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Thread: Magnar Mod v2.32 (Updated 27/03/14) - Patch 15 Compatible

  1. #281
    Magnar's Avatar Artifex
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    Default Re: Magnar Mod v1.06 (Updated 14/9/13) - Added blood (kinda), removed dust, + more

    Cheers for the feedback clasbin,

    I always like to be safe than sorry with regards to fields i suspect dont get used(maybe they will later?). So i change the values for them aswell. Also I was anticipating an issue with the legatus similar to the cav bug, so took precautions Thankfully there was no such bug

    You are right that the number of ships is purely determined by Max men per ship, ive tested a few battles (but not all factions) to see if any stayed on board but didnt notice any. Can you let me know which units still get stuck?

    Unfortunately until the naval bug is fixed by ca or anyone else, this method is the lesser of 2 evils. eg if all units dont disembark, the ai wont use those units, as far as i could tell.

  2. #282

    Default Re: Magnar Mod v1.06 (Updated 14/9/13) - Added blood (kinda), removed dust, + more

    Could someone post a picture of the new "blood effect" please ?

    Magnar, what do you intend on doing for the Romans ?

    Any chance of getting a little preview :p

  3. #283

    Default Re: Magnar Mod v1.06 (Updated 14/9/13) - Added blood (kinda), removed dust, + more

    Fixed dual transports. Make sure your transport can hold half of unit. Set number of men per boat to half of unit size. Tested and works. Transport holds 160 men, hemiolia-80, trihemiolia-100. The greek and roman transports look ridiculous. I substitute the hemiolias or barbarian transport for a more realistic look.

  4. #284

    Default Re: Magnar Mod v1.06 (Updated 14/9/13) - Added blood (kinda), removed dust, + more

    Using the 1.06 with 150% size and I am seeing some issues with the navy: My Legionaries don't use double transport ships but my Levies and Velites do. My Raiding Hemiolias are now double ships, but they are normal navy ships. Also, I dont think you have updated the startpos file for the new reduced navy.

  5. #285

    Default Re: Magnar Mod v1.06 (Updated 14/9/13) - Added blood (kinda), removed dust, + more

    downloaded, testing tomorrow. Doing a few games with some new mods to check them out, then returning to my save for 1.06

  6. #286

    Default Re: Magnar Mod v1.06 (Updated 14/9/13) - Added blood (kinda), removed dust, + more

    Current startpos files are the old ones from what I can see. The issue with garrison navies is that they were set to 1.5 or 2x and the updated ship capacities in Magnar 1.06 are the vanilla ones, which cause them to split. also, naval units recruited before the update especially skirmishers that use small capacity ships (80 for hermiolas - just as I was talking about exact names, hemiola ) will split. Couldn't check every anomaly and there's a lot of tweaking to be done so we can have a coherent system. Some of these anomalies should not manifest for a new campaign, some need updated startpos files which in turn need a clear vision of which direction to go. Magnar Mod is listed as beta, so bear with us and continue to report.

    And yes, forgot to say, when you encounter a ship that is not performing as advertised mention the exact name of the ship, of the unit on board and whether it was from garrison fleet, transport, navy and if it was recruited before or after you installed 1.6. Makes checking and explaining it much easier.
    Last edited by clasbin; September 14, 2013 at 02:57 PM.

  7. #287
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    Default Re: Magnar Mod v1.06 (Updated 14/9/13) - Added blood (kinda), removed dust, + more

    The patch will be updating the startpos, so if the naval issue is only with startpos units then after the patch I will be making a new startpos.

    Until then, all starting navies in the 1.5x startpos may have issues. Please continue to post them here so once the new startpos is done, it can be tested to see if they are still present.

    As for a preview, well i dont want to build it up too much but essentially it will be the first culture in my planned unit rebalance roughly based on EB1. I will probably change the timing of reforms, maybe some new units. Have only just started planning it out so dont want to make any promises yet. Also want to see the possibility of a new recruitment method which so far hasnt been possible (and probably wont be )

    Flycaster, interesting idea with using another cultures transport ship to simulate an ad hoc navy. Ill have to look into what they used as transports traditionally and see which model more closely matches.

  8. #288

    Default Re: Magnar Mod v1.06 (Updated 14/9/13) - Added blood (kinda), removed dust, + more

    Anyone else having issues with food? I'm producing way too much food and when I go to check how much each province is producing the number on the left is not correct.

    Edit: I have bread and games edicts on, .
    Last edited by BigHairyMelon; September 14, 2013 at 05:04 PM.

  9. #289
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    Default Re: Magnar Mod v1.06 (Updated 14/9/13) - Added blood (kinda), removed dust, + more

    that'd do it

    what is your surplus and what year are you in?

    Also dont thin i deleted all fire javelins will fix for tomorrow.

  10. #290

    Default Re: Magnar Mod v1.06 (Updated 14/9/13) - Added blood (kinda), removed dust, + more

    Hi,

    First off thanks for making this mod. I saw another mod on here that is working on (or already has?) unlocked all other factions, but since this and the other mod both edit starpos I can't use both. Do you have any plans for maybe including something of that sort in your mod?

    Apologies if this has been asked, I used the search thread thing but couldn't find anything.

    Thanks!

  11. #291
    Choki's Avatar Domesticus
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    Default Re: Magnar Mod v1.06 (Updated 14/9/13) - Added blood (kinda), removed dust, + more

    when the mod patch for 2.0 beta patch?

