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Thread: Climate Change Mod

  1. #41
    Magnar's Avatar Artifex
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    Default Re: Climate Change Mod

    All mods should be updated in the next day or 2.

    This one takes the longest to update.

  2. #42
    Decanus
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    Default Re: Climate Change Mod

    [Deleted Dumb Question]

    Thanks for all your efforts!

  3. #43

    Default Re: Climate Change Mod

    I assume the 12 turns climate mod automatically changes the turns to 12 too, and I don't need your other mod, right?

  4. #44
    Magnar's Avatar Artifex
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    Default Re: Climate Change Mod

    Quote Originally Posted by Murderin View Post
    I assume the 12 turns climate mod automatically changes the turns to 12 too, and I don't need your other mod, right?
    thats correct

  5. #45

    Default Re: Climate Change Mod

    Hi,

    any idea when we will get an update to make it compatible with the Celts dlc?

  6. #46

    Default Re: Climate Change Mod

    Quote Originally Posted by HungerStrike View Post
    Hi,

    any idea when we will get an update to make it compatible with the Celts dlc?
    It was already updated and works fine with the celts.

  7. #47
    Senator
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    Default Re: Climate Change Mod

    No, it does not, at least for me. With the mod the Celtic factions do not appear as campaign factions. Without it all is fine.

  8. #48

    Default Re: Climate Change Mod

    I just tested it, both the 4 and 12 turn per year versions work fine with the celts.

  9. #49

    Default Re: Climate Change Mod

    It was not working for me either with the mod installed, however after deleting the mod and re-downloading it everything works fine.

  10. #50

    Default Re: Climate Change Mod

    Working fine for me with 12tpy.
    Thank you very much, a great contribution making Attila a better game.

  11. #51
    SharpEyed's Avatar Be Fair and Thankful!
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    Default Re: Climate Change Mod

    hey Magnar, thx for the mod

    I would like to ask a question, is this mod also will change (lower) the snow that covers almost whole world, especially after 420 AD?

  12. #52
    Magnar's Avatar Artifex
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    Default Re: Climate Change Mod

    Quote Originally Posted by SharpEyed View Post
    hey Magnar, thx for the mod

    I would like to ask a question, is this mod also will change (lower) the snow that covers almost whole world, especially after 420 AD?
    no it doesnt affect that at all

  13. #53
    SharpEyed's Avatar Be Fair and Thankful!
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    Default Re: Climate Change Mod

    Quote Originally Posted by Magnar View Post
    no it doesnt affect that at all
    ah :/

    well thx for the answer, have a good one

  14. #54
    SharpEyed's Avatar Be Fair and Thankful!
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    Default Re: Climate Change Mod

    actually i forgot to ask this

    well im about to start a new campaign, and wanna use the mod finally, but this mod also does changes on buildings, so I think it's not compatible with Radious in that

    Edit:
    but hmmm I think I can do some copy paste and delete ofc - phew finally done.

    I can share Radious compatible version (4tpy) here and in Radious Sub-mod section if you dont mind (ofc will mention ur name in different color and/or bold - giving credits as Sum.)
    Last edited by SharpEyed; April 26, 2015 at 12:24 PM.

  15. #55
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    Default Re: Climate Change Mod

    Quote Originally Posted by SharpEyed View Post
    actually i forgot to ask this

    well im about to start a new campaign, and wanna use the mod finally, but this mod also does changes on buildings, so I think it's not compatible with Radious in that

    Edit:
    but hmmm I think I can do some copy paste and delete ofc - phew finally done.

    I can share Radious compatible version (4tpy) here and in Radious Sub-mod section if you dont mind (ofc will mention ur name in different color and/or bold - giving credits as Sum.)
    you can ofc put any version you've edited or compatible with other mods in this thread

  16. #56
    SharpEyed's Avatar Be Fair and Thankful!
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    Default Re: Climate Change Mod

    Quote Originally Posted by Magnar View Post
    you can ofc put any version you've edited or compatible with other mods in this thread
    Ok thx, and also I will open a thread in Sub-mod section for other ppl to see, but will direct them here so I hope it's not a problem.

    Anyway, so this one is Radious compatible (4 tpy), he already changed vanilla Building effects so I took them and divided by 2.
    Then copy paste and delete stuff.

    Download
    Last edited by SharpEyed; April 26, 2015 at 05:04 PM.

  17. #57

    Default Re: Climate Change Mod

    Any 24tpy version?

  18. #58
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    Default Re: Climate Change Mod

    Quote Originally Posted by Glycerius View Post
    Any 24tpy version?
    no, and none planned for that length of campaign , though it is fairly easy to modify it to be 24tpy

  19. #59
    SharpEyed's Avatar Be Fair and Thankful!
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    Default Re: Climate Change Mod

    wow 24tpy, man what you doing with that

  20. #60

    Icon5 Re: Climate Change Mod

    Hi Magnar,

    I started playing TW on Mac a while ago and am trying to figure out how to activate mods w/o the help of the steam workshop. This mod in my mind addresses probably the biggest problem in an otherwise great TW game, but I am wondering if it is compatible with Mac? If so, have I made any obvious errors that can be resolved?

    I have followed these instructions on mod activation, placing your .pack file in my "data" folder and creating a new 'scripts' file entitled "user.script.txt" with your mod written into it "less_climate_change_4tpy.pack"

    Link to instructions:
    http://forums.totalwar.com/showthrea...=1#post1241207

    Cheers and thanks for the great work!

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