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Thread: Turn Per Year Mods

  1. #41

    Default Re: Turn Per Year Mods

    Yes you can use that same tutorial.

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  2. #42

    Default Re: Turn Per Year Mods

    Updated 12 and 24 TPY mods to include the governorship extension

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  3. #43

    Default Re: Turn Per Year Mods

    great job dres....any news on the attila video??

  4. #44

    Default Re: Turn Per Year Mods

    No I haven't tracked that down yet, unfortunately. I think it may be in the scripts.

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  5. #45

    Default Re: Turn Per Year Mods

    so it wil just come thats all it will not effect anything else??? i guess than thats alright...

  6. #46

    Default Re: Turn Per Year Mods

    This sounds great, but will it not take "nearly forever" for our children to grow up?
    10 years being 120 moves.

  7. #47
    Velikii Kniaz's Avatar Laetus
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    Moscow, Russia.
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    Default Re: Turn Per Year Mods

    Thanks for actual mods!

  8. #48

    Default Re: Turn Per Year Mods

    Quote Originally Posted by *** RoYaL sPaRtAn GuArD *** View Post
    so it wil just come thats all it will not effect anything else??? i guess than thats alright...
    It comes with fertility changes as well, those events are combined and both bind to the turns, instead of years..

    I hope that I can meet Attila in my campaign tho, cuz I've just got Attila's death vid and last fertility change.

  9. #49

    Default Re: Turn Per Year Mods

    Is there any possiblity of making it 4 turns per year please?

  10. #50

    Default Re: Turn Per Year Mods

    Quote Originally Posted by IPlayedEmpire View Post
    Is there any possiblity of making it 4 turns per year please?
    the original Vannila game is only 4 turn per year....Starting with Spring,Summer,Autumn and winter....4 seasons 4 turns.... Enjoy

  11. #51

    Default Re: Turn Per Year Mods

    Ohh yeah, I've just noticed Im dumb, sorry

  12. #52

    Default Re: Turn Per Year Mods

    Double tech and build times apply to AI too?

  13. #53

    Default Re: Turn Per Year Mods

    Yes, they do.

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  14. #54

    Default Re: Turn Per Year Mods (Updated Longbeards Patch Mar 4)

    Updated for today's patch. The buildings double time mod won't have the new buildings yet, I need to update my schema.

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  15. #55

    Default Re: Turn Per Year Mods (Updated Longbeards Patch Mar 4)

    Hi mate, thanks for this. I was wondering - if you install this mod on your campaign then uninstall it at a later date, would that campaign still work?

  16. #56

    Default Re: Turn Per Year Mods (Updated Longbeards Patch Mar 4)

    The TPY mods only affect the start of a campaign. So, once you start a campaign with them then the TPY is set at that and can only be changed by editing the save game file. If you remove them it will still work and stay at the TPY it started at. However the governors part (that extends governorships) would no longer work.

    The other mods are save compatible either way.

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  17. #57

    Default Re: Turn Per Year Mods (Updated Longbeards Patch Mar 4)

    Did troubles with season calendar fixed already?

  18. #58

    Default Re: Turn Per Year Mods (Updated Longbeards Patch Mar 4)

    From what I can tell that is not something that can be changed. If someone figures it out please let me know

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  19. #59

    Default Re: Turn Per Year Mods (Updated Longbeards Patch Mar 4)

    So, i can start to play for LNGBRD as vanilla per year (because i cant choose them 2tpy mod for example), then simple switch to 2tpy in a game?

  20. #60

    Default Re: Turn Per Year Mods

    Quote Originally Posted by Dresden View Post
    No I haven't tracked that down yet, unfortunately. I think it may be in the scripts.
    If you're talking about the various Attila/climate videos not showing up at the proper year (ie: 400, etc) then what you want is in "campaign_climate_change_phases_tables".
    Scheme is like : Campaign, unknown, unknown, seal #, turn to occur (this is actual turn -1 since this is happens as the turn ends)
    Personally, since I use 12 turns per year changes, I changed that last column to 0/59/299/449/499 and works perfect afaik

    "Seals" are the name they use for the various Attila stuff and more info can be found in the campaigns lua scripts. Goes like this basically:
    1: Attila spawned
    2: Coming of Age
    3: Attila king
    4: Player battles Attila
    5+: Attila dies (or tries to or something)

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