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Apr 14, 2012
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With the sad news of today's dev diary update in the air, there is but one question, which burns urgently on my mind: Couldn't modders develop the future of I:R?

I personally am to busy to get involved, but perhaps a modding team could be formed to work on I:R.
 
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I have big ideas about a post-apocalyptic/Fallout-inspired mod for this game, but don't know how to put them into action. I guess I'll have to cure myself, make time and start learning to mod some day.

Modding is probably the only silver lining in this utter s-show Paradox shareholders have unnecessarily unleashed on us fans.
 
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With the sad news of today's dev diary update in the air, there is but one question, which burns urgently on my mind: Couldn't modders develop the future of I:R?

I personally am to busy to get involved, but perhaps a modding team could be formed to work on I:R.
Well, there are already some mods that I consider "indispensable" but it is very much to everyone's taste
I would love to do some things, but I'm still at the beginning of college to improve my "schedule", so I can't do anything "consistent" yet
 
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As I wrote in another thread, I think the realistic choice is to start a community flavour project to produce event-and-mission type of content to the game. Overhauls take too much work and rarely see the light of day, while producing large numbers of small niche mods isn't going to give the game life.

I wrote about Victoria II's HFM in the linked post, but perhaps a better example is Road to 56 in HoI4. It's made by loads of different people and focuses on flavour content. This is, in my view, the best choice for us as well.

Making one big flavour mod like that would work wonders to give the Imperator attention and keep it going, especially since the game is mechanically in a very good state.
 
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As I wrote in another thread, I think the realistic choice is to start a community flavour project to produce event-and-mission type of content to the game. Overhauls take too much work and rarely see the light of day, while producing large numbers of small niche mods isn't going to give the game life.

I wrote about Victoria II's HFM in the linked post, but perhaps a better example is Road to 56 in HoI4. It's made by loads of different people and focuses on flavour content. This is, in my view, the best choice for us as well.

Making one big flavour mod like that would work wonders to give the Imperator attention and keep it going, especially since the game is mechanically in a very good state.

Bronze Age mod is a large overhaul and is already out.
 
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Bronze Age mod is a large overhaul and is already out.
It's a great mod but I personally don't really fancy that time period.
As I wrote in another thread, I think the realistic choice is to start a community flavour project to produce event-and-mission type of content to the game. Overhauls take too much work and rarely see the light of day, while producing large numbers of small niche mods isn't going to give the game life.

I wrote about Victoria II's HFM in the linked post, but perhaps a better example is Road to 56 in HoI4. It's made by loads of different people and focuses on flavour content. This is, in my view, the best choice for us as well.

Making one big flavour mod like that would work wonders to give the Imperator attention and keep it going, especially since the game is mechanically in a very good state.
I second that.

Now I think someone has to start that project :p I would/could contribute but don't have the time to lead such a huge endeavour.
 
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I wrote about Victoria II's HFM in the linked post, but perhaps a better example is Road to 56 in HoI4. It's made by loads of different people and focuses on flavour content. This is, in my view, the best choice for us as well.

I'm going to just mention here that (as a sometimes-I:R player and active modder for HoI4) I would strongly advise you not to try a Road to 56-style project. Because it's an amalgam of a bunch of different mods, its quality and stability varies widely. Go with a larger HPM-style mod, where there's a single unifying vision. It'll work out better in the end :)

Oh, and I'll be keeping an eye on any such project that does get launched. I'm too busy myself with other modding projects right now to get involved, but if I have the chance I'll see if I can't eventually contribute (or at least offer support and certainly play anything that gets released!)
 
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It's a great mod but I personally don't really fancy that time period.
Maybe the Victorian Age is more to your liking? :)


Not out yet, but after no more official content is in sight anymore (at least this year), everything I look forward to in IR terms this year is the alpha of this mod...
 
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Maybe the Victorian Age is more to your liking? :)


Not out yet, but after no more official content is in sight anymore (at least this year), everything I look forward to in IR terms this year is the alpha of this mod...
That's one of the mods I keep track of, but I didn't mention it because it hasn't been released yet.

It's more that I really want a game in antiquity like Imperator but the content and diversification is not where I'd like it to be.
 
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The announcement is sad, for sure. However, one of the reasons I stopped modding IR was because of how much things would change with every major patch, requiring a (sometimes significant) rework of mods to get them working again.

