Nice mod.Im waiting for update.Good work.
Nice mod.Im waiting for update.Good work.
Wow, Holy crap. I hope you guys go back to re-balance some of the traits because right now they're god damned insane. I mean I know you guys have a lot to go through but damn +100% research rate for Syracuse? To be honest I'd almost like to go back to a version where you didn't give these traits because they all seem game breaking. I mean the traits are supposed to give you a slight edge on some things while also giving you something you have to work around. From what I can you guys haven't given any of the new factions any negative traits at all.
I know you guys don't have the time to tweak and balance each and every faction but could you tone it down on the stuff you give or at least release a version where these traits don't exist?
Thanks.
[QUOTE=TuranianGhazi;13263826]LARGE Update, guys!
Could i get a step by step on exactly how to get this mod working?Would be a great help! thx
This did not work with me .. !!LARGE Update, guys!
First of all, the STARTPOS.ESF has been updated to work with Patch 3 Beta!
Download Link right here:
http://sourceforge.net/projects/twr2...y.zip/download
Hi all,
First of all, here’s a PACK file WITHOUT any faction traits (so no traits or ui graphics)
http://sourceforge.net/projects/twr2...t.zip/download
For “balanced”, I may do it, may not. Read on why.
Responding to prompts:
@GasCanGerry: Thanks, but please don’t deify me, it’s against my faith
@KillerGoldSpoiler Alert, click show to read:
@BarbaroibericoSpoiler Alert, click show to read:
@Tadzreuli: Yeah, most definitely, anyone who helps out with faction descriptions and such are welcome. Could you send me a message here on TWC and I’ll give you my email there and you can send me that info. Yeah, KARTLI and COLCHIS info is very much warranted, especially after I learned about Ardhan (Caucasian Albania) from Umbrecht’s research. Colchis is a Caucasian Albanian polity as well?
@pasha Izanagi had rebels as playable for campaign at one point, but they didn’t have something, a tech tree or something, so he has them now only for Custom Battle. It’s just with no regions, ESF editing needs to be done to allow slaves on the map somewhere… however, I’d rather not mess with the ESF overly much
@DioD2 Awesome! Such replies and satisfied fellow gamers is what keeps me modding!
@karasis For what update? There won’t be any updates for a while now. I’m actually setting down and playing as a steppe faction and beating the game, if it kills me. I AM HAVING myself one FULL playthrough, RAAWWR! I am an impatient gamer too!
@zapking5, DVersion, KingAzzole
You guys bring up a good point. For a simple faction unlocker, no faction traits should do. Check the link above. From now on, will add the FACTION TRAITS as an optional download, main will be no faction traits.
I just always knew that faction traits is a creative ground and there will be creative differences. As a mod author, I’m entitled to them. You may choose to NOT download the mod. I don’t have to bend my creative vision for you. However, for community at large, a comprehensive faction unlocker is needed, so hence the switch to NO FACTION TRAITS for MAIN download.
Now, if you’re interested, here’s my defense of giving Syracuse 100% research rateSpoiler Alert, click show to read:
Also, more on why minor factions are beefed up considerably, since most are gone in the first 5 or so turns anyway. While I PLAN on toning down these faction traits as faction rosters, building options, and tech trees get fleshed out (so more buffed), but as it stands now, they are vital for their survival and noticeable impact on gameplay, imho.Spoiler Alert, click show to read:
@ElKabeer and chethal Please follow the OP (original post) instructions to the Tee
Put simply, PLACE the startpos.ESF file you want (from the patch3beta zip file) into:
Steam\SteamApps\common\Total War Rome II\data\campaigns\main_rome
NOTE: only ONE startpos.ESF of the TPY (turn per year) you want
PLACE the all_factions_playable. PACK into:
Steam\SteamApps\common\Total War Rome II\data
Heck, why am I even explaining this so shoddily, when inoksvere beautifully described it, several posts back, on page 22 of this thread. By the way, THANKS so much inoksvere!
Tha-that’s all folks! Peace, ~TGOriginally Posted by inoksvere
PS: Added a new link for the NFT version. I forgot to delete the effects DB tables and the effect_bundles.loc and effects.loc Now this NFT version should be compatible with Radious mod since it doesn't even touch those same DB tables as the FT version does.
