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  1. Re: Rome 2 vs. Remastered features FINAL comparison

    Also I'm not sure if regions fertility was not fixed in some mods like Tempus Atritio or some seasons ones.
  2. Re: Rome 2 vs. Remastered features FINAL comparison

    Thanks you a lot. I'm sure a lot others will use that as reference. Again, many thanks.
  3. Re: Rome 2 vs. Remastered features FINAL comparison

    Absolutely agree with that. Also, I don't see why peoples can't understand my demands to simply DELETE from my first list what features present in Rome 1 were 'FIXED' in actual R2+mods; as you...
  4. Re: Rome 2 vs. Remastered features FINAL comparison

    My point is to make audience to DELETE those features of the actual heavily patched and moded R2 which were FIXED from the list of R1 showed above.
  5. Rome 2 vs. Remastered features FINAL comparison

    Hello guys,
    Through time I manage to do a list with the initial Rome 1 features which were not present on Rome 2 initial release. Now we can say it's almost full finished with such number of patches...
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    Re: Feedback on 1.3 beta

    Right. I second that totally.
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    Add new shot types ?

    Hello,

    I asking for help to know if it is possible to add more shot types than the 14 ones already present in (small_arm_default, artillery_whistling, etc); Let's say a ''small_arm_default1'',...
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    Add new shot types ?

    Hello,

    I asking for help to know if it is possible to add more shot types than the 14 ones already present in (small_arm_default, artillery_whistling, etc); Let's say a ''small_arm_default1'', new...
  9. Re: [SUBMOD: a Slower Paced DeI Campaign] TESTUDO v.1.7 + Custom Packs [upd: aug.09/20]

    That I know very well. And not working. Installed Discord. See you there.
  10. Re: [SUBMOD: a Slower Paced DeI Campaign] TESTUDO v.1.7 + Custom Packs [upd: aug.09/20]

    I've done something like that. For example DeI army_caps lua don't work with vanilla Rome 2 even importing ALL related lua scripts (armycaps_script_header.lua, DeI_utility_functions.lua, etc). I had...
  11. Re: [SUBMOD: a Slower Paced DeI Campaign] TESTUDO v.1.7 + Custom Packs [upd: aug.09/20]

    DeI are just not straight on but replace Forced march with other stance. I mean a PLAIN remove of Forced march. Also
    I don't know about

    if army_stance_group then
    local...
  12. Re: [SUBMOD: a Slower Paced DeI Campaign] TESTUDO v.1.7 + Custom Packs [upd: aug.09/20]

    I've found a different lua method script to remove the Forced March button for Attila. Basically it is that:

    -- UI changes
    local function forcedMarchRemoval(context)
    local army_stance_group...
  13. Re: [SUBMOD: a Slower Paced DeI Campaign] TESTUDO v.1.7 + Custom Packs [upd: aug.09/20]

    OK. But what for the ''piracy' term in force_campaign_mod_local_piracy in navy DOCKED stance ? I believe is LINKED to piracy. And this is for navy. For armies, how to simulate an antibanditry effect...
  14. Re: [SUBMOD: a Slower Paced DeI Campaign] TESTUDO v.1.7 + Custom Packs [upd: aug.09/20]

    Ji Jake,

    I am confused about some things here and maybe you can help a little:

    rom_stance_navy_docked rom_force_campaign_mod_local_piracy this_navy -10 for example, means...
  15. Re: [SUBMOD: a Slower Paced DeI Campaign] TESTUDO v.1.7 + Custom Packs [upd: aug.09/20]

    Yeah, I will wait. Besides that I suppose tables are the same for vanilla and mods.
    Btw, how the '666' is doing ?
    Cheers.

    P.S. Do not jab yourself, we need you here, alive and healthy
  16. Re: [SUBMOD: a Slower Paced DeI Campaign] TESTUDO v.1.7 + Custom Packs [upd: aug.09/20]

    Hi Jake,

    I'm struggling to make a real 4tpy mod for vanilla (personal use) and I don't know the whole databases entries to be altered for that. Buildings costs/ turns, movement, and such I think...
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    Re: Ultimate 12 Turns Per Year

    Really I don't know how to adapt the 'aging' problem with the TPY mods. And ofc I don't know how DEI adapt it for 4TPY from vanilla 1 TPY (for Grand Campaign). Because I'm struggling to make a 4tpy...
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    TPY and consequences

    I know DEI is already 4TPY and may I ask what correlations/modification have vs. vanilla, please ? I mean besides building cost, turn, attrition, movement points, replenishment, Points to get new...
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    Sticky: Re: [Feedback] Questions, Critiques and Requests for 1.2

    I know DEI is already 4TPY and may I ask what correlations/modification have vs. vanilla, please ? I mean besides building cost, turn, attrition, movement points, replenishment, Points to get new...
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    TPY and consequences

    Hi,

    I'm on searching the parameters to alter for using TPY mods (mostly 4 TPY) and found these:

    -Build Times, Research Times, Building Cost
    - Building Replenishment Bonus, Land Campaign...
  21. Sticky: Re: [Official Submods] Collection of Official Submods

    Salve DEI !

