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Thread: [Official Submod] All Factions Playable for DeI

  1. #81

    Default Re: [Official Submod] All Factions Playable for DeI

    Not sure if it actually applies in game. But a lot of the factions have a modifier "poor tax collectors" in red as if it's a negative, but following after the tax is +3% tax rate.

    Is it just a typographical error and it's actually a negative, or are they getting better taxes from it instead of worse taxes?

  2. #82

    Default Re: [Official Submod] All Factions Playable for DeI

    I don't even really know any more. Haha. I took the province it said they were getting 1200 (it had lead) and was I was getting 97. All I know is the Aestii have no where near enough money to field an army they way the Gantones (I think?) are. It wouldn't be such a problem if the Aestii had Nomadic dignitaries and temples! I can't believe the solution for them was make them Germanic buildings and chars with Nomadic faction culture. I just love their faction bonuses and anything Lithuania.

  3. #83
    FlashHeart07's Avatar Praepositus
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    Default Re: [Official Submod] All Factions Playable for DeI

    Quote Originally Posted by Lord_McTroll View Post
    I don't even really know any more. Haha. I took the province it said they were getting 1200 (it had lead) and was I was getting 97. All I know is the Aestii have no where near enough money to field an army they way the Gantones (I think?) are. It wouldn't be such a problem if the Aestii had Nomadic dignitaries and temples! I can't believe the solution for them was make them Germanic buildings and chars with Nomadic faction culture. I just love their faction bonuses and anything Lithuania.
    Just to be clear. When DeI 1.0 was released you downloaded this and made sure all submods was compatible with this and then started a new campaign? If so I cannot tell you why you are seeing some of these odd things.
    But the fact that the AI has it better than you. That is just the game mechanics. They always get a hidden bonus otherwise they would just starve and die. This bonus is extra gold, increased PO, food, army replenishment and more.
    And if The Aestii is not a normal playable faction you really cannot complain about any faulty stuff since noone has done any work on them for good reasons

  4. #84

    Default Re: [Official Submod] All Factions Playable for DeI

    I'm only running DeI submods. Have not played any other mods since a reinstall. I got quite far in a Meroe game and Masalia game and did not notice these things maybe from being able to win many battles and economic advantages of holding Egypt and Aethiopia. I have just started as the Lugii and its the same thing (enemy troops low upkeep same units, Gutones got koioi baltic axeman 134 upkeep.) You suggest a reinstall and re patch? Weird thing is I have an Odrysirian Kingdom game I started as well post latest release of DeI (all games except Meroe and Masalia are,) and when I loaded it after not playing for a week or two some strange thing happened general got assassination by court, his cost was still registered, so i killed off another general and balanced the cost, and then when he came back from wounded and i brought him back his cost compounded with the other! Sometimes it feels like the game physics are modified heavily by difficulty setting but this is only in Hard.

  5. #85
    Kjertesvein's Avatar Remember to smile
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    Default Re: [Official Submod] All Factions Playable for DeI

    Loved the mod. My small AAR playing as Budini.

    ~Wille
    Last edited by Kjertesvein; January 26, 2015 at 08:46 PM.
    Thorolf was thus armed. Then Thorolf became so furious that he cast his shield on his back, and, grasping his halberd with both hands, bounded forward dealing cut and thrust on either side. Men sprang away from him both ways, but he slew many. Thus he cleared the way forward to earl Hring's standard, and then nothing could stop him. He slew the man who bore the earl's standard, and cut down the standard-pole. After that he lunged with his halberd at the earl's breast, driving it right through mail and body, so that it came out at the shoulders; and he lifted him up on the halberd over his head, and planted the butt-end in the ground. There on the weapon the earl breathed out his life in sight of all, both friends and foes. [...] 53, Egil's Saga
    I must tell you here of some amusing tricks the Comte d'Eu played on us. I had made a sort of house for myself in which my knights and I used to eat, sitting so as to get the light from the door, which, as it happened, faced the Comte d'Eu's quarters. The count, who was a very ingenious fellow, had rigged up a miniature ballistic machine with which he could throw stones into my tent. He would watch us as we were having our meal, adjust his machine to suit the length of our table, and then let fly at us, breaking our pots and glasses.
    - The pranks played on the knight Jean de Joinville, 1249, 7th crusade.













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  6. #86

    Default Re: [Official Submod] All Factions Playable for DeI

    Just to be clear, I also love this mod. I am very appreciative of you guys updating the Arab and African factions. I will reinstall all and try as a main German faction, though it is the first time I have started an Odrysirian Kingdom game successfully. I will triumph again!

  7. #87

    Default Re: [Official Submod] All Factions Playable for DeI

    So installed this but don't see Pergamon as selectable at all. Is something borked with my game?

