Imperator: Rome

Imperator: Rome

Virtual Limes (Invictus)
182 Comments
tingiz 15 Jul @ 2:47am 
nice job my g
Zamensis  [author] 14 Jul @ 5:46pm 
Tbf I'd been given intel beforehand by none other than the Invictus lead dev
Funky Kong 14 Jul @ 5:43pm 
whoa, incredibly fast! thanks so much for the mod, appreciate the speed
Zamensis  [author] 14 Jul @ 3:29pm 
@Ketsuban, @Funky Kong
Updated to Invictus 1.10
Have fun!
Funky Kong 14 Jul @ 1:48pm 
I would assume with how much the new update focuses Parthia, this mod is at least probably a little out-of-date for the time being. Looking forward to an update! This mod is very good at keeping borders a bit more rational.
Ketsuban 14 Jul @ 12:27pm 
Just to let you know, Invictus updated today and it would be nice to know that this mod still works or if it needs an update.
Zamensis  [author] 9 Jul @ 9:19am 
@wbaker18 Yes, afaik
wbaker18 8 Jul @ 9:28pm 
Is this compatible with FMO?
Isengrim 1 Jun @ 5:11pm 
@Zamensis I shall do that, thank you.
Zamensis  [author] 1 Jun @ 4:41pm 
@Isengrim Until ~100 years into the game, yes. You can disable this feature by setting z_limes_rules_nointegrate to 0 in the file I mention at the end of the description.
Isengrim 1 Jun @ 10:14am 
"Non-European AI countries of Macedonian culture aren't allowed to integrate other cultures until ~100 years into the game" I presume this might be the reason why. So the successor states are coded to revoke those cultures?
Isengrim 1 Jun @ 8:55am 
Hi there, I have a question. When using this mod multiple states that begin with several integrated cultures revoke citizenship of one or two of those cultures a few months into the game, making those states severely weakened. They sometimes reintegrate them only to revoke their citizenship yet again. I tried using just Invictus and Virtual Limes, same thing. What could be done about this? Thanks.
Zamensis  [author] 11 May @ 5:27am 
@Alfonso Muskedunder I'm afraid I won't have the time for EU5.
Alfonso Muskedunder 10 May @ 5:26am 
I really like this mod, and as EU5 has been announced, and I think will be a kind of spiritual successor to Imperator as well, I was wondering if you have any plans to port this or any of your amazing mods to Eu5 once that has released? Virtual Limes has become one of my few must-have mods on Imperator, besides Invictus, and I think I really miss it while playing other Paradox Games
Blue Falcon Bravo 30 Apr @ 8:03pm 
@Zamensis
Will do. Thanks for the quick reply.
Zamensis  [author] 30 Apr @ 11:53am 
@Blue Falcon Bravo
It's because Reanimata overrides the UI, including the "release subject" button, regardless of mod order. That will necessarily break compatibility with other mods. I suggest you ask for a fix there.
Blue Falcon Bravo 30 Apr @ 8:29am 
Any way to get the military marches working with Reanimata? The invention "military marches" is where it should be in the tech tree and has the new title and description, but still only releases tributaries. I've got VL at the very bottom of my load order. Can't imagine what could be breaking it.
󠁳⁧⁧ ‡ 22 Mar @ 2:39pm 
The issue below is not with Virtual Limes, it's a feature contained within this mod: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3262072699&searchtext=submod
Zamensis  [author] 22 Mar @ 2:06pm 
@‡ Saw your friend request. I'd prefer you contact me via Discord (DM or Invictus server)
Zamensis  [author] 22 Mar @ 1:26pm 
@‡ Please give me your ENTIRE modlist.
󠁳⁧⁧ ‡ 21 Mar @ 10:47pm 
Hello Zamensis, I know in the description it says this mod won't touch the player in any way, but I'm still kind of stuck on how my issue is happening.

Im playing as rome currently trying to conquer pannonia and from the adriatic pirates mission, and every time i went to war with these tribes, i tried to annex all the land I could in the peace deal, but when its done i end up only getting certain territories and the rest gets vassalized as tribal vassals. This has happened over the course of multiple wars, and I couldn't even annex this one tribe after defeating them 2 times. They keep just getting vassalized.
