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Updated to Invictus 1.10
Have fun!
Will do. Thanks for the quick reply.
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.
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.
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).
- 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.
- 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.
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.
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.
Anyway thanks for the clarifications.
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.