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Thread: Climate Change Mod

  1. #101

    Default Re: Climate Change Mod

    Quote Originally Posted by Prussias_Glory View Post
    Even if you don`t have the DLC the faction are in the game I think. Just not playable. So the file should be there too. Or am I seeing that wrong?
    Yeah, you're right. The only DLC that actually downloads a new file is the blood DLC, I think. The rest is already on your disk, just locked away. I only own the Vikings DLC, and I've made startpos mods without issue.

  2. #102
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    Default Re: Climate Change Mod

    well, yes they are there obviously (because of their starting stuff, gold, leaders, locations etc etc) but not playable
    so when the modder doesn't have the dlcs they won't be playable, as it will overwrite the startpos of the mod user. which is our main issue here.

    idk how you manage to do things Augustus but to help Magnar (at least to save some time for him) I'll share those required stuff in here now
    http://www.mediafire.com/download/7d...nge_Magnar.rar

    that startpos basicly has all dlc factions inside, LR has its own startpos and I don't think we need it.

    (It's not the mod guys, it's just to help Magnar to update his mod to the latest dlc etc)
    Last edited by SharpEyed; September 24, 2015 at 02:14 AM.

  3. #103

    Default Re: Climate Change Mod

    Quote Originally Posted by SharpEyed View Post
    well, yes they are there obviously (because of their starting stuff, gold, leaders, locations etc etc) but not playable
    so when the modder doesn't have the dlcs they won't be playable, as it will overwrite the startpos of the mod user. which is our main issue here.
    In my experience, this is simply not the case, at least in Attila. I can't check myself, but I've been told that my startpos mods work fine with new factions. If you have the DLC, try one of the startpos versions of this mod. Unless I've been misinformed, you should be able to play with any faction you own the DLC for. All I've done is import the startpos.esf file into PFM and make the changes there. Maybe it's different if you use the assembly kit to make more complex changes though.

  4. #104
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    Default Re: Climate Change Mod

    Quote Originally Posted by Augustusng View Post
    In my experience, this is simply not the case, at least in Attila. I can't check myself, but I've been told that my startpos mods work fine with new factions. If you have the DLC, try one of the startpos versions of this mod. Unless I've been misinformed, you should be able to play with any faction you own the DLC for. All I've done is import the startpos.esf file into PFM and make the changes there. Maybe it's different if you use the assembly kit to make more complex changes though.
    I'm pretty sure that he didn't make the mod with assembly kit as it wasn't even out when this mod came out..

    And if I recall there were some comments of people that they can't play some dlc factions with the mod while they actually bought them
    But you say people don't have problem with your mod, well I'm not sure then.. but one thing for sure this mod doesn't have all related buildings in it (like Celtic ones)

  5. #105

    Default Re: Climate Change Mod

    This is one of the best mods in the compilation. There's still incentive to conquer more fertile regions, but the world doesn't seem so unrealistically dead after turn 50.

  6. #106
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    Default Re: Climate Change Mod

    Cheers sharp, will use that startpos to update the mod.

    I only use assembly kit for looking at new models and doing large amounts of startpos changes like for a major overhaul mod.

    For everything else i use pfm.

    Will update the mod this weekend.

  7. #107
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    Default Re: Climate Change Mod

    so what up, are we good to go?

  8. #108
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    Default Re: Climate Change Mod

    Quote Originally Posted by SharpEyed View Post
    so what up, are we good to go?
    not yet, had to finish other stuff before i could get to updating these. Will prob do it tonight or tomorrow now

  9. #109
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    Default Re: Climate Change Mod

    both versions of this have now been updated.

  10. #110
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    Default Re: Climate Change Mod

    Quote Originally Posted by Magnar View Post
    both versions of this have now been updated.
    Good, thanks

    I'll prepare Radious one in a short while, but I've noticed that you halved the effects of some Last Roman (starts with bel_) buildings, which shouldn't happen
    Last edited by SharpEyed; September 30, 2015 at 06:34 AM.

  11. #111
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    Default Re: Climate Change Mod

    Okay Radious version is updated too,
    Enjoy

    Download


  12. #112
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    Default Re: Climate Change Mod

    Quote Originally Posted by SharpEyed View Post
    Good, thanks

    I'll prepare Radious one in a short while, but I've noticed that you halved the effects of some Last Roman (starts with bel_) buildings, which shouldn't happen
    ah, i didnt even look for that. will fix

    EDIT: cant see any bel building effects changed
    Last edited by Magnar; September 30, 2015 at 08:24 AM.

  13. #113

    Default Re: Climate Change Mod

    Thank you, Magnar! I think you should also edit Ma'rib dam fertility boost. Currently when I start Himyar campaign, I suffer famine. So I think you should change Ma'rib dam fertility boost from 5 to 10.

  14. #114
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    Default Re: Climate Change Mod

    Quote Originally Posted by Magnar View Post
    cant see any bel building effects changed
    Ok, to name them:

    bel_bld_camp_food_meat_2
    bel_bld_camp_food_grain_2
    bel_bld_all_agriculture_livestock_2
    bel_bld_all_agriculture_grain_2
    bel_bld_all_agriculture_generic_1

    (and their other levels)

  15. #115
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    Default Re: Climate Change Mod

    Quote Originally Posted by SharpEyed View Post
    Ok, to name them:

    bel_bld_camp_food_meat_2
    bel_bld_camp_food_grain_2
    bel_bld_all_agriculture_livestock_2
    bel_bld_all_agriculture_grain_2
    bel_bld_all_agriculture_generic_1

    (and their other levels)
    ah yes found and fixed and updated

  16. #116

    Default Re: Climate Change Mod

    Magnar, you forgot to change Ma'rib dam fertility. If it is 5 (highest possible) in vanilla version, then you should change it to 10, because your fertility scale is 2 times higher. You understand my point?

  17. #117
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    Default Re: Climate Change Mod

    I think he is right Magnar.

    To make your job easier it's under the buildings again, called "att_bld_eos_marib_dam"
    Being different than others this doesn't provide any food production, this is directly increasing the fertility level by 5 (if not damaged that is).

  18. #118
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    Default Re: Climate Change Mod

    Ah thats annoying.

    I just assumed that all the fertility effects had the word fertility in them like they used to.

    Will update in a couple days.

  19. #119
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    Default Re: Climate Change Mod

    Uploading the new version now

  20. #120

    Default Re: Climate Change Mod

    So I enable the mod and when I click Grand Campaign the game crashes. Any ideas?

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