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Thread: Europa Perdita Official Submods

  1. #21

    Default Re: Europa Perdita Official Submods

    Quote Originally Posted by Augustusng View Post
    Updated the 12TPY Submod
    I just came in to see if there was any interesting changes to this mod and noticed this. The good old Mr. Burns would have commented it with "Exelent", and I have to agree.

  2. #22
    Civis
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    Default Re: Europa Perdita Official Submods

    Does this mod affect the fertility too, like other mods?

  3. #23

    Default Re: Europa Perdita Official Submods

    Yes, EP makes changes to fertility levels. If you're specifically asking about the 12TPY submod, then also yes, the climate change levels are adjusted for 12TPY.

  4. #24
    Civis
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    Default Re: Europa Perdita Official Submods

    Allrightie, then. Thanks for this reply and for the reply in the main EP thread about negative traits and land_units table. I haven't had much time to play and totally forgot that I use FoTE.

  5. #25

    Default Re: Europa Perdita Official Submods

    Update to the 12TPY submod: now updated for EP v0.4, and added a 12 TPY AoC startpos.

  6. #26

    Default Re: Europa Perdita Official Submods

    I am trying to use updated 12 TPY with EP v 0.4 but it doesn't work and shows 3 conflicts with EP. ANybody havving same issue? When I try to load it before EP, the game crashes at loading screen, when trying to load it after EP, it doesn't work.

  7. #27

    Default Re: Europa Perdita Official Submods

    It's working fine for me. You sure you don't have some other mods that might conflict? Maybe verify your game cache in Steam.

  8. #28

    Default Re: Europa Perdita Official Submods

    Quote Originally Posted by Augustusng View Post
    It's working fine for me. You sure you don't have some other mods that might conflict? Maybe verify your game cache in Steam.

    Ah, no I probably see where is the problem. I am always downloading standalone versions, and you did not update files in your google drive yet. it still shows EP from 12.04.2016 so version 0.35 probably. Can you please update it?
    Thank you

  9. #29

    Default Re: Europa Perdita Official Submods

    Oh, not again! I did that again. Ugh. I keep forgetting that the main mod file is in Google Drive, not Mediafire. The other stuff is all on Mediafire. Maybe I'll move that.
    Last edited by Augustusng; October 22, 2016 at 03:07 PM.

  10. #30

    Default Re: Europa Perdita Official Submods

    Haha no problem man.

  11. #31

    Default Re: Europa Perdita Official Submods

    Okay, the main mod is now in Mediafire, updated to 0.4. Hopefully that means this won't happen again. Sorry about that.

  12. #32

    Default Re: Europa Perdita Official Submods

    No worries, Glad it works now

  13. #33
    Tuhaj bej's Avatar Libertus
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    Default Re: Europa Perdita Official Submods

    The mod is very good.
    I have a question.
    You got the victory point removal sub-mod?

    Good luck and thanks!

  14. #34

    Default Re: Europa Perdita Official Submods

    No, I don't have a submod for that. I assume you mean removing victory points in settlement battles? If so, then you're free to use a mod that does that alongside EP, so a submod isn't necessary for that.

  15. #35
    Civis
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    Default Re: Europa Perdita Official Submods

    I want to say thanks, what I have wait finally come, ok time to try 0.4 main campaign andnew 12 tpy now

  16. #36

    Default Re: Europa Perdita Official Submods

    Quote Originally Posted by Cleeon View Post
    I want to say thanks, what I have wait finally come, ok time to try 0.4 main campaign andnew 12 tpy now
    Salut Augustusng

    I have really enjoyed playing FothE + EP + EP 12TPY submod.

    When you start a new campaign the timeline is January 395 AD. But the season setting (located in the over head info bar in the campaign screen) shows Spring? So as I am progressing the months progress correctly but the seasons are out of sync.

    Has anyone reported this problem before?

  17. #37

    Default Re: Europa Perdita Official Submods

    This is a problem in Rome 2 as well. I'm not sure if there's really a fix for it. January is the first month, and the year starts with Spring, so it starts that way. Maaaybe there's some possibility of editing the text files to shuffle the months around (renaming January to March, etc). I don't know. Maybe I'll look into that.

  18. #38

    Default Re: Europa Perdita Official Submods

    Quote Originally Posted by Augustusng View Post
    This is a problem in Rome 2 as well. I'm not sure if there's really a fix for it. January is the first month, and the year starts with Spring, so it starts that way. Maaaybe there's some possibility of editing the text files to shuffle the months around (renaming January to March, etc). I don't know. Maybe I'll look into that.
    Ok. Thanks for the reply

    And my sincere gratitude for all your effort that has gone into EP as well DEI. You and your fellow modsters are persons worthy of renown.

  19. #39

    Default Re: Europa Perdita Official Submods

    Quote Originally Posted by Augustusng View Post
    This is a problem in Rome 2 as well. I'm not sure if there's really a fix for it. January is the first month, and the year starts with Spring, so it starts that way. Maaaybe there's some possibility of editing the text files to shuffle the months around (renaming January to March, etc). I don't know. Maybe I'll look into that.
    Don't know if you are still looking into this, or planning to, but I know the author of the Data Venia submod for DEI managed to solve this issue. You might want to look there. I think it was done like you said, by changing the names of the months.

    Also, about the 12 tpy submod, I think it would be nice to have slower campaign movement. However, is it true that simply reducing movement range makes the AI act very passively?

  20. #40

    Default Re: Europa Perdita Official Submods

    Okay then, I'll probably just change the names of the months around like that.

    As far as slower campaign movement, it's not really in my plans. The usual way to change that is by editing the unit tables, and I don't want to touch those (for compatibility reasons). I'm not sure about what it does to the AI really. Anyway, a real army can cover a pretty long distance in a month.

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