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Thread: [Official Submods] Collection of Official Submods

  1. #41

    Default Re: [Official Submods] Collection of Official Submods

    Quote Originally Posted by faber_avgust View Post
    I'd like play faster paced campaign too, because it's better balancing for main campaign. You have time to learn and build all. I played 4 tpy, 2 tpy in main campaign (not only DEI, i played vanilla, VV, CAC) and i realized that better 1 tpy.
    How messed up would the game be if I used the 1TPY sub mod? Would the game still be balanced and work correctly using DEI and 1TPY?

  2. #42

    Default Re: [Official Submods] Collection of Official Submods

    Quote Originally Posted by AstroCat View Post
    How messed up would the game be if I used the 1TPY sub mod? Would the game still be balanced and work correctly using DEI and 1TPY?
    You should wait 1 tpy cost, build and research sub mod and you will can play.

  3. #43

    Default Re: [Official Submods] Collection of Official Submods

    Quote Originally Posted by faber_avgust View Post
    You should wait 1 tpy cost, build and research sub mod and you will can play.
    Oh yeah I forgot there was one... just not updated yet. Cool, I'll wait. Thanks.

  4. #44

    Default Re: [Official Submods] Collection of Official Submods

    Quote Originally Posted by rjacko10 View Post
    What are these submods? They're not on the OP
    Well no one has bothered to answer me but I think i've worked it out.

    If your base game is 4tpy and you use 1tpy build/tech/cost then effectively these things are 4 x faster.

    I like the 12tpy game and am accustomed to the 4tpy build/tech/cost.

    What order do I load these 2 (?) mods in?

    An answer would be really appreciated!!

  5. #45

    Default Re: [Official Submods] Collection of Official Submods

    Quote Originally Posted by rjacko10 View Post

    What order do I load these 2 (?) mods in?

    An answer would be really appreciated!!
    Well both mods, run together and individually, cause CTD. Back to 4tpy

  6. #46

    Default Re: [Official Submods] Collection of Official Submods

    Quote Originally Posted by rjacko10 View Post
    Well both mods, run together and individually, cause CTD. Back to 4tpy
    Is anyone else getting CTD using these mods???

  7. #47

    Default Re: [Official Submods] Collection of Official Submods

    Steam version works if anyone is reading this thread

  8. #48

    Default Re: [Official Submods] Collection of Official Submods

    All Factions Playable 12TPY works .. with a little bug .. after choosing grand campaign .. click on the new indian faction and all faction trait will dissapear, but if you click on Grand campaign again .. every traits returns, but i haven't tried playing .. i'm not sure about other DeI AFP TPY submods. so i think the AFP submods haven't really completely updated yet. I'm gonna try playing it i think, and see it works with the new indian faction.

  9. #49

    Default Re: [Official Submods] Collection of Official Submods

    Actually are we getting a 1TPY Build/Tech Times and Costs submod for 1.1?

  10. #50

    Default Re: [Official Submods] Collection of Official Submods

    I have a hard time keeping all the submods and main mod updated, but I don't see the need for a 1TPY? The main mod is basically set at 2TPY for build times and techs. If someone wants to make one, you can modify the current 4tpy build/tech submod and divide all the values by 4. If I get some time I can make one.

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  11. #51

    Default Re: [Official Submods] Collection of Official Submods

    Quote Originally Posted by Dresden View Post
    I have a hard time keeping all the submods and main mod updated, but I don't see the need for a 1TPY? The main mod is basically set at 2TPY for build times and techs. If someone wants to make one, you can modify the current 4tpy build/tech submod and divide all the values by 4. If I get some time I can make one.
    Ok, understood.

    Do you think the game would play out ok (balanced) if I just ran the game with the 1TPY mod on it's own?

    Thanks.

  12. #52

    Default Re: [Official Submods] Collection of Official Submods

    I created 1 tpy cost, build and techs. There are two version's. First version without campaign_difficulty_handicap_effects_tables and second version with campaign_difficulty_handicap_effects_table. In second version i divide all values by 4 in this table campaign_difficulty_handicap_effects_table. I recomendated first version, because used values from main mod's campaign_difficulty_handicap_effects_table table.

  13. #53

    Default Re: [Official Submods] Collection of Official Submods

    Thanks I'll check it out!

  14. #54

    Default Re: [Official Submods] Collection of Official Submods

    Is there a Sell Slaves mod for DeI 1.1 ?

  15. #55
    KAM 2150's Avatar Artifex
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    Default Re: [Official Submods] Collection of Official Submods

    It is included in DeI for more then a year already...
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  16. #56

    Default Re: [Official Submods] Collection of Official Submods

    Quote Originally Posted by KAM 2150 View Post
    It is included in DeI for more then a year already...
    I know, but it not what I want. It is useful when you can edict SELL SLAVES; but when you can't I want to sell my slaves whenever I want. Thank you.

  17. #57
    KAM 2150's Avatar Artifex
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    Default Re: [Official Submods] Collection of Official Submods

    You would still need edict for that, so it workds exactly the same. Unless I am missing something and sell your slaves mod edits hardcoded mechanics and allows to put edicts even when you do not control your province.
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  18. #58

    Default Re: [Official Submods] Collection of Official Submods

    Quote Originally Posted by KAM 2150 View Post
    You would still need edict for that, so it workds exactly the same. Unless I am missing something and sell your slaves mod edits hardcoded mechanics and allows to put edicts even when you do not control your province.
    You're right, I guess some constructions might be useful here.....

  19. #59

    Default Re: [Official Submods] Collection of Official Submods

    Are these submods all updated for 1.1b?

  20. #60

    Default Re: [Official Submods] Collection of Official Submods

    They are all compatible with the current version.

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