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Thread: [Official Submod] Turns per Year Options

  1. #61

    Default Re: [Official Submod] Turns per Year Options

    I am not sure it entirely worked, because it still seems to start next Spring in January.

    But, you can adjust the numbers under the 12 in the startpos (the one right below it) to set what "week" it starts on.

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  2. #62
    suras333's Avatar Semisalis
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    Default Re: [Official Submod] Turns per Year Options

    Hello Dresden,

    Are you guys ever thought to make TPY 12 the Basic Dei setting? It is more logical than TPY 2 and will increase the tactical game in campaign map. (Ex: planning carefull a campaing before winter comes)
    Last edited by suras333; May 12, 2014 at 08:46 AM.

  3. #63
    Foederatus
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    Default Re: [Official Submod] Turns per Year Options

    Thanks for your work, Dresden.
    I use DEI 2 TPY. But, there is only winter and summer seasons. It would be great having all seasons at 2 TPY.
    Can you fix this problem?

  4. #64

    Default Re: [Official Submod] Turns per Year Options

    Sadly, I 2TPY is set that way and it can't be changed.

    These mods do not currently have the new cultures from the latest CA patch. I will be updating these mods soon.

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  5. #65

    Default Re: [Official Submod] Turns per Year Options

    Hi,just wodering if the 4tpy, build and research mod will get updated? Otherwise I'll just wait for 0.9 to come out.

  6. #66

    Default Re: [Official Submod] Turns per Year Options

    I will be updating all of these mods when 0.9 releases.

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  7. #67

    Default Re: [Official Submod] Turns per Year Options

    Quote Originally Posted by Dresden View Post
    I will be updating all of these mods when 0.9 releases.
    Thanks for all this.

  8. #68

    Default Re: [Official Submod] Turns per Year Options

    Ah ok,much obliged for the quick response.

  9. #69

    Default Re: [Official Submod] Turns per Year Options

    Updated for 0.85e and 0.9 (should work for both).

    Warning: Do not use the new 4TPY Build/Tech pack until 0.9 is released.

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  10. #70

    Default Re: [Official Submod] Turns per Year Options

    Quote Originally Posted by Dresden View Post
    Updated for 0.85e and 0.9 (should work for both).

    Warning: Do not use the new 4TPY Build/Tech pack until 0.9 is released.
    You are a prince among men.

  11. #71

    Default Re: [Official Submod] Turns per Year Options

    Lovely, going to give the 24 TPY a spin

  12. #72
    Foederatus
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    Default Re: [Official Submod] Turns per Year Options

    Now, I start to use DEI TPY 1. But, All research times is for TPY 2.
    Where can I find vanilla tech setting? or is there a submod for research time of TPY 1?

  13. #73

    Default Re: [Official Submod] Turns per Year Options

    Liking the 4tpy tech/build pack, does this pack also bump the reforms to longer 4tpy equivalents too?

  14. #74

    Default Re: [Official Submod] Turns per Year Options

    No, it doesnt edit the reform times.

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  15. #75

    Default Re: [Official Submod] Turns per Year Options

    Thanks Dresden again for this mod! Would it be possible for you to add the option for the same building/military/upkeep costs for the AI as well for those of us that would like a fair playing field? So we could check those boxes for the AI also inside the pak file?
    Last edited by auboy; June 11, 2014 at 08:57 PM.

  16. #76
    Foederatus
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    Default Re: [Official Submod] Turns per Year Options

    I would really like to see a lesser movement submod included here. Great job so far.

  17. #77
    agranel's Avatar Civis
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    Default Re: [Official Submod] Turns per Year Options

    So, if I'm using 12tpy mod, when the roman Marian reforms will come? I'm now ay 170 turn and nothig happened yet.

    Thanks in advance.

  18. #78

    Default Re: [Official Submod] Turns per Year Options

    @auboy to make them for the AI you would need to copy those lines and change the numbers to correspond to the AI difficulty levels (I think its -3 to 1). Then check the boxes.

    @agranel Since it is based on turns and imperium, it should happen at the same number of turns as any game. Turn 100 Imperium 5 I think. If it hasn't happened, either you aren't at the Imperium level or your save game is bugged because another mod overwrote the scripting file (like a camera mod).

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  19. #79
    kruma's Avatar Civis
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    Default Re: [Official Submod] Turns per Year Options

    If i would use the 12 TPY, do the seasons also extend proportionally --- meaning each season is respectively 3 turns long?

  20. #80
    kruma's Avatar Civis
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    Default Re: [Official Submod] Turns per Year Options

    I changed my savegame to 12 tpy but the season effects disappeared..is this normal?

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