Zamensis  [author] 16 Feb @ 4:05pm 
@Riekopo Still compatible
Riekopo 16 Feb @ 4:04pm 
new Invictus update
Zamensis  [author] 9 Feb @ 2:23pm 
@IronSlug
3rd is max by default.
If you want the AI to eventually expand outside of the 2nd area without restriction, set z_limes_defines_l3 to 0.
Expansion zones are hand-drawn and usually comprise several regions (between 3 and 10 on average but there are exceptions).
IronSlug 9 Feb @ 12:59pm 
Hey, I've seen in the define file mentions of 2nd and 3rd expansion zones. Can the AI eventually expand further than its 3rd zone or is it hard limited? What are those like, regions?
Brutan 28 Jan @ 12:55pm 
@bltk I've used this mod and have gotten achievements. For the load order I put it under Invictus.
bltk 28 Jan @ 12:01pm 
Hey, is this mod achievement friendly? And what about load order - just set the mod under Invictus?
Zamensis  [author] 30 Dec, 2024 @ 5:17am 
@suuB No need, you can use this one with 1.8.2 as well
suuB 29 Dec, 2024 @ 10:31am 
Hi, is there an old version somewhere for the old invictus version 1.8.2
Zamensis  [author] 27 Dec, 2024 @ 3:10pm 
(2/2) - The civil war features aren't that revolutionizing, from my experience they don't really change the player's experience, but it's up to you to test it out or trust the default settings.
- Of all features, the "split" one is the least likely to affect your experience: it fires maybe once per game if you're lucky, and it only affects already dead AI's, but never your neighbors.
- Yes the TXT file will be substituted. I know it's annoying but it allows for maximum compatibility with major mods. I recommend you keep a copy TXT in a separate folder. After an update, don't just overwrite the new file, because some settings might have been added.
Zamensis  [author] 27 Dec, 2024 @ 3:08pm 
@Antipatros (1/2) There's a lot to unpack here. Don't worry, this isn't my native language either.
- Again, making the game easier or harder isn't among the goals of this mod, although it's impossible not to affect the player's experience ultimately. For example, preventing Rome to blob in Pannonia necessarily means an easier time for Pannonian tags. But in general, I tried my best to make it so it wouldn't give the player either an edge or a handicap. If that's what you're looking for, this isn't the right mod, and no amount of tweaking is going to change that.
- It's very subjective what's bordergore and/or historically implausible. Every mod, like the game itself, is a personal statement about history, necessarily. If too much customizability bothers you, you can just ignore it and go for the default settings. Those are tested and work well in my opinion.
AntipaterTruscus 27 Dec, 2024 @ 9:28am 
Sorry if I sounded weird, I am not a native English speaker. And thank you for your instructions on how to tweak the Mod.
Actually I was talking about some options in the section below. Some may be seen as a anti-bordergore tweak or historical tweak at the same time, such as those civil-war related ones and the one that split empires. I keep thinking if I was taking advantage of, or being taken advantage of those mechanisms to achieve a easier, or a harder game-play. This may sound weird but it is true that too much customizability annoys me. Sorry if my nonsense confused you.
My last question is, will the txt file be substituted, or in other words, will the changes made in the file be reset after future updates of this Mod? Because I am not familiar with how the steam workshop works on Mod updating.
Zamensis  [author] 26 Dec, 2024 @ 11:01am 
@Antipatros I'm not sure I follow. Making a separate mod for certain features doesn't sound different from just disabling them in the aforementioned file? In your case, that means disabling the entire "historical tweaks" section, as well as "z_limes_rules_limes_ROM".
AntipaterTruscus 26 Dec, 2024 @ 7:47am 
I know that some of the functions of this Mod can be customized by changing numbers in the txt file, but still, I humbly suggest that you further decouple this Mod into a Pure anti-bordergore version and a historical simulation version. In the anti-bordergore version, no specific buffs or debuffs are given and the dominant zones of a nation are decided purely by its current status in the game.