So, I guess a very minor silver lining is that I can start writing mods again without worrying that they'll be out of date in a few months.

Should be a bit of fun at least, even if not many people will play.
 
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I wouldn’t mind seeing a community flavor mod, perhaps I’ll even work on it if others start it. Though hopefully @Dnote @Arheo @Snow Crystal @Jamor will fix the modding tools before they fully leave the game.

THIS. A community mod that adds events/more region flavor/units etc and expands just on the period/topic at hand.
The Steam Workshop is such an awesome thing to make installing mods convenient or rotating mods in and out.
 
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Do many people know of @rivtaldm ? i've been following Imperator from the start and his mod was one of the first. Paradox actually appeared to copy a TON of his core features and put them in the game, i'm not shitting you. If my memory serves correctly he removed mana, added mission trees, fixed assimilation and reliugious conversion waaay before pdox did. I can't help but feel we need him in this time of need. If him and a bunch of other modders come together I can honeslty see Imperator become greater than paradox ever could of made it.
 
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Do many people know of @rivtaldm ? i've been following Imperator from the start and his mod was one of the first. Paradox actually appeared to copy a TON of his core features and put them in the game, i'm not shitting you. If my memory serves correctly he removed mana, added mission trees, fixed assimilation and reliugious conversion waaay before pdox did. I can't help but feel we need him in this time of need. If him and a bunch of other modders come together I can honeslty see Imperator become greater than paradox ever could of made it.
I assume that the mod you are referring is GLADIO ET SALE. It adds China and Korea, it looks very interesting. Now that the main developer has paused its development it is the best time to try mods like this.

Thank you!
 
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The announcement is sad, for sure. However, one of the reasons I stopped modding IR was because of how much things would change with every major patch, requiring a (sometimes significant) rework of mods to get them working again.

So, I guess a very minor silver lining is that I can start writing mods again without worrying that they'll be out of date in a few months.

Should be a bit of fun at least, even if not many people will play.


This is precisely why PDS need to get out of the way. We don't need their interference, they had their chance and blew it.
 
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As I wrote in another thread, I think the realistic choice is to start a community flavour project to produce event-and-mission type of content to the game. Overhauls take too much work and rarely see the light of day, while producing large numbers of small niche mods isn't going to give the game life.

I wrote about Victoria II's HFM in the linked post, but perhaps a better example is Road to 56 in HoI4. It's made by loads of different people and focuses on flavour content. This is, in my view, the best choice for us as well.

Making one big flavour mod like that would work wonders to give the Imperator attention and keep it going, especially since the game is mechanically in a very good state.
Good points. I would complement that with a suggestion that perhaps the key service any particular team of modders can provide is "infrastructural" - to list with absolute clarity the files (or folders) affected. (Yes, I know some try to do that!) So that it's easy to compare mods for prim facie compatibility.

And here's another possibility: a simple generic (i.e. not IR-specific) tool to (partly) autodetect mod incompatibility by running through the downloaded filenames of each mod? If it spots a match, then the two mods can be declared likely technically incompatible (with undefined results up to and including crash). Which means the modders in question could chat and decide whether or anot a specific load order will (or could) solve any problem. There might be a few false negatives, but would that not be a start?

In the long term, such approaches might in effect permit many small "niche" mods as well, so long as the modders try to maximize compatibility by minimizing scope of their mods.

Caveat: though I have the technical skills required, I've never made a mod - so apologies if I've missed anything critical.
 
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I strongly hope community support will one day make Imperator a classic and at least help further its cult status along the way of Victoria 2.

Maybe, if that happens, the company will return and integrate bugfixes and good QoL improvements into official patches, and one day perhaps even release an expansion.
 
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As I wrote in another thread, I think the realistic choice is to start a community flavour project to produce event-and-mission type of content to the game. Overhauls take too much work and rarely see the light of day, while producing large numbers of small niche mods isn't going to give the game life.

I wrote about Victoria II's HFM in the linked post, but perhaps a better example is Road to 56 in HoI4. It's made by loads of different people and focuses on flavour content. This is, in my view, the best choice for us as well.

Making one big flavour mod like that would work wonders to give the Imperator attention and keep it going, especially since the game is mechanically in a very good state.
Well, since you asked for it:

https://forum.paradoxplaza.com/forum/threads/mod-imperator-invictus.1473328/
 
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