No, it were client states, actually.
Only 10 turns in my game. But where is the logic here: You get punished that your client state has treated you? This is not very fair... :no:
Type: Posts; User: Com_James_Bond; Keyword(s):
No, it were client states, actually.
Only 10 turns in my game. But where is the logic here: You get punished that your client state has treated you? This is not very fair... :no:
I have just noticed the following situation in a great campaign:
I was controlling 3 client states when a faction declared war on me. One of them joined the war, the other two refused to do so...
Any news here? I am curious about the script Phalangitis mentioned.
Sure, I do not want the hole mod in DeI, I just think that there are some interesting features like the scorpions, the walls and (also the tech trees maybe), that would be nice for DeI. The garrisons...
There is a relatively new mod in the steam workshop called "Realistic City Defense" (http://steamcommunity.com/sharedfiles/filedetails/?id=675065119&searchtext=) I really like some of its ideas like...
What's the problem with this mod? Something with stability, I heard, but why is it working with vanilla and with DeI not?
So you will change the value? And maybe add Phalangitis' script for naval units?
So what do you guys think, should capturing ships be implemented into DeI?
10% for capturing artillery seems a bit too less for me. I think a higher value (maybe 20 or 30) would be more realistic....
So this feature already exists in some mods. :) What about creating a submod or implementing it into DeI? Mabe you could tell us what you did (scripting ad db changes). That would be nice.
And by...
That's what I see, too, but it really happened once, that I got a ship although I do not know how.
How does this work? When do you get your enemy's artillery?
Is it still possible to get a ship of your enemy after battle? If yes: How does it work?
I have captured one or two ships yet (about half a year ago), but I do not know which conditions have to be...
Sorry, FlashHeart, but that's not true. I found a solution on my own now, to play in different languages:
Just convert your language "mod" into "movie" and enable the same mods in the mod manager....
Could anybody give an answer please? Can I somehow use the translation mod for multiplayer without getting this "incompatible version" error?
There is a translation mod (http://steamcommunity.com/sharedfiles/filedetails/?id=320086868) and there is no problem in single player mode, but I can not activate this mod for multiplayer, because I...
My question is: Can I play DeI in my native language in multiplayer mode? I am german and I would like to play with people from other countries as well, but when I have only DeI activated half of the...
"Disciplined" is a great trait and quite realistic. A roman unit did not just run away because there general was dead. The structure of the army was still intact (centurions) and the highest officer...
To the DeI-team: Could you tell us, if this proposal here is possible?
Yes, the game should be over then, I would say. Maybe it would also be possible to show your actual money minus $100k in the game.
There is this group: http://steamcommunity.com/groups/deicommunity
Well, I would be interested. How would you like to arrenge it?
When will you release this? In a week, a month,...? I can't wait. ;)
Thanks. :)
Yes, it should be compatible with 1.1 (steam version is defintitely working). If you have any problems, just leave a comment here or on steam and I will fix it.
Well, I do not want to do too much advertising here since this manpower mod is pretty awesome, but some time ago I relesed a submod that slows down cultural conversion a lot and removes local...
Tolerance Edict should reduce the penalty for a culture different from yours and slow down cultural conversion.
Cultural Development Edict is the contrary of the Tolerance Edict. It should speed up...
I see this now, too. But it does not change growth for example.
And the tolerance edict neither gives the -5 cultural influence nor reduces the foreign culture penalty.
Could you please have a look at this and figure out why it is not working with DeI? I can set the edicts but they have no effect on the province.
Maybe you would like my submod: http://www.twcenter.net/forums/showthread.php?696960-Submod-Alternative-religious-system
Could you enable platoon firing for all British units?
But 3 has to work somehow. DeI has 8 (2*4) edicts, with your mod it has 12 (3*4). I only want to add one edict so that it has nine then. How can I do that?
Hey Admiral,
can you help me with these three problems?
1. Is it possible to reduce cultural conversion by for exapmple 50% by an edict (just tell me the effect_key)?
2. Is it possible to reduce...
Could you convert this mod for Rome2? The Graphic is a lot better :yes:.
Could you check this file? My game hangs at the loading screen when I activate the mod. Have I done a mistake?
Yes, it slows down conversion by 80% and removes local traditions.
But there you can't edit, what the edict does, right?
Could you tell me how you modded the edicts from the vanilla version? I would like to know how to add or replace an edict and create a description and effects for it.
Yes, I could try to balance this. The negative PO lasts for a long time. But what about an "tolerance edict" that reduces or removes PO malus in this province?
It is a good idea, but I...
You have to make some advertising for your mod. ;)
Yes, I will, but could you tell me why everybody wants a non-steam link? Is this kind of a boycott?
Yes, it is my doing.
It is save game compatible, so enjoy :). And I hope to get feedback, especially from the DeI-authors.
I'm proud to present you a new (sub)mod:
Description:
Do you also hate it when you never get 100% of your religion just because there are these stupid local traditions, which is very...
Where can you edit this:
- Slowed down cultural conversion.
Ok, I've found it.