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  1. Replies
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    Re: Question About Population

    Do you have a save game with the problem?
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    Re: More building slots

    This is an amazing effort, I can not imagine how many hours you have put into figuring this out. :worship:
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    Sticky: Re: People of Rome 2 (P++) - Main Discussion

    released another patch today:
    - fixed minority culture region population not displaying in Empire Divided
    - disbanded units are now directly added to the population during your turn
    - fixed a...
  4. Re: Does garrisoning faction leader give factionwide bonus?

    down below are all trait influencing the faction leader bonus/negative.




    faction_leader_traits_very_bad = {
    "r2_sp_trait_all_mad",
    "r2_sp_trait_rome_mad",
    ...
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    Sticky: Re: [Tech] 1.2 Bug Reports

    indeed this is bug when playing on unit sizes below ultra. I don't know if this is fixable with the way cancelling and disbanding currently works.
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    Sticky: Re: [Tech] 1.2 Bug Reports

    AI faction don't receive the negative public order and get bonuses to it depending on the difficulty. However the AI bonuses will be more dynamic and reduced especially for smaller factions with the...
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    Re: Divide et Impera 1.2.2e Patch Released!

    :doofywave The supply system will get some much needed updates and improvements.
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    Sticky: Re: [Feedback] Impressions, Critiques and Requests for 1.2

    Yeah the consumption can trigger an unintended snowball effect, this is something I will work on.
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    Re: Seleucid Revolt System

    Any idea how strong the vassals are?
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    Re: Seleucid Revolt System

    I don't like the revolt to be completely unavoidable as every campaign will play out the same then.
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    Re: Seleucid Revolt System

    no, it can happen if certain requirements are fulfilled, randomly.



    local randomNumber = SeleucidRandomNumber();
    local chance = (MaxRebels*3) + (strength*5);
    ...
  12. Re: [Support] Post your questions about the supply system here

    Yes positive food is required.
  13. Replies
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    Sticky: Re: [Tech] 1.2 Bug Reports

    indeed we have a fix for it ready soon.
  14. Thread: Banditry

    by Litharion
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    Re: Banditry

    We are currently still adjusting banditry and already added a reduction to the patrol region stance in the latest version. As the system is fairly new we are not sure how much we can influence it...
  15. Re: [Official Submod] Marian Reforms for Augustus Campaign [DeI 1.2]

    Updated for Patch 18 and DeI 1.2, sorry for the delay :doofywave
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    Re: Problem after Steam-Update (11/30/2017)

    You need patch 18 now for the mod to work.
  17. Re: Divide et Impera New Beta Update for Power & Politics

    I hope that reforms in MP will work now without any desync issues. The responsible code lines were completely rewritten. Only thing I can not fix is the message display for Player 2. Only Player 1...
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    Re: Banditry & Plagues from Empire Divided

    That was fast ;)
  19. Re: Plague Mechanic changes for DeI post Empire Divided.

    In terms of scripting, we can get sanitation and squalor with Lua and we can affect armies and regions with plagues as well.

    No idea if we drastically change the system, I don't think we will.
  20. Re: [Scripting] How to create new custom missions without using chapter missions.

    The mission will only trigger successfully if the requirments in the cdir_events_mission_option_junctions_tables are met.
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    Re: New diplomatic and POR2 Proposals

    The naval recruitment part should be updated soon, I changed it to the closest port region for replenishment and recruitment. The capital will only be used if the player lost all port regions.
  22. Re: [Scripting] How to create new custom missions without using chapter missions.

    You can create the ID entries in pfm, but make sure they are not in use already.

    example script:


    cm:add_game_created_callback(
    function() setup_script() end)


    function setup_script()
  23. Re: [Scripting] How to create new custom missions without using chapter missions.

    You need to add the required entries to the db tables listed below

    missions_tables
    cdir_events_mission_issuer_junctions_tables
    cdir_events_mission_option_junctions_tables...
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    Re: Manpower system for total warhammer

    No there is not and I have no idea if anybody is working on it :P
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    Re: Scripts Seem To Randomly Not Load

    you can use programs like this to debug the syntax of your lua code. Especially when relatively new to scripting it will save you a lot of unnecessary frustrations.
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    [Tutorial] Re: Campaign AI Recruitment in Rome II

    not as far as I know
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    [Resource] Re: Lua game functions list

    This is the printout of all game functions and tables after the Politics Beta patch.

    New and useful is for example province_name as part of the region script interface...



    ...
  28. Re: [Submod] Peace Treaty Script (Realistic Expansion) *testers appreciated*

    force_change_cai_faction_personality(faction:name(), "cai_personalities_table_key");
  29. Re: [Submod] Peace Treaty Script (Realistic Expansion) *testers appreciated*

    Thing is the possibilities to effectively influence the AIs diplomatic actions via script are very limited in Rome 2.

    Interesting might be to change the CAI personalities for example make them...
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    Re: Question: How to Mod Peasants Economy

    wh_dlc07_peasant_economy.lua



    PEASANTS_EFFECT_PREFIX = "wh_dlc07_bundle_peasant_penalty_";
    PEASANTS_PER_REGION = 3; -- change this value the effect should match
    PEASANTS_BASE_AMOUNT = 6; --...
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    [Resource] Re: PFM Schema Update Thread

    Rome 2


    <table table_name='main_units_tables'
    table_version='13' >
    <field name='unknown0' type='optstring_ascii' />
    <field name='campaign_cap' type='int' />
    <field...
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    [WIP] Re: Endless War - campaign gameplay overhaul

    It highly depends on the way the faction is implemented, hopefully we are able to create a tutorial in the future, but doing those is time consuming.
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    Re: OnFactionTurnStart

    The structure of the scripts has changed a bit but you can still use the Callback like this:



    function Add_Empire_Politics_Listeners()
    LogPolitics("#### Adding Empire Politics Listeners...
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    [WIP] Re: Endless War - campaign gameplay overhaul

    The Legendary Lords mod should be compatible.
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    [WIP] Re: Endless War - campaign gameplay overhaul

    Our take on Krell. He will be available as Legendary Lord for The Lichemaster faction. Further more he will bring additional mechanics to the game.

    http://i.imgur.com/DhcHFCd.jpg

    An Old...
  36. Replies
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    [WIP] Re: Endless War - campaign gameplay overhaul

    Sorry for the lack of news, but I was incredibly busy lately. We are still working on the mod.

    Regarding the Outposts for all: There is a mod doing it and it should work fine with EW. We can not...
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    [WIP] Re: Endless War - campaign gameplay overhaul

    The Host of the Lichemaster will include a unique tech tree, buildings and campaign mechanics.

    some preview pics can be seen here -> http://imgur.com/a/zViqU
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    [WIP] Re: Endless War - campaign gameplay overhaul

    hehe, actually there is another reason for the delay as we recieved full permission to use this "little" beauty within Endless War. We need to redo the startpos and get everything integrated.

    I...
  39. Replies
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    [WIP] Re: Endless War - campaign gameplay overhaul

    Actually the idea to introduce small shrines T1 and T2 is a good one.
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    [WIP] Re: Endless War - campaign gameplay overhaul

    There are no plans to further divide Bretonnia. The Mootland requires a new set of units/buildings etc. the dwarf model without a beard might work, but they probably lack the animation required to to...
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