  8. #88
    FlashHeart07's Avatar Praepositus
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    Default Re: [Official Submod] All Factions Playable for DeI

    Quote Originally Posted by Lugo View Post
    So installed this but don't see Pergamon as selectable at all. Is something borked with my game?
    I believe Pergamon is locked by a DLC from CA meaning you need that DLC to get the faction

  9. #89
    Bongfu's Avatar Senator
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    Default Re: [Official Submod] All Factions Playable for DeI

    Nevermind.
    Last edited by Bongfu; January 31, 2015 at 09:41 AM.
    Lorehammer - Team Lead
    A Radious Total War: Warhammer Sub-mod

  10. #90

    Default Re: [Official Submod] All Factions Playable for DeI

    Could you create a 24 year version?

  11. #91
    Ygraine's Avatar Campidoctor
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    Default Re: [Official Submod] All Factions Playable for DeI

    Is there a mod like this that also unlocks the factions in the DLC campaigns?

  12. #92

    Default Re: [Official Submod] All Factions Playable for DeI

    Updated for 1.05a

    Added 24TPY option


    @Ygraine not at the moment, maybe after 1.1
    Last edited by Dresden; June 27, 2015 at 07:22 PM.

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  13. #93

    Default Re: [Official Submod] All Factions Playable for DeI

    Quote Originally Posted by Ygraine View Post
    Is there a mod like this that also unlocks the factions in the DLC campaigns?
    Quote Originally Posted by Dresden View Post
    Updated for 1.05a

    Added 24TPY option


    @Ygraine not at the moment, maybe after 1.1
    My buddy just actually asked this. He's interested in playing Massilia and the Etruscan League in HatG.

    There IS a mod out there for HatG that unlocks some factions, but it is not compatible with DeI to my knowledge.

  14. #94

    Default Re: [Official Submod] All Factions Playable for DeI

    I can make some for the mini-campaigns, I am just waiting until we have those startpos where we want them. I need to redo all the garrisons and get rid of vanilla units. The garrisons will take awhile, maybe I can get CiG and HatG done at least (those are smaller startpos files) and then do Augustus later.

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  15. #95

    Default Re: [Official Submod] All Factions Playable for DeI

    Quote Originally Posted by Dresden View Post
    I can make some for the mini-campaigns, I am just waiting until we have those startpos where we want them. I need to redo all the garrisons and get rid of vanilla units. The garrisons will take awhile, maybe I can get CiG and HatG done at least (those are smaller startpos files) and then do Augustus later.
    the imparator Augustus campaign already has quite a selection. I'm sure some people want to play small nations on that, but since the other two only have 4 to choose from each, they ra much more attractive set of campaigns to do and all factions playable mod.plus they are smaller in scale, and the start position should probably be smaller as well.

    probably going to be full of weird words and terrible format because I just use my phone goofy voice to text, I'll edit it later.

  16. #96

    Default Re: [Official Submod] All Factions Playable for DeI

    Along with making AFP versions I also want to make some more factions playable officially in the main mod for CiG and HatG. Massilia pops out as an obvious one.

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  17. #97

    Default Re: [Official Submod] All Factions Playable for DeI

    Quote Originally Posted by Dresden View Post
    Along with making AFP versions I also want to make some more factions playable officially in the main mod for CiG and HatG. Massilia pops out as an obvious one.
    I think it's extremely bizarre that Massilia isn't playable in HatG.

    They would also make a very interesting faction to play in CiG.

    Also, can you copy over their faction information from grand campaign? Such as their traits, and political effects?

    Starting with factions that are already unlocked in other campaigns seems like it would be easier.

    If I knew what to do, I could start trying to do it myself.

  18. #98

    Default Re: [Official Submod] All Factions Playable for DeI

    Yes, its quite easy actually. You have to add political party entries for them in a couple tables and then change a few values in the startpos file. I will work this weekend on them.

    Edit: The thing is, making them playable isn't enough for the main mod release version. We like to fully flesh them out so I will have to add campaign missions, frontend images, descriptions, etc etc etc.

    But simply having them be playable is fairly easy to do.

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  19. #99

    Default Re: [Official Submod] All Factions Playable for DeI

    Quote Originally Posted by Dresden View Post
    Yes, its quite easy actually. You have to add political party entries for them in a couple tables and then change a few values in the startpos file. I will work this weekend on them.

    Edit: The thing is, making them playable isn't enough for the main mod release version. We like to fully flesh them out so I will have to add campaign missions, frontend images, descriptions, etc etc etc.

    But simply having them be playable is fairly easy to do.
    I kind of forgot all that stuff has to be custom done.

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