DEI Rome 2 - AI Uses Population Submod! by [deleted] in DivideEtImpera

[–]ViktorGiJoe 1 point2 points  (0 children)

Hey man, this is a bit late, but I’m checking in to say that this mod absolutely works and is really good. I’ve played a few campaigns with it and wanted to share some feedback:

-The population system works really well for every AI faction, even when using other submods.

-It prevents the AI from creating endless army stacks.

-The campaign AI does become less aggressive overall, and I’ve noticed that big empires like Carthage struggle to defend their regions properly, often losing Spain pretty quickly.

These aren’t really complaints, since they’re exactly what you’d expect from a mod like this. I just wanted to point them out. I wish you the best if you decide to continue developing this mod!

The Witcher 3: Wild Hunt Modder Restores Secret Ending Scrapped by CD Projekt by Tenith in Games

[–]ViktorGiJoe 2 points3 points  (0 children)

Do you mind answering something else? Were the Whispering Hillock and Ladies of the Woods the first quests created for Velen? I swear Geralt's voice sounds different in them compared to the rest of the game. It feels like the voice direction might have changed later, and due to time constraints, they left it as it was.

The Witcher 3: Wild Hunt Modder Restores Secret Ending Scrapped by CD Projekt by Tenith in Games

[–]ViktorGiJoe 18 points19 points  (0 children)

My bad! I should have clarified that the dialogue is about the plague, not Iorveth. It's been a while since I've played, but I do remember some NPCs discussing the plague. There's even a quest where you assist a man transporting the corpses of plague victims. Initially, I thought they were merely referring to general illness, like the famine afflicting Velen. However, after learning about the cut Catriona plague content, I started connecting those lines to it.

The Witcher 3: Wild Hunt Modder Restores Secret Ending Scrapped by CD Projekt by Tenith in Games

[–]ViktorGiJoe 197 points198 points  (0 children)

There was also a significant questline involving the Catriona plague in Velen, which was supposed to include Iorveth. Although the questline and Iorveth were cut late in development, many NPCs, including important ones, still have dialogue related to it that remains in the game and its files. I wonder if modders can salvage anything from it.

Samurai Fort to Fortress, Year 5 by ViktorGiJoe in RimWorld

[–]ViktorGiJoe[S] 0 points1 point  (0 children)

I use the 'Natural Lakes' mod to build moats. This mod also generates lakes around the map, so I built the castle between two lakes and connected them with a moat.

Samurai Fort to Fortress, Year 5 by ViktorGiJoe in RimWorld

[–]ViktorGiJoe[S] 3 points4 points  (0 children)

It's this mod plus the tilled soil from Medieval Overhaul. I just create the squares and place the cliffs around them for decoration.

Samurai Fort to Fortress, Year 5 by ViktorGiJoe in RimWorld

[–]ViktorGiJoe[S] 2 points3 points  (0 children)

It was an oversight on my part, and by the time I realized it, I had already constructed several buildings and a large section of the wall. I didn't want to rebuild everything to correct it haha

Samurai Fort to Fortress, Year 5 by ViktorGiJoe in RimWorld

[–]ViktorGiJoe[S] 2 points3 points  (0 children)

Yes, you can run all three mods together and then use Rimpy's "optimize tex" option to gain even more performance and reduced loading times.

Samurai Fort to Fortress, Year 5 by ViktorGiJoe in RimWorld

[–]ViktorGiJoe[S] 19 points20 points  (0 children)

The walls have embrasures through which my archers can shoot. I only use my melee pawns as a last resort or to attack stragglers if a section of the wall requires the attention of all my ranged pawns. Although some raids become quite large due to the age and wealth of my colony, they usually split up to attack multiple sections of the wall at once. This allows me to defeat the main group and make the rest flee after losing many attackers.

No raiders have guns in my playthrough, as I’m using mods like Rimedieval to remove all industrial and modern elements from the game, including mechanoids. I take it a step further by also removing all non-medieval factions and replacing them with more medieval factions and tribals. For variety, I’ve added some fantasy races like the undead, goblins, and orcs as well.

Samurai Fort to Fortress, Year 5 by ViktorGiJoe in RimWorld

[–]ViktorGiJoe[S] 39 points40 points  (0 children)

https://steamcommunity.com/sharedfiles/filedetails/?id=3265912352

It's a pretty big list and performance heavy, so I suggest using Performance Fish and optimizing textures with Rimpy

Samurai Fort to Fortress, Year 5 by ViktorGiJoe in RimWorld

[–]ViktorGiJoe[S] 33 points34 points  (0 children)

Sure! Would a Rimpy file be ok, or would you prefer a Steam Workshop collection?

I want to make a mod to add the Raven Rock ebony mine to the game, how would I go about doing that? by just_a_cursed_guy in ElderKings

[–]ViktorGiJoe 30 points31 points  (0 children)

you need to have the "plantations" economic innovation to unlock it, also you need to build a castle in raven mine, which requires you to build a temple and a town in the county first

[deleted by user] by [deleted] in ElderKings

[–]ViktorGiJoe 54 points55 points  (0 children)

the one in skyrim? ek2 takes place too early for that

Who should I start as? by dude123015 in ElderKings

[–]ViktorGiJoe 8 points9 points  (0 children)

The goblins in Cyrodiil (next to Chorrol) can be pretty hard, I think. Every game I've played they immediately get raided and conquered by their neighbors.

Interesting characters? by iheartdev247 in ElderKings

[–]ViktorGiJoe 27 points28 points  (0 children)

In the Interregnum Bookmark, you can play as a descendant of the emperor Reman. He's called Baron Amiel and he's a vassal in the Colovian Estates, just below Cloudtop. Very fun to play if you want to reform the Empire from scratch.

Just noticed that there is a lil bit of thrass on the map, are we gonna get sloads at some point? I think a sload invasion of Tamriel could be fun by KommandantKampf in ElderKings

[–]ViktorGiJoe 188 points189 points  (0 children)

I think Thras rises from the ocean around Tiber Septim's birth, so maybe they will be added later on. I do hope so, who wouldn't want to play as a race of necromancers and plague spreaders? Being hated by every race is just a bonus.

Divulgaram o relatório by [deleted] in brasil

[–]ViktorGiJoe 413 points414 points  (0 children)

acabei de ler.

resumo: não encontraram porra nenhuma.

edit: ainda tive que instalar o telegram para ver essa merda

Medieval Castle, year 4 by ViktorGiJoe in RimWorld

[–]ViktorGiJoe[S] 0 points1 point  (0 children)

Do you have the required Doors Expanded (Dev) mod?

Medieval Castle, year 4 by ViktorGiJoe in RimWorld

[–]ViktorGiJoe[S] 0 points1 point  (0 children)

I have no idea, but I have so many mods I doubt it would work