    Is any workaround to make characters aging in correlation with the 4TPY submod, please ?
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    Re: More building slots

    So, when to see more building slots for Rome 2 ?
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    Re: More building slots

    So, if I understand that right, it is possible now to have more buildings slot for Rome 2 unless CA will release a patch which forbid that, isn't it ? Or what ?
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    Sticky: Re: [Feedback] Impressions, Critiques and Requests for 1.2

    Hi,
    Is somebody know if fire & advance Napoleon Total War ability can be made to work in Rome 2 ? Because I saw ability still exist in data tables..
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    Sticky: Re: [Feedback] Questions, Critiques and Requests for 1.2

    Thanks for reply Kam, but I don't see any logic or realism in that. On the other way, do you know what the heck is ume_inspiration_effect_base ?
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    Sticky: Re: [Feedback] Questions, Critiques and Requests for 1.2

    Just a question, serch everywhere and nothing clear found: in DeI tables



    melee_outnumbered_defence_penalty




    is 1.5, that means the outnumbered defender is bonused with 50% in ...
  27. Re: [SUBMOD: a Slower Paced DeI Campaign] TESTUDO v.1.7 + Custom Packs [upd: aug.09/20]

    I asked here because a reason, there nobody is bothering to answer questions.
  28. Re: [SUBMOD: a Slower Paced DeI Campaign] TESTUDO v.1.7 + Custom Packs [upd: aug.09/20]

    Hi Jake,
    Just a question, serch everywhere and nothing clear found: in DeI tables


    melee_outnumbered_defence_penalty



    is 1.5, that means the outnumbered defender is bonused with 50% in...
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    1,200,920

    Sticky: Re: [Feedback] Impressions, Critiques and Requests for 1.2

    Salve to all,

    I'm interested in the battle entities shape form area but can't find any definitions for ellipse, dynamic ellipse, capsule. What shape is that ellipse for a man ? Bigger width on...
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    Re: Hannibal at the Gates All Factions Mod

    Super mod indeed ! Not played yet but some question I'm concerned about are:
    - do resolve the Etruscan League or the Samnites not promoting italian culture ?
    - do family tree work with ALL factions...
  31. Re: Characters and Cretins - Finally a reason to care about your generals and agents

    Hi,
    In lua script you forgot to define most of the characters. Please fix it. Thanks pal.
  32. Re: Creating new specific ability based on native faction province

    OK. waiting the ...goodies.
  33. Re: Creating new specific ability based on native faction province

    Hi Jake,

    Can you reup this link, please ?
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    Comparing 2 startpos files

    Many mods modify startpos file but often authors don't tell the modifications obtained by this...too many times I encountered the ''....and much more'' the only descriptions of the mod. So, I want to...
  35. Re: [SUBMOD: a Slower Paced DeI Campaign] TESTUDO v.1.7 + Custom Packs [upd: aug.09/20]

    Yes. Historically and for game immersion those must be linked with pop and supply. I think only altering the CA script is working; not starting a new one from scratch.
  36. Re: [SUBMOD: a Slower Paced DeI Campaign] TESTUDO v.1.7 + Custom Packs [upd: aug.09/20]

    Also you could increase banditry and plagues for regions with roads and being proportional with peoples food reserves. And I suggest plagues on already starving peoples to make more casualties.
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    Sticky: Re: [Support] 1.2 Bug Reports

    Yea, here you're right. I still don't know why CA let units passing throw without being properly engaged by the unit to pass throw. Especially routed ones....is somebody to know an artifice for that ?
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    Sticky: Re: [Support] 1.2 Bug Reports

    But it is not for not being able to push not at all. It's not logical and not accurate. Always someone which wants to push throw will always succeed in the middle of battle. Only to make passing...
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    Sticky: Re: [Support] 1.2 Bug Reports

    Oh, I think not. Just playing with the numbers I swear I can make enemy units to penetrate ranks more or less. There are many mods doing that. Anyway you can change ''circle'' to other shapes,...
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    Sticky: Re: [Support] 1.2 Bug Reports

    But in code tables are also 2 other very useful entries for that: radius and radii_ratio. By changing them you can allow or forbid passing.
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