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Thread: Grand Campaign minimod

  1. #1

    Default Grand Campaign minimod

    Hello everyone. This isn't the first campaign mod, but I thought there was room for more. The Grand Campaign minimod contains minor changes to improve your campaign experience without going to unbalanced extremes.I have not yet extensively tested, but do not expect any major problems. Enjoy!

    Changes:

    * Armies: Now available at 4+4 per level of fame. 4, 8, 12, 16, 20.
    * Navies: Now available at 3+3 per level of fame. 3, 6, 9, 12, 15
    * Edicts: Now scale up to 10! 2, 3, 5, 7, 10.
    * Agents: An extra agent available at every level.
    * Commanders: Should spawn faster. Let me know if this works.
    * Slums: Take longer to construct. Untested, let me if this works. Reduced cost to destroy by 40% (500->300).
    * Food: Should provide more bonuses and penalties in general.
    * Attrition: Maximum increased to 20% from 15%.
    * Raiding: More significant in general. You'll do more damage and factions will like you less for it.
    * Zones of control: Increased by 1 for armies (20%), 2 for navies (40%). It should be more difficult to evade hostile armies.
    * Campaign camera: When you start a new campaign you will be able to zoom out 3x as much! Does not conflict with startpos mods.

    Changelog:
    Version I: First release
    Attached Files Attached Files
    Last edited by Livebyte; September 05, 2013 at 09:58 PM.

  2. #2

    Default Re: [Released] Grand Campaign minimod

    Works like a charm. Thanks for the mods.

  3. #3
    Massive_attack's Avatar Campidoctor
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    Default Re: [Released] Grand Campaign minimod

    Hey, I'd like to use this with Radious' army size mods, but I dont think I can since I'm assuming both his and your mod are MOVIE pack file types instead of MOD ones.

    So uh, care to explain how to modify army limits? If you did I would just edit them myself and use your mod over his

  4. #4

    Default Re: [Released] Grand Campaign minimod

    Massive attack, there was a thread very recently describing how to set it to any arbitrary limit. You can use that, but the easiest way to do what you want is either replace the campaign_variables file in his mod with mine, or simply load mine after his - prefix it with a "z-" or something, I think that works.

  5. #5

    Default Re: [Released] Grand Campaign minimod

    Thanks for the mods.

  6. #6
    Massive_attack's Avatar Campidoctor
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    Default Re: [Released] Grand Campaign minimod

    Good stuff, I like that rename idea. Thanks Livebyte! I'll need to find that thread too, any idea where it is?

    +Rep, by the way, for this and all your other mods. I'll be looking forward to see what else you do!

  7. #7

    Default Re: [Released] Grand Campaign minimod

    Amazing!!! thanks a lot man, nice changes!

    † Fuerza y Honor †

  8. #8
    Foederatus
    Join Date
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    Default Re: [Released] Grand Campaign minimod

    Hey Livebyte,
    I posted a question about changing army limits and thank you for this. On the other hand, would you mind sharing how you actually re-pack the data? Just like Mitch I got, having edited a lot of entries, Tweak open the db files and I found what I wanted to edit. Except I cant re-pack the data and I cant get it working. I am only asking because, although your did and excellent job, in your mod there are lot of changes I do not want so it would be great if I could do my own editing...
    Thanks in advance for the info.

  9. #9

    Default Re: [Released] Grand Campaign minimod

    The most recent PFM beta version works for saving RTW2 packs. If you try to make a "new" one it will fail, though, so replace the contents of an existing pack and save it as something else to create a new pack.

  10. #10

    Default Re: [Released] Grand Campaign minimod

    hi, i play on sparta campaign and i am at turn 32 and i have 2 province. in normally game i have 1 edict for province, but with little mod i have 3 edict. when i select the third edict on a province, the other was disabled. what i do?

  11. #11
    Foederatus
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    Default Re: [Released] Grand Campaign minimod

    The most recent PFM beta version works for saving RTW2 packs. If you try to make a "new" one it will fail, though, so replace the contents of an existing pack and save it as something else to create a new pack.
    Thanks. Maybe this was the problem, i got it into a mess. I will try tonight!

  12. #12

    Default Re: [Released] Grand Campaign minimod

    Can you take a screenshot? I've tested the edits and that wasn't happening.

  13. #13
    Antiokhos Euergetes's Avatar Protector Domesticus
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    Default Re: [Released] Grand Campaign minimod

    Excellent thanks. How is it installed?

  14. #14

    Default Re: [Released] Grand Campaign minimod

    If steam is installed on C drive Just extract it to: C:\Program Files (x86)steam\steamapps\common\Total War Rome II\data. And thank you Livebyte for an excellent mod - It makes a world of difference!

  15. #15

    Default Re: [Released] Grand Campaign minimod

    Possible to have a separate camera mod? Having the ability to zoom out more seem really nice! Thanks!

  16. #16

    Default Re: [Released] Grand Campaign minimod

    I think that's available standalone very nearby in this forum section. :-)

  17. #17
    VektorT's Avatar Biarchus
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    Default Re: [Released] Grand Campaign minimod

    Save compatible?

  18. #18

    Default Re: [Released] Grand Campaign minimod

    Of course. :-)

  19. #19

    Default Re: [Released] Grand Campaign minimod

    Quote Originally Posted by Livebyte View Post
    I think that's available standalone very nearby in this forum section. :-)
    Yeah I found it, too bad I don't know how to install

  20. #20

    Default Re: [Released] Grand Campaign minimod

    Ah, the slums and raids changes sound are a good idea!

    Quote Originally Posted by Livebyte View Post
    Massive attack, there was a thread very recently describing how to set it to any arbitrary limit. You can use that, but the easiest way to do what you want is either replace the campaign_variables file in his mod with mine, or simply load mine after his - prefix it with a "z-" or something, I think that works.
    Radious_Campaign_Mod.pack
    zLB_GrandCampaignVars.pack

    So by doing this I should get:
    - Radious' diplomacy changes
    - your slum and raid changes
    - your changes on things you guys both changed in your mod
    is that correct?

    That would be excellent! I am liking this TW modding. (RTW is the only one I played for a decent amount, but that was aaaages ago, back then I never even knew there were mods, except for silly stuff like LOTR flags.)

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