  12. #292

    Default Re: Magnar Mod v1.06 (Updated 14/9/13) - Added blood (kinda), removed dust, + more

    For your consideration:
    Building times for 4tpy need adjustment. Romans where pretty skilled builders and surely didn't need 2.5 years to build the damn barracks. And the factions that were not would simply hammer 2 wooden post in the ground and call it Military Academy. Simply multiplying default with 4 or 2 isn't working imo. Maybe leave to default for 2tpy and 1.5x for 4tpy. Same problem with replenishment, especially at sea which is more difficult (in game, not in reality). Way to low, navies are handicapped.

    One of the reasons we wanted more turns was to be able to do more things. Personally I'm happy with slow research, however a higher difference between starting tech and advanced tech might be interesting (same for buildings - fewer turns to raise hamlet to village, more to build a city or municipium).

  13. #293
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    Default Re: Magnar Mod v1.06 (Updated 14/9/13) - Added blood (kinda), removed dust, + more

    You are right clasbin regarding building times i just used a simple +75% rounded down multiplier for all 2tpy buildings and +250% multiplier for all 4tpy buildings. Will add going through and varying building times to the list of things to do. Will also look at naval replenishment for todays update (wont be a big one though).

  14. #294
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    Default Re: Magnar Mod v1.06 (Updated 14/9/13) - Added blood (kinda), removed dust, + more

    As for making all nations playable, to do it right seems like a big job. It i dont just want to make other nations playable if they will only be skeleton factions, i havent tried the playable factions mod yet. Putting that feature into the mod has been a consideration but id need to ensure that they are as filled out as playing one of the currently playable factions. A 2.0 Beta startpos will not be released, only once it is released next week will i release a startpos. Changing the startpos will take quite a few hours to do and will have to be redone on release in a few days. Id rather spend that time on things that on other features that wont be overwritten.

  15. #295

    Default Re: Magnar Mod v1.06 (Updated 14/9/13) - Added blood (kinda), removed dust, + more

    Quote Originally Posted by Magnar View Post
    You are right clasbin regarding building times i just used a simple +75% rounded down multiplier for all 2tpy buildings and +250% multiplier for all 4tpy buildings. Will add going through and varying building times to the list of things to do. Will also look at naval replenishment for todays update (wont be a big one though).
    Take your time, I'm not helpless. Already playing with some combinations of building times to see how they affect balance.

    Quote Originally Posted by fred1111 View Post
    I saw another mod on here that is working on (or already has?) unlocked all other factions, but since this and the other mod both edit starpos I can't use both.
    The packs from izanaghi11's Playable factions and Magnar do not conflict with the exception of db/effect_bundles_to_effect_junctions table. So, if you manage to delete that one form Magnar's, you can use both. Or you can save them both as MOD packs and load Playable factions after Magnar. Regarding startpos.esf, you can use izanaghi11's if you don't care about starting garrisons and armies or play 1tpy/normal sizes. Once CA stops patching startpos.esf, I could show you how to unlock a faction in Magnar. Still need to make sure I'm not missing something.

  16. #296
    Celtichugs123's Avatar Senator
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    Default Re: Magnar Mod v1.06 (Updated 14/9/13) - Added blood (kinda), removed dust, + more

    Hello Magnar!

    Been keeping an eye on your mod while trying the many various and great mods that has been released. What has kept me from downloading yours is: is the campaign movements, research times, build times etc balanced compared to the TPY you use? I see in the change log for the Campaign it says that Campaign movement has been increased, however wouldn't that be unbalanced if one was to use 4TPY Startpos?

    Thanks, Celtic.
    Vikingr

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    - J.R.R Tolkien

  17. #297
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    Default Re: Magnar Mod v1.06 (Updated 14/9/13) - Added blood (kinda), removed dust, + more

    Celtic, ive only just recently added in the 2tpy/4tpy versions, so have not balanced everything with those versions yet.

    If you want to go historically though, those movement even on 4tpy would still have been possible. So its not unrealistic. However that does not mean I wont be changing them again when i come to looking more at balancing the different tpy versions.

    As for research/build times, i have released an optional module for these which people can use if they choose. It is included with the startpos in the Xtpy additionals file.

  18. #298
    Celtichugs123's Avatar Senator
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    Default Re: Magnar Mod v1.06 (Updated 14/9/13) - Added blood (kinda), removed dust, + more

    Awesome!

    Thanks, mate! I'll give your mod a try!
    Vikingr

    The Last Kingdom


    “For myself, I find I become less cynical rather than more--remembering my own sins and follies; and realize that men's hearts are not often as bad as their acts, and very seldom as bad as their words.”
    - J.R.R Tolkien

  19. #299

    Default Re: Magnar Mod v1.07 (Updated 15/9/13) - Strength of walls increased + a little more

    Hey Magnar, this is a great mod, been playing the 1.06 for a day now and it made Rome 2 so much more enjoyable.

    Just curious if the 1.07 version is save game compatible, as in: Can I drop the 1.07 file in my data folder, delete the 1.06 file and load up my save game without problems?

  20. #300
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    Default Re: Magnar Mod v1.07 (Updated 15/9/13) - Strength of walls increased + a little more

    yeah should be no problems wit that AT, in fact i do it all the time . Just restart Rome 2 after you copy it in so it launches with it loaded

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