercenaries do not get any until they are circa 10k strength.
All the smaller armies starve to death in no time at all, which is a shame.
Can be resolved by placing Vae Victis above Improved Buildings 2.0 in the load order but I thought I'd point it out because it took me a while to figure it out.
I checked the integrity of the game files, no problem there. I unsubscribed from and disabled Vae Victis, then resubscribed. This time it loaded well. I have some time to play tonight, hopefully it continues well.