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I want to know if you can make a mod for the community. The mod would have a desicion to randomize all nations government types. I tried to make one as my first mod ever but it did not work im not sure why. It seemed pretty easy but idk whats wrong. It would be good with this mod too! Thanks for all the mods
1. Antagonists nations are not set at game start, but rather on Jan 1st. This is because of how RNG works in Imperator: using a random factor at game start seems to always give the same result. So maybe you need to wait for Jan 1st and check at that time. I've just added this in the description so people don't have to wonder.
2. As you can see, I've updated my mod a couple days ago. Although I tried to make it save-compatible, it's possible that there's a mismatch somewhere if your game was started on the previous version.
Would you be so kind as to report back here? So people can see how it went for you. Otherwise, you know where to find me on Discord.
Question: When I choose 30 randoms. Is Rome included? Also would be cool to have a function where all nations have it ^_^
Agreed but that's a basegame issue, the nerf should be made in Vanilla/Invictus.
Sorry for the late reply. You've got a lot of interesting ideas, however most of them are way beyond (my?) modding possibilities. Maybe try your luck on the Invictus or Imperator Mod Coop discord servers?
Historical tags are defined in "common/scripted_triggers/z_an_triggers.txt".
Comment out the tags you want to exclude, then use the console as you did before.
It will prevent them from becoming antags again - but it will affect new games too, so you'll want to restore that file before starting one.
From memory (if this isn't enough I'll make a full guide with pics when I find the time)
Open console
Type explorer, enter
Browse by "Active countries"
Find the country you want to set as antagonist, click on it to open a new window
In the effect field, type:
set_antagonist = yes
Use object explorer (explorer command) to create an event and run it
I was about to suggest that. Or random antags + random luckies for more craziness.
Correct. In this mod, Rome and Parthia (original Antagonist nations) will only be Antagonist under the Historical setting, and sometimes under the Random historical setting.
Oh but you can use the console for that, just ping me on discord and I'll show you how
Antagonist nations are an existing vanilla feature normally used by Rome and Parthia, which modders recently gained the ability to give other countries. Antagonists are what they are and you can't change which advantages they get. For more details regarding Antagonists, see the Wiki.
Lucky nations are less OP imho (but that's a matter of taste) and if you know how to mod you can tweak which advantages they get. For more details regarding Luckies, see that mod page.
There is a difference in purpose too. Antagonist nations are meant to present the player with a challenge. Lucky nations were meant to add more variation from game to game. In practice both will present a challenge, but you'll have to test them out to see which mod fits your preferrence better.
Underdog=Nations that get eaten every time (Massalia, Heraklea Pontika, Sennones) are given a fighting chance?
Bloodline Dominance=Factions that start out with Bloodlines get the modifier, alongside certain tags that are ideally suited to acquire unique bloodlines, such as Semnones, or Colchis. Also gives a single AI Achaean Faction the modifier 50 years after the game start to enable the Blood of Aratus coming into existence.
Slow Rome=Plant Antagonists along Rome's normal paths of conquest that can give Rome an actual fight that can slow them down? With variants leaving out specific regions you're going to start in?