@TuranianGhazi: Well ill have to do some digging and maybe i can isolate what Radious is doing to keep it all seprate and so on... I just started diving into modding Rome 2 (did it for Rome 1 but no releases, not interested in that basket) so it may take me a bit... but we'll see what happens
thanks again for all your work! think ill wait to update see what i can do... ive got my game pretty balanced right now, dont want to move forward till i have it figured out haha
*Venienti Occurrite Morbo*
Meet The Misfortune As It Comes
-Latin Proverb-
"A house of judgment so divine,"
"That we burn our brothers!"
-Unearth - Hail the Shrine-
@Killergold
Check my previous post again. I uploaded a new NFT version without any of the extraneous, hidden stuff. Should be compatible now.
Oh, yeah exactly, thanks for helping out! If you could decipher those conflicting DB tables fully and figure out how to make them work together, I'm be MOST grateful! I'm sure Radious would be as well.
As far as I see it, here's the game plan of how I would go about resolving this:
1) IDENTIFY all entries that Radious changes
2) IDENTIFY all entries that I changed
3) Merge them together in one DB table
I dream only of modular design... the ability to add-on to DB tables, instead of overwriting them entirely... oh well, one can dream, right? It's how modding is done in mod-friendly games.
Hello everyone,
I'm playing with Persia now, and after some turns (14-15) when changing turn, game crashes when passing through Baktria. I'm using update 2 and the mods Radius Mod and Lines of Battle. Anyone knows what's causing this?
Hmmm, it's a known bug with Persia and perhaps other satrapies of the Seleucids. It was mentioned several pages back on this thread.
One possible resolution might be to get Persia out of satrapy status as an independent faction. Once I figure out where that diplomacy DB table or ESF entry is, I'll try that solution. But no promises. I'm afraid it's a tough bug to stamp out, since I don't know what EXACTLY causes it... just have a hunch it's from satrapy status.
wow not sure what happened to my links here they are:
here is episode 1:
http://www.youtube.com/watch?v=GBX2eZn18Gc
how to install all faction mod (persia):
http://www.youtube.com/watch?v=9gbaK_7z0Z0
So this generally works with the various battle mods people have done to fix the horrid vanilla gameplay (radious, luntik, etc)?
And what about unit packs. I know there's the Massalian unic pack that's compatible, should others be okay?
Nice work!
@TuranianGhazi: dont know what these mean yet, but this is what im finding
Spoiler Alert, click show to read:
There you have it
Im assuming they are some kind of income gains for each faction?
*Venienti Occurrite Morbo*
Meet The Misfortune As It Comes
-Latin Proverb-
"A house of judgment so divine,"
"That we burn our brothers!"
-Unearth - Hail the Shrine-
@Killergold
I think I have found the culprit! Izanagi has this mod as MOVIE type, when it really should function better and easier to update later on as a MOD pack, as a mod.
Anyways, I'm in the process of cleaning the mod, removing all the things the mod isn't changing, so then Radious and other mods will agree.
See, just as I suspected, Radious was changing things up in the vanilla effect bundles junctions tables. I don't change anything there, unless it's for a faction group bundle. Nothing about subsistence faction, that's something Radious mod handles.
The 87 entries are all the faction bonuses for factions. Each faction gets 3, so there you go, why the odd number. So 29 more factions have BOTH faction descriptions and faction traits[effect bundles] (3 bonus effects), when previously they had none.
Once I repackage and clean the All Faction Mod, then this mod should be COMPATIBLE with most other mods, Radious etc, EVEN with faction traits on. But still, I'll leave the faction effects off version for those who find the bonuses too strong. Ultimately, after plenty of feedback and community polling, a balanced version as well.
It's just I knew that there was no reason that Radious, others and I were changing the EXACT same entry... same file, but different entries on different keys, so should be compatible in next repackaged update.
Is the Slave faction usable in campaign been playing as them in custom battle tis very fun
having an issue where my custom faction game stops working after a certain number of turns. Anyone else having this problem?
It is an issue when Seleucid declares war with someone and ask you to join them, naturally you say yes. From testing I've done you have a 90% chance to crash during baktria or one other faction( the name escapes me) turn. If you get passed first time Seleucid goes to war, usually the second time around turn 14 or 15 will get you. You have to decline the joining with Seleucid after this I had no issues, I've played up to something in the 30's.
Simple mod, the sweat and tears I've labored.... kidding side, nice vid!
"The shape of you, the shape of me, the shape of everything I see.."
Same here, it even happened when i was playing a vanilla faction while playable factions was installed. after about 10 turns, in a battle my game will freeze and the save will be corrupt and whenever i try to reload the save my game crashes