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Thread: Europa Perdita Official Submods

  1. #1

    Default Europa Perdita Official Submods

    For now, I've just got these official submods for EP. More may be added soon.

    1. A 12 TPY submod(Steam Link) and now with a Mediafire Link
    -This changes the grand campaign to 12 TPY, changes climate change phase turn numbers to match, doubles research and building construction time, and slows the rate of religious conversion. The Council of Carthage event is also fixed to trigger at the right turn numbers.

    Changelog:
    Spoiler Alert, click show to read: 
    4/14/2016

    • Fixed ERE chapter 1 religious missions, and victory condition buildings (requires a new campaign).
    • Fixed Council of Carthage event trigger turn numbers (requires a new campaign).
    • Added increased research times.

    7/18/2016

    • Fixed turn numbers for other historical events, including the councils of Toledo and Ephesus (requires a new campaign).

    10/21/2016

    • Updated for EP 0.4 - requires a new campaign.
    • Added a 12TPY startpos for AoC, also requires a new campaign.

    8/7/2017


    • Fixed building construction time and costs.





    2. Latin Faction Names
    -Changes all faction names to Latin. This is of course a standalone mod by itself, but I've made it compatible with EP now. You can find this one on Steam or in my Authentic Faction Names mod thread. I guess I should probably do an "English Faction Names" submod eventually, but that's less interesting.

    3. English Faction Names (Steam Link) and Mediafire Link
    -Changes all faction names to English. For the most part, this means they're reverted to their vanilla names, but with a few changes (for example, most separatist factions have unique names).

    Europa Perdita Official Submods Steam Collection
    Last edited by Augustusng; August 07, 2017 at 10:14 AM.

  2. #2
    Tuhaj bej's Avatar Libertus
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    Default Re: Europa Perdita Official Submods

    Greetings!

    Congratulations to the mod, progressing very nicely
    Can not you make a VictoryPoints removal sub mode?

    https://www.youtube.com/watch?v=KZC0cG6vuu0
    (hungarian language)

  3. #3

    Default Re: Europa Perdita Official Submods

    You mean a submod that removes... victory points in battles? Hmmm... I'm actually not sure. Maybe. If there's already another mod that does that, it's probably compatible with EP anyway though.

    Also cool video! I just wish it was in a language I could understand.

  4. #4
    Tuhaj bej's Avatar Libertus
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    Default Re: Europa Perdita Official Submods

    I do not like to see the icons of the battle.
    They do not give a realistic view of the photos.
    Not found in this way, only Rome 2

    http://www.twcenter.net/forums/showt...points-removed
    Last edited by Tuhaj bej; April 08, 2016 at 09:43 PM.

  5. #5

    Default Re: Europa Perdita Official Submods

    Oh, that's what you mean. Yeah, I think that's possible to do. No reason it can't be just a standalone mod at this stage though, since EP doesn't make any battle changes. I might look into it if I get some time.

  6. #6
    Tuhaj bej's Avatar Libertus
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    Default Re: Europa Perdita Official Submods

    OK thank you.
    I'm waiting.
    The 12tpy sub mod, adapted research, construction time and costs are not you make more?
    Sorry, but the English grammar is not my forte.

    The EP will be a very good work.
    More good luck to it!
    Last edited by Tuhaj bej; April 09, 2016 at 05:33 AM.

  7. #7

    Default Re: Europa Perdita Official Submods

    I changed construction time in the 12TPY submod, but I did forget about research. I guess I should increase that as well.

  8. #8

    Default Re: Europa Perdita Official Submods

    Updated the 12TPY Submod:

    • Fixed ERE chapter 1 religious missions, and victory condition buildings (requires a new campaign).
    • Fixed Council of Carthage event trigger turn numbers (requires a new campaign).
    • Added increased research times.


    Oh, and I didn't post for my last update for that submod, but that one just fixed the Attila story events and climate change phases, to trigger at the correct years. That should be fixed too.

  9. #9

    Default Re: Europa Perdita Official Submods

    Added a non-Steam version of the 12TPY submod.

  10. #10
    Tuhaj bej's Avatar Libertus
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    Default Re: Europa Perdita Official Submods

    Excellent!

    Thank you.

  11. #11

    Default Re: Europa Perdita Official Submods

    Added an English faction names submod. To those who requested it, sorry for the wait, but it's here now.

  12. #12
    Civis
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    Default Re: Europa Perdita Official Submods

    Help Me please, I don't know what the mistakes, I have try 12 tpy sub mod but didn't work,

    already put it on data folder, then start new game, but the game always running with 4 tpy,

    I'm using Fall of the eagle and Europa perdita mod.

  13. #13

    Default Re: Europa Perdita Official Submods

    I'm not sure what to tell you. You should make sure that the 12TPY submod is higher in your load order than EP (named higher alphabetically), but of course it should be already. I guess make sure you don't have some other mod enabled by accident that could be affecting it.

  14. #14
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    Default Re: Europa Perdita Official Submods

    ok, thanks so much Augustusng, I will try it

  15. #15
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    Default Re: Europa Perdita Official Submods

    Quote Originally Posted by Augustusng View Post
    I'm not sure what to tell you. You should make sure that the 12TPY submod is higher in your load order than EP (named higher alphabetically), but of course it should be already. I guess make sure you don't have some other mod enabled by accident that could be affecting it.
    Yes, it's worked well, You really find what My mistake,
    Now I'm playing with
    12 tpy mod Europa perdita as first,
    Legacy permanence >>>cause I hate play as Rome and lose My ability to build Aqueduct
    Less climate change from Magnar >>>sure 12 tpy
    Fall of the eagle
    then, of course Europa Perdita

    I see there is some conflict, and it maybe explain what My mistake before, about which must be on top and other structure.

    I'm happy, can see month as january, february, march...Now Attila will live longer

  16. #16

    Default Re: Europa Perdita Official Submods

    Magnar's climate change mod conflicts with EP, and is probably causing your issue. However, EP already includes our own version of that mod, so you don't need it anyway. If not that, maybe it's the legacy tech permanence one. The others should be fine.

  17. #17
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    Default Re: Europa Perdita Official Submods

    Quote Originally Posted by Augustusng View Post
    Magnar's climate change mod conflicts with EP, and is probably causing your issue. However, EP already includes our own version of that mod, so you don't need it anyway.
    ooh ok, I just know that, will follow the instruction

    Quote Originally Posted by Augustusng View Post
    If not that, maybe it's the legacy tech permanence one.
    for that one, I'm sure, fine, no conflict with that mod, thanks, I really do not want play Rome with building tech limitation

    The others should be fine. >>>>>yes fine, one question again, but I will try with Myself, the 12 tpy is for grand campaign, I know, but will it affect, when I play Age of Charlemagne too ?

  18. #18

    Default Re: Europa Perdita Official Submods

    No, the 12TPY submod will not affect AoC. At the moment, we haven't made many changes at all to AoC, so it's not really playable with EP yet. Some features may not work as intended.

  19. #19

    Default Re: Europa Perdita Official Submods

    Update to the 12TPY submod: Fixed turn numbers for other historical events, including the councils of Toledo and Ephesus.

  20. #20
    Civis
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    Default Re: Europa Perdita Official Submods

    thanks for update and information, I will update it for My Eastern Roman campaign

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