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Thread: Squalor and Hunger reduction

  1. #1

    Default Squalor and Hunger reduction

    Hello everyone. I've thrown together a quick mod to halve building squalor across the board (except slums). I hope this makes your city planning less stressful! If you guys have any requests for quick mods like this I'll try and churn them out for you.

    Version I: All squalor cut in half, with odd values rounded up. - Released.
    Version II: Restored other building stats - Tested, released!
    Version II B: Added reduced food consumption variant.

    Variant B reduces food consumption. Instead of scaling exponentially, food use curves gently upward. It's a large reduction, but without extensive gameplay changes they seem to work best for mid-game gameplay and keeping the AI alive. I'll do playtesting and take feedback on this.
    Anything that used 4 food now uses 2, 5->3, 6->4, 10->6, 12->8, 14->10.
    Attached Files Attached Files
    Last edited by Livebyte; September 07, 2013 at 03:55 PM.

  2. #2

    Default Re: [Released] Squalor reduction mod

    Hey thanks for your work it will make city planning way less of a hassle. A quick question, would changing AI army composition so it recruits less slingers etc be hard to implement? I think this is something alot of people want to see but i don't know how complicated it would be to change.

  3. #3
    The Roman Republic's Avatar Alea iacta est
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    Default Re: [Released] Squalor reduction mod

    i cant seem to get my edited files in the pack to work in the game, im using the pack software, yet everyone is getting on fine

  4. #4

    Default Re: [Released] Squalor reduction mod

    tecnology 50% for next ????

  5. #5

    Default Re: [Released] Squalor reduction mod

    Dictator, are you putting the .packs into movie format? Don't forget that.

    Inversive, I'm not sure if we can edit those files yet, but I'll take a look. I don't think it would be difficult to change.

  6. #6

    Default Re: [Released] Squalor reduction mod

    That's awesome, thanks for much for putting this out so quickly! So oblivious question, will simply putting this in the data folder enable it or is there something else I'll have to do?

    Longer question, any chance you can tell me how you did this? I wanted to mess around with the building effects table using the PFM found here but there aren't any values on the table when I used it to open that particular part in the db. Alternatively, I have the raw db files and can open/edit the xml, but I don't know how to put those into a pack file once I do.

    I realize explaining that might take longer than you have time or inclination to spend answering, just thought I'd ask- either way was looking for this, thanks!

  7. #7

    Default Re: [Released] Squalor reduction mod

    Wow, thanks! Is it compatible with save games?

  8. #8
    gord96's Avatar Domesticus
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    Default Re: [Released] Squalor reduction mod

    is it movie format? so we can just drop it in our data folder?

  9. #9

    Default Re: [Released] Squalor reduction mod

    Quote Originally Posted by gord96 View Post
    is it movie format? so we can just drop it in our data folder?
    I did that and I don't think it worked. At least on my old savegame it didn't.

  10. #10

    Default Re: [Released] Squalor reduction mod

    Yes, it is Save game compatible. Installation is just dropping it in your data folder.

    Bensully, I simply edited the building effects db file. There are two columns, one with large values and one with smaller values, and I'm not sure exactly how they apply. The odd values in the second column were rounded up because they were already smaller. As for making your own packs, the raw data files can NOT be used. We can't put them back into DB format until someone makes a tool, so this is all working with the compressed packs in PFM for now.

    More mini-mods coming from me in a moment!
    Last edited by Livebyte; September 05, 2013 at 08:49 PM. Reason: Formatting

  11. #11

    Default Re: [Released] Squalor reduction mod

    no work

  12. #12

    Default Re: [Released] Squalor reduction mod

    Doesn't work here aswell.

  13. #13

    Default Re: [Released] Squalor reduction mod

    It doesnt appear to be working for me. Do i need to do anything other then put it in rome2/data?

  14. #14

    Default Re: [Released] Squalor reduction mod

    Hold on guys, looking into this. It appears the packs I'm making are being locked and I can't seem to find why.
    Last edited by Livebyte; September 05, 2013 at 08:14 PM.

  15. #15
    airborne guy's Avatar Domesticus
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    Default Re: [Released] Squalor reduction mod

    Not working

  16. #16

    Default Re: [Released] Squalor reduction mod

    Ask radious, his pack is working for me

  17. #17

    Default Re: [Debugging] Squalor reduction mod

    Hey guys, I found the problem. PFM b3 opens RTW2 packs, but it doesn't create them correctly. With a rough workaround I'll have the working file uploaded in a second. :-)

  18. #18

    Default Re: [Debugging] Squalor reduction mod

    Quote Originally Posted by Livebyte View Post
    Hey guys, I found the problem. PFM b3 opens RTW2 packs, but it doesn't create them correctly. With a rough workaround I'll have the working file uploaded in a second. :-)
    Can you share the workaround, I have the same issue.

  19. #19

    Default Re: [Released!] Squalor reduction mod

    It's re-released and looking good ingame. Next up are campaign variables, camera, and the technologies mod someone was asking about.

    Bodkin, just open an existing movie pack, replace its contents, and save it to a new file.

  20. #20

    Default Re: [Released!] Squalor reduction mod

    Don't know what went wrong, but after installing I get -2657 income in my savegame as Rome. Before installing it was on +2600, something like that.

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