Click to expand.Many things are buggy from events to party names.Here is a list:These are mods that improve the base game. HPM is the best of them, especially for realism. PDM changes the game the most, /gsg/ is the most fun of them (my opinion of course, you should try all of them). I didn't include NNM because NNM is included in /gsg/. I personally, find that Victoria II Realism and Rebalance Project is the most boring one so I don't play that. HPM is currently in development out of the major three./gsg/ mod:Hotfix for /gsg/:PDM mod:HPM mod:Victoria II Realism and Rebalance Project:These are mods that go into the future or into the past.
Read the descriptions and you'll find out where. NWO is still a work in progress yet is the best of them all. The Modern Age Mod has been abandoned after losing a competition with NWO. Kaiserreich needs more development but it has stopped developing. The Ultimate Mod is buggy and unfinished but it is a good mod that extends the game's timeline by a lot, from 1603- 9999 with many new scenarios. There is a second, less reliable Ultimate mod on ModDB but I have not included it because the other Ultimate mod is better and has the same content (Ultimate Mod used to be on ModDB with a team developing it, then one person decided to make people buy it and was shut down by Paradox.
Everyone else went to that forum and continued developing it.) The Ultimate Mod is still extremely buggy and prone to CTD's. They have some alternate history scenarios.NWO:Kaiserreich:Modern Age Mod:Ultimate Mod:External Forum RemovedExternal Forum Removed. Click to expand.He wasn't - at the time, someone genuinely was advertising a 'grand relaunch' and trying to charge $5 for V:U.
I suspect he was served with a cease-and-desist, since he disappeared shortly after - without ever delivering any release of the mod, as far as I know. V:U's repeated attempts to monetize itself in one way or another from the earliest phases of development, regardless of the state and relative merit of the mod, have made it something of a magnet for scams; one of the (numerous) 'official' forums for the mod is basically a mass of demands for money from whoever was in charge at that point, and at least one of the many teams has been split on monetary grounds. I'm still not sure whether the original creator, Ed, was genuinely trying to achieve it, or was just trying to scam enough money to set up his games company; he was certainly better at hype than he was at coding.The mod itself has had 4-5 different teams working on it over the past year and a half, and really remains pretty much as it was halfway through 2014. The present bunch are well-meaning and relatively well-organized, but have inherited a codebase which is probably better off being scrapped and rebuilt from scratch by this point, possibly with some slightly more realistic aims - hell, even mods which haven't suffered this level of turmoil have usually completely re-written themselves by the time they're as old as V:U. But the rapid team turnover has mostly led to most of the mod being written by very inexperienced modders with a limited grasp of the code (who, for the most part, then stop working on it before they've become good, or else get sucked into the constant infighting within the various oversized, underachieving dev teams), which has had a very bad impact on the general quality of the code.
Which the next team to take it up are blissfully unaware of.The most stable and playable version is from somewhere around June 2014; it doesn't crash as much as the newer ones, but the balance remains Stepenwolf-esque from pretty much 5 years into any given scenario. Several of the individual additions in versions since then are actually quite good or at least innovative, but the stability has been declining steadily and there's some fairly obvious CTD events in the one of the current ones which kill the game very quickly for most play-throughs. He wasn't - at the time, someone genuinely was advertising a 'grand relaunch' and trying to charge $5 for V:U. I suspect he was served with a cease-and-desist, since he disappeared shortly after - without ever delivering any release of the mod, as far as I know. V:U's repeated attempts to monetize itself in one way or another from the earliest phases of development, regardless of the state and relative merit of the mod, have made it something of a magnet for scams; one of the (numerous) 'official' forums for the mod is basically a mass of demands for money from whoever was in charge at that point, and at least one of the many teams has been split on monetary grounds. I'm still not sure whether the original creator, Ed, was genuinely trying to achieve it, or was just trying to scam enough money to set up his games company; he was certainly better at hype than he was at coding.The mod itself has had 4-5 different teams working on it over the past year and a half, and really remains pretty much as it was halfway through 2014.
The present bunch are well-meaning and relatively well-organized, but have inherited a codebase which is probably better off being scrapped and rebuilt from scratch by this point, possibly with some slightly more realistic aims - hell, even mods which haven't suffered this level of turmoil have usually completely re-written themselves by the time they're as old as V:U. But the rapid team turnover has mostly led to most of the mod being written by very inexperienced modders with a limited grasp of the code (who, for the most part, then stop working on it before they've become good, or else get sucked into the constant infighting within the various oversized, underachieving dev teams), which has had a very bad impact on the general quality of the code. Which the next team to take it up are blissfully unaware of.The most stable and playable version is from somewhere around June 2014; it doesn't crash as much as the newer ones, but the balance remains Stepenwolf-esque from pretty much 5 years into any given scenario. Several of the individual additions in versions since then are actually quite good or at least innovative, but the stability has been declining steadily and there's some fairly obvious CTD events in the one of the current ones which kill the game very quickly for most play-throughs. Click to expand.The present lot are fairly dedicated and reasonably talented. There may be some forward motion on it (at last), but really, there's so many inherited problems that it needs aggressive cleaning up, and tidying up other people's bugs is always harder than your own. And really, Ultimate is just unworkable as a design - the required balancing for 1699 is so different from 2000 that the game cannot really cope.
