@jfood Hellbent tweaks tech tables so it is not compatible with these mods
@jfood Hellbent tweaks tech tables so it is not compatible with these mods
@Dresden No need as far as I am concerned credit goes to CA for the game whether good or bad I just did a little pre-school math to help modders. You have the ball run with it.
Cheers!
I have been testing the recruitment versions of these mods, and it seems that the AI has trouble recruiting when it takes more than a turn. Some factions will form stacks, but others seem to barely build armies up when it takes multiple turns to recruit. I am going to switch to the ones without recruitment changes to see if I can see a difference.
Hi guys,
With the release of TTT 1.3, I've taken out my tech table changes. So the only "conflicts" now would be the startpos.esf but that's not really a conflict since all I did was make it 2 turns per year. I've also just released a .MOD version, so if you'd like, you can use both Dresden's and my mod at the same time (ignore the startpos.esf that TTT uses and replace it with Dresden's).
Cheers!
Update v1.2
I added optional mods for each type that affect campaign movement. For 2TPY movement is cut by 50%. For 4TPY it is cut by 75%.
If you try these, let me know how they work out.
для 4tpy передвижение работает для флота- да. армия и агенты нет.
After some testing, the army movement mod does work. However, it conflicts with many different mods because it uses the land_units table.
In order to use the movement mods with many of the major mods, you need to use the Mod version and run Mod Manager. Then, put the movement mod as the top priority.
Some mods don't have a Mod version and may still conflict because they are a movie type. If that is the case, you need to edit their mod and change it from Movie to Mod type.
yes. спасибо за работу.
thanks for the advice dresden, and also thanks for hte movement mod, great!
Updated startpos files for Oct. 9 patch 4 beta update.
Do I only need the startpos file if I'm not alreadys using one with turns set to 2/4 per year?
It looks like agents retain 100% of their vanilla movement rate. I am sure it is a completely separate value in the code, but it is kind of awkward to see the starting spy can cover so much more than a regular army that has the 75% reduction. Is it possible to mod their movement rates to 50% and 75% as well? Perhaps a 25%?
Perhaps keeping them as separate mods would be good? That way people could have some leeway with the values. 50% agent move rate and 75% army/navy move rates for example.
I haven't quite got into using this much, but I do love the concept!
Updated v1.3 - Added Agent movement mods, these will not affect already recruited agents in new games or saved games. It will change the movement for any agents recruited later.
Thanks to alhoon and crzyrndm for pulling my head out of my rear and getting this one to work.
This is fantastic. Thank you.
good job,man!