Good idea @Genreless. I'm looking through the mod manager though and I don't see that toggle anywhere, you simply activate or deactivate any mods in your mod list whether they are outdated or not.
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Type: Posts; User: Silven; Keyword(s):
Good idea @Genreless. I'm looking through the mod manager though and I don't see that toggle anywhere, you simply activate or deactivate any mods in your mod list whether they are outdated or not.
...
Hi Steph, thanks for the reply.
There is only one other mod installed, Better Camera Mod.
I also asked about this in the PFM 5.0 thread and @Slor said it works for him. I'm going to try a...
@Slor wow now I'm really baffled. It works for you?
I have definitely enabled it in the Total War Launcher.
I even went so far as to modify the CA data.pack directly just to make sure my PFM...
Hello all. Currently trying to make a fairly simple and small Battle Speed mod and I can't get my changes to apply in-game.
I'm modifying 3 tables, _kv_fatigue_tables, land_units_tables,...
Hello all. Currently trying to make a fairly simple and small Battle Speed mod and I can't get my changes to apply in-game.
I'm modifying 3 tables, _kv_fatigue_tables, land_units_tables,...
I believe this is a bug, might be intentional, not sure.
For whatever reason, this province doesn't give me the option to build a medicus. Perhaps its some combination of the buildings that...
Yup, sure enough I was trying to recruit in the wrong Province. Sorry about the confusion, thanks all.
Also, whenever units are added to the recruitment queue the manpower cost is subtracted from the region pool, but if you cancel the recruitment the manpower cost isn't added back to the pool.
Noticed today that the Level 3 and Level 4 Stables buildings for the Suebi don't scale correctly.
Main discrepancy is L3 gives -10 to banditry but L4 gives -8 to banditry.
Quick question. Is it intentional that upgrading buildings to higher levels often results in losing access to recruiting many unit types?
For example, currently playing as Suebi and Level 2...
Hello all.
Is Unit Replenishment just flat-out disabled during the Winter? Several times now I've been in my own territory and my units aren't replenishing only during Winter.
I'm playing as the...
Just a quick heads up, this submod translates Germanic Levy Spearmen to Germanic Pikemen.
Thanks for making this available!
Go back and check it again. ;)
The City provides
3 Socii Hastati
2 Plebs
1 Principes
2 Rorarii
2 Leves
The Garrison Colonia provides
So I've decided to return 'making new units for STEP' back to the top of the priority list. But I really would appreciate help with the legwork from another experienced modder because making high...
Ya, once I reiterate the Bonus V Infantry stats that were removed from all weapons by EE (i missed that in the 4.0 update) infantry-to-infantry melee should feel a bit better.
Lol kiwimaster...
I'm actually glad you asked this because it led to me noticing something that I missed before. Patch15 got rid of Bonus V Infantry stats for all but 2 weapons, when it used to be on roughly 15 or...
Sounds like interest for the continued work of STEP is picking up again. I had thought desire for its continued development died several months ago, so I've only cared to make sure what has already...
Checked out Champloo's Gold Unit Mod, and the short answer is no, it would not be balanced with STIM.
His upload on the Steam Workshop is currently out of date right now as well, so it wouldn't...
Hey Kiwimaster! Thanks for all the constructive feedback, I appreciate it!
There are a couple points to mention about your observations though. First and foremost, the global increase to melee...
I think timid AI is a symptom of hardcoded normal-difficulty scripts. Give the campaign a go on Hard and see what you get. :)
I'll check Champloo's Gold unit mod tomorrow and see if I can shed some light on what I see for you.
In the meantime I'm also very curious to hear what others have experimented with and found to...
Just wanted to pop in and announce that STIM, which is a complete overhaul of TWR2 that doesn't over-complicate things, has just been updated to Version 4.0 to be compatible with EE. Please feel free...
-----Version 4.0 Has Been Released!!-----
This release is fully compatible with CA Patch Live15, also known as The Emperor Edition. STEP has also been updated to Version 1.4 for equal...
-----Version 4.0 Has Been Released!!-----
(Sep 28 2014)
This release is fully compatible with CA Patch Live15, also known as The Emperor Edition. STEP has also been updated to Version 1.4 for...
Yes! STIM will work with all 4 major campaigns - Grand, CiG, HatG, and Augustus. I'll be sure to make that more clear when I update the download info page/changelog.
STIM will also be fully...
I'm not sure what you mean by scenario mods? At any rate the next update for STIM won't contain any of what I think you're talking about. 3rd Party sub-mods are something I'd always be open to,...
This has got to be the most backwards logic I've ever seen.
You're going to support the unfinished release of a product because the last unfinished product took a year to complete??? What possible...
Update #4.
STEP's update process is complete, and working in-game. I managed to get about 5 or 6 custom battle tests done tonight using both STIM-modded vanilla units and STEP units. Kill rates...
Rome 2 took a year to finally become what it should have been on release day. CA has a pretty bad track record when it comes to this. It would be downright foolish to pay for a product when you don't...
Hahahaha, this made me laugh. Think I woke up the cat. XD
Update #3.
STIM is 100% operational again. I didn't even notice the incredibly huge and game-changing shakeup of the new building_key designations until the last minute, and despite a nagging...
The only thing I could see myself possibly overlooking is building usage in CiG or HatG, since I don't have these DLC. Could anyone with these DLC let me know if they use the new building chains or...
This has normally always been a very straightforward process for me. Simply open the data_rome2.pack > UI > Skins > Default > and find the current DLC's "fe_backdrop_xxx.png" and rename the image of...
So as I'm working on updating my mod for EE, I noticed something and I'm not certain if I am misinterpreting what I'm seeing. Am I to understand that the newest patch provided by CA has completely...
Son of a B! Lol those keys were open when I checked the list yesterday, sorry about that. I'll take 140000-145000. Thanks for updating the list!
Edit: Feel free to remove my 67000-67999 and...
Update #2.
The DB tables are DONE!! :cheer2::cheer::cheer2::cheer:
After I finished the land_units table earlier today I just couldn't pull myself away from getting more done since that in...
Also just noticed the key spillover caused by EE today. Sure enough, some of my keys are being used by vanilla now. This table really needs to be updated with our new requests ASAP.
Updating mine to...
Update #1.
Update is coming along nicely. It is absolutely massive as I expected. 174 tables were altered in this update. The land_units table is likely going to take an entire day all on its own...
Guess I forgot to archive the Beta of Patch 15. Here's the live release of Patch 14.1 with the Daughters of Mars update though.
data_rome2_Patch_Live14_1.pack
I've got all the data_rome2 files archived as far back as Patch12. Gimme a sec and I'll upload them for you.