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Thread: Europa Perdita - Mod Goal and Current Features

  1. #181

    Default Re: Europa Perdita - Mod Goal and Current Features

    As I said, there are imperium level-based changes to upkeep. Your units will have higher upkeep when your imperium increases. It's a way to balance the start for smaller factions.

  2. #182
    Tvrtko's Avatar Foederatus
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    Default Re: Europa Perdita - Mod Goal and Current Features

    How can I remove the negative Christian influence in baths?

  3. #183

    Default Re: Europa Perdita - Mod Goal and Current Features

    Delete those entries from the mod's building_effects_junction tables. They're easy to find, in their own table fragment.

  4. #184
    Tvrtko's Avatar Foederatus
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    Default Re: Europa Perdita - Mod Goal and Current Features

    Quote Originally Posted by Augustusng View Post
    Delete those entries from the mod's building_effects_junction tables. They're easy to find, in their own table fragment.
    Thanks

  5. #185
    Libertus
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    Default Re: Europa Perdita - Mod Goal and Current Features

    I have a short question about garrisons: As far as I can see garrisons in EP are bigger than in Vanilla, which I like. However, I started a campaign with Aksum and a tier 2 settlemen has 9 garrison units and a tier 3 has 12, but when I play the Lakhmids my tier 2 settlements only have 5 units in their garrison and tier 3 would give 9 units. Is that on purpose or is there something wrong with my game?

  6. #186

    Default Re: Europa Perdita - Mod Goal and Current Features

    Hmmm... maybe I've overlooked a garrison unit somewhere or added extra by mistake. I'll look into it. Might be that Aksum gets one of their unique units, or just that one of their other buildings gives a few units.

  7. #187
    Libertus
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    Default Re: Europa Perdita - Mod Goal and Current Features

    Quote Originally Posted by Augustusng View Post
    Hmmm... maybe I've overlooked a garrison unit somewhere or added extra by mistake. I'll look into it. Might be that Aksum gets one of their unique units, or just that one of their other buildings gives a few units.
    All those units come from the settlement. It makes it really hard to play the Lakhmids, because everybody has a lot of garrisoned units while I have very few.

  8. #188

    Default Re: Europa Perdita - Mod Goal and Current Features

    Was wondering if a fix for the whole disease thing was gonna be coming. Its 485 now in my ostrogothic campaign and the entirety of the world has some form of plague or another for the past 50 years. Sassanian, the last remaining islands that the true Romans control, and maybe a few roman rump states are the only ones capable of fighting off the plague but I am getting messages almost every turn some new port or city has the measles because they are trading with infected nations. Or if you could do a quick little tutorial on how to do it would be dope too!

  9. #189

    Default Re: Europa Perdita - Mod Goal and Current Features

    There will be a fix for it, I just haven't gotten a chance to sit down and work it out. I have a few ideas for changing how it works, messing with the squalor and sanitation numbers further.

  10. #190

    Default Re: Europa Perdita - Mod Goal and Current Features

    If you need someone to tinker around with stuff for it I would gladly try my best to help! Also, how might one tweak colonization costs for the ai? Idk if I am unlucky but its been several years since the ai has colonized anything and I would really enjoy seeing eastern europe come back to life!

  11. #191

    Default Re: Europa Perdita - Mod Goal and Current Features

    OK cool - if you want to tinker around with it, maybe play with the sanitation and squalor numbers in building_effects_junction and of course the numbers in the plagues table. That's where most of this stuff is.

    The colonization cost is located in the aug_campaign_variables table fragment in the mod; it's occupation_decision_colonise_cost. It's just one number you can change, the base cost for colonization. That cost is also affected by the number of units you have in your colonizing army.

  12. #192

    Default Re: Europa Perdita - Mod Goal and Current Features

    Have you thought about doing a pop system like DEI?

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  13. #193

    Default Re: Europa Perdita - Mod Goal and Current Features

    Yep, we've thought about it, but we don't have anyone on the team with the scripting skill to do that.

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