As you can see, most of complaints on the discussion board are about the historical simulation not functioning as they expected, or even functioning reversely.
Personally I tried to use that txt file to customize this Mod to my favorite status, but I get annoyed by keep thinking about if my tweaks are appropriate.
Zamensis  [author] 26 Dec, 2024 @ 4:01am 
@nicole They can, assuming their base is strong enough... which admittedly doesn't happen often, as historically. The fact that Persis is a separate vassal in Invictus, is nice for the player who wants to play that country, but it doesn't help AI Seleucus achieve his historical goals. My advice here is to try lowering some of the "L3" values in the "Default Limes tweaks" from the "defines" file mentioned in the description.
Zamensis  [author] 26 Dec, 2024 @ 3:50am 
@zen I understand, but to give the player an additional challenge isn't the advertised goal of this mod. What I could do is create an additional rule in the "defines" file, that would be default off but that you could enable so that the various AI buffs and debuffs apply at all times, regardless of the player.
Palpatine34 26 Dec, 2024 @ 2:55am 
best mod in the game
nicole 25 Dec, 2024 @ 11:42pm 
Is it possible to give Seleucid AI a larger area they can conquer from the start? It'd odd that they release Anatolian provinces as subjects when Seleucus conquered so much of Anatolia historically.
zen 25 Dec, 2024 @ 11:39pm 
It's your mod, but I would have done the opposite: make Rome stronger if the player controls Carthage, Epirus or Macedon. It can barely pose a threat as it is to an experienced player.
Anyway thanks for the clarifications.
Zamensis  [author] 25 Dec, 2024 @ 2:00pm 
@The Grimwar There are a few instances in which an AI country, not just Rome, can be given a buff or a debuff. Unless it has friendly or unfriendly diplomatic relations with a player (alliance, war, guarantee, etc.), or its capital region is also a player capital region, or it's directly neighboring a player on land. In the case of Rome more specifically, on top of the previous conditions, no modifier is applied if a player has its capital in Italy (Cisalpine and islands included), or if Carthage, Epirus or Macedon are controlled by a player.
The Grimwar 25 Dec, 2024 @ 12:49pm 
Does said contact include sharing the same "sea square?"
Zamensis  [author] 25 Dec, 2024 @ 11:39am 
@zen Possibly. It's scripted to lose that modifier when it comes into contact with a player. I'd rather not have the AI benefit from such 'cheats' in its interactions with or against the player.
zen 25 Dec, 2024 @ 4:12am 
Rome keeps losing its 'strong nation' modifier after 10 or more years. Is that by design?
Zamensis  [author] 18 Dec, 2024 @ 4:15pm 
@TheLonelyWarrior Yes
TheLonelyWarrior 18 Dec, 2024 @ 12:59pm 
Is't compatible with Reanimata and INR - Invictus?
Zamensis  [author] 10 Dec, 2024 @ 12:16pm 
@Brutan Thanks, perfect.
Brutan 10 Dec, 2024 @ 12:12pm 
I can confirm that the 10/12 update has also fixed 'z_limes_decline' triggering for players in old save games that were made before 23/11.
Zamensis  [author] 10 Dec, 2024 @ 8:47am 
@nicole Good catch. That capital trigger was obviously a leftover from the previous version of the mod, I just removed it. I had heard a couple people talk about this bug but they'd blame it on FMO. Anyway, I really appreciate what you did here.
nicole 10 Dec, 2024 @ 4:10am 
Can confirm that the Imperial Decline modifier is triggering for the player. I had this happen in my Seleucids campaign around 140 BC. It seems that the cause of this is that "z_limes_decline_trigger" is duplicated and exists in both scripted_triggers\z_VL00_main_capital_triggers.txt and scripted_triggers\z_VL00_main_aimod_triggers.txt.
It seems that the trigger in z_VL00_main_capital_triggers.txt does not actually check if the country is actually an AI, so it will trigger for the player, and because it's alphabetically after z_VL00_main_aimod_triggers, it overwrites the trigger in it, which does seem to properly check for an AI country.
Delta_Blue 29 Nov, 2024 @ 12:28am 
Managed to sort it, just required a complete purge and reinstall.