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Thread: Climate Change Mod

  1. #1
    Magnar's Avatar Artifex
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    Default Climate Change Mod


    Climate Change

    **Requires a new game to work**

    This mod doubles the number of fertility levels (and starting fertility levels) and halves all bonuses from each level of fertility (so the max still has the same effect).

    The max number of levels reduced by climate change is now 50% of the max vs 100% in vanilla. (ie now 5/10 instead of 5/5)





    4 tpy download

    12 tpy download

    4 tpy Steam version

    Find more Magnar Mechanics HERE
    Last edited by Magnar; May 29, 2015 at 07:19 AM.

  2. #2

    Default Re: Climate Change Mod

    Very cool idea, Magnar - I like it!

  3. #3

    Default Re: Climate Change Mod

    I'm having some trouble. I don't know how to "install" the tables. I can open up the data.pack and your mod in Pack File Manager, but I don't know how to switch them or extract it to replace the vanilla files. Anyone have any advice? Thanks.

  4. #4
    Magnar's Avatar Artifex
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    Default Re: Climate Change Mod

    install the tables?

    to use it, just put it into your attila data folder and launch with the mod manager.

  5. #5
    PumpkinBread's Avatar Miles
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    Default Re: Climate Change Mod

    An absolute must have, thank you.

  6. #6
    swabian's Avatar igni ferroque
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    Default Re: Climate Change Mod

    Ahh... at last. Thanks, man. Very much appreciated.

  7. #7

    Default Re: Climate Change Mod

    Quote Originally Posted by GoonyGooGoo View Post
    I'm having some trouble. I don't know how to "install" the tables. I can open up the data.pack and your mod in Pack File Manager, but I don't know how to switch them or extract it to replace the vanilla files. Anyone have any advice? Thanks.
    You have a data folder and a data file. Leave the file (=data.pack) for what it is...
    So, as Magnar says, no need to replace anything. Just put the mod in the data folder (which is the same folder as the one where you can find the data file). Then enable the mod in the launcher and that's where Magnar's magic begins
    Last edited by Viking1978; March 09, 2015 at 06:29 PM.

  8. #8
    Dath1's Avatar Civis
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    Default Re: Climate Change Mod

    Thank you

    "I Came, I Saw, I Conquered." - Gaius Julius Caesar.

  9. #9

    Default Re: Climate Change Mod

    Any chance this is save game compatible?

    E: Any idea how it affects AI? I remember hearing that horde factions base their settling chance on the fertility of the lands they're in, just wondering if this might indirectly make them settle more often.

    E2: Definitely not save compatible, will use it on my next game though for sure.
    Last edited by the herald; March 09, 2015 at 06:35 PM.

  10. #10
    swabian's Avatar igni ferroque
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    Default Re: Climate Change Mod

    Magnar, the "less_climate_change.pak" seems to be based on your 12 tpy mod. Is there a 4 tpy version too?

  11. #11

    Default Re: Climate Change Mod

    Ahh ok thank you all. Just noticed the 12 tpy too. Thought I messed up.

  12. #12
    LeonardoPalhano's Avatar Laetus
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    Default Re: Climate Change Mod

    Please, 4tpy. I find 12tpy horrible!

  13. #13
    Magnar's Avatar Artifex
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    Default Re: Climate Change Mod

    this is not save game compatible and ill put a 4tpy version up today (i forgot to change the tpy, my bad)

  14. #14
    Magnar's Avatar Artifex
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    Default Re: Climate Change Mod

    4tpy version now up

  15. #15
    LeonardoPalhano's Avatar Laetus
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    Default Re: Climate Change Mod

    Thanks bud!

  16. #16

    Default Re: Climate Change Mod

    two "Rich" and "Good" levels Magnar?

  17. #17
    Magnar's Avatar Artifex
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    Default Re: Climate Change Mod

    Quote Originally Posted by :jason: View Post
    two "Rich" and "Good" levels Magnar?
    Ah the text is wrong, will have to change when i get to updating it.

  18. #18
    Laetus
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    Default Re: Climate Change Mod

    I was digging around in the db tables earlier and wasn't sure which one affected the fertility. Can you point me in the right direction? I'm a very amateur modder (only 1 mod for Rome 2)

  19. #19

    Default Re: Climate Change Mod

    Hi, is anyone else having trouble with the 12tpy version? So its clear that the building bonus changes, and the fertility levels have all been implemented, but it has NOT been added to the campaign map, so at start egypt for instance will have 5/10 fertility instead of 10/10.

  20. #20

    Default Re: Climate Change Mod

    P.s., any way we can reduce the effects even further, or make it so warm breadbaskets don't feel the effects as much? cattle>wheat (almost same amount of food, but way more money) even in Egypt by late game even with the half-rate climate change.

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