V:U is a vision that appeals very much to players - because it's an awesome idea - but it's fairly obvious to anyone with serious V2 modding experience that it can't actually be achieved. This means there's a very strong community who have absolutely no idea how to deliver what they want; a constant stream of potential modders who, as they learn the skills, become disillusioned with the project because all their hopes are dashed. It's more or less hung in stasis since Ed left because, while they can correct small bugs, they struggle to deliver big changes.I imagine the same thing will eventually happen to the present team as did their predecessors - as they realize the far more limited scope of what can be done compared to what they wanted to do, apathy will set in, and they'll drift apart.
There was a very long power struggle in early '14 between various factions in the development team (now all long gone) but since then it's mostly been 'form group, fix some bugs, add a module that breaks everything, stop working'. Really, they need to get a tight dev team - preferably getting rid of anyone who thinks they're getting a job or any cash from this, because they aren't - a tight release schedule, and a serious leader who just wants to see the mod built and has the talent to achieve it.
They really need to distance themselves from ANY form of monetization. I don't imagine that V:U's various donation schemes over the years ever made more than $500 or so (and that would be VERY high for a mod - there's Skyrim mods with 3 million+ users who have made that kind of money from donate buttons, which is largely why I don't even bother trying. It's sad that someone can make a living playing mods and posting videos of it on Youtube, but the guy actually writing the mod can't get enough income from it to buy a month's shopping), but I'd say that it's actually hurt the mod a lot more than it helped, as it's generated a lot of infighting that has proven much more destructive than the benefit of having one guy being able to put off getting a job for a month to focus on 'playtesting'. The present lot are fairly dedicated and reasonably talented.
There may be some forward motion on it (at last), but really, there's so many inherited problems that it needs aggressive cleaning up, and tidying up other people's bugs is always harder than your own. And really, Ultimate is just unworkable as a design - the required balancing for 1699 is so different from 2000 that the game cannot really cope. V:U is a vision that appeals very much to players - because it's an awesome idea - but it's fairly obvious to anyone with serious V2 modding experience that it can't actually be achieved. This means there's a very strong community who have absolutely no idea how to deliver what they want; a constant stream of potential modders who, as they learn the skills, become disillusioned with the project because all their hopes are dashed. It's more or less hung in stasis since Ed left because, while they can correct small bugs, they struggle to deliver big changes.I imagine the same thing will eventually happen to the present team as did their predecessors - as they realize the far more limited scope of what can be done compared to what they wanted to do, apathy will set in, and they'll drift apart. There was a very long power struggle in early '14 between various factions in the development team (now all long gone) but since then it's mostly been 'form group, fix some bugs, add a module that breaks everything, stop working'. Really, they need to get a tight dev team - preferably getting rid of anyone who thinks they're getting a job or any cash from this, because they aren't - a tight release schedule, and a serious leader who just wants to see the mod built and has the talent to achieve it.
They really need to distance themselves from ANY form of monetization. I don't imagine that V:U's various donation schemes over the years ever made more than $500 or so (and that would be VERY high for a mod - there's Skyrim mods with 3 million+ users who have made that kind of money from donate buttons, which is largely why I don't even bother trying. It's sad that someone can make a living playing mods and posting videos of it on Youtube, but the guy actually writing the mod can't get enough income from it to buy a month's shopping), but I'd say that it's actually hurt the mod a lot more than it helped, as it's generated a lot of infighting that has proven much more destructive than the benefit of having one guy being able to put off getting a job for a month to focus on 'playtesting'. Many things are buggy from events to party names.Here is a list:These are mods that improve the base game. HPM is the best of them, especially for realism.
PDM changes the game the most, /gsg/ is the most fun of them (my opinion of course, you should try all of them). I didn't include NNM because NNM is included in /gsg/. I personally, find that Victoria II Realism and Rebalance Project is the most boring one so I don't play that. HPM is currently in development out of the major three./gsg/ mod:Hotfix for /gsg/:PDM mod:HPM mod:Victoria II Realism and Rebalance Project:These are mods that go into the future or into the past. Read the descriptions and you'll find out where. NWO is still a work in progress yet is the best of them all. The Modern Age Mod is also in development, competing with NWO, it is not as good but it came first.
Kaiserreich needs more development but it has stopped developing. The Ultimate Mod is buggy and unfinished but it is a good mod that extends the game's timeline by a lot, from 1603- 9999 with many new scenarios.
There is a second, less reliable Ultimate mod on ModDB but I have not included it because the other Ultimate mod is better and has the same content (Ultimate Mod used to be on ModDB with a team developing it, then one person decided to make people buy it and was shut down by Paradox. Everyone else went to that forum and continued developing it.) The Ultimate Mod is still extremely buggy and prone to CTD's. They have some alternate history scenarios.NWO:Kaiserreich:Modern Age Mod:Ultimate Mod:Alternate History:These two are the best alternate history mods out there. Read the description at the link i will provide you to know what went differently.Divergences of Darkness:Napoleon's Legacy:I got /gsg/ and Napoleon's Legacy from Reddit so read about them on this link.