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Thread: [SUBMOD: a slower paced DeI campaign] TESTUDO v.1.5.1 (DeI 1.2.4b) + TURTLE_Parts [upd apr.13.19]

  1. #1
    Jake Armitage's Avatar Domesticus
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    Icon1 [SUBMOD: a slower paced DeI campaign] TESTUDO v.1.5.1 (DeI 1.2.4b) + TURTLE_Parts [upd apr.13.19]


    a SLOWER PACED DeI CAMPAIGN

    [ ] TESTUDO [ ]


    V.1.5
    .1


    WHAT IS TESTUDO?
    Spoiler Alert, click show to read: 
    TESTUDO is a compilation of db and scripted features to make DeI more suitable to my likings.
    TESTUDO leads to a slower, tactical and more regional campaign with a hardened "on-the-edge" experience.
    Basically, it could be considered a "DeI hardcore submods" overhaul and refinement.
    There are a lot of changed and added features inside TESTUDO to make a campaign properly harder and slower.

    WHY TESTUDO?
    Spoiler Alert, click show to read: 
    For a customizable slower and harder DeI campaign.
    With TESTUDO it will be difficult to have large amounts of gold. You'll have to plan you investments.
    You'll have to pay attention to PO, food, growth, cutural, population and many more issues.
    It is more strategical and tactical while playing in stratmap (no changes to battle system).
    Notice that also AI is slower, so it won't send you tons of armies.

    WHAT are TESTUDO, TURTLE_Parts and T/S/M/L/H?
    Spoiler Alert, click show to read: 
    Most of the packs inside this thread are built for being modular, so anyone can choose his gameplay style (at start or by changing any TURTLE_Parts during a campaign).
    In any case, it will be always slower than DeI.

    - TESTUDO: all features included (notice that you'll have to use correct faction patch for having TESTUDO properly loaded)
    - TURTLE PARTS: various packs with specific features, you can use them to customize
    TESTUDO, DeI or any other DeI Submod that doesn't have the same features (i.e. you can't use Building Parts with Kam's AE)

    T/S/M/L/H: Tiny/Small/Medium/Large/Huge penalties. Tiny is easiest (anyway harder and slower than DeI), Huge is hardest.
    - Tiny is the most similar to DeI (4 tpy) - for players that doesn't like hardcore style and are looking for a different but manageable experience
    - Small is an halfway between Medium and Tiny (4 tpy) - you'll begin to feel something around you
    - Medium is the "classic" pack (prolonged 4 tpy or less slower 12 tpy) - just classic
    - Large is harder and longer (12 tpy) - you're actually feeling something
    - Huge is the hardest and longest (more realistic 12 tpy) - here we are, you'll have to take decisions pratically every month

    Any combination is allowed, for covering most of the hardcore tastes!
    Load DeI 12 tpy submod for 12 tpy campaign (not included into TESTUDO)
    See Compatibility section in #3 post for details.

    SO, WHAT NOW?
    Spoiler Alert, click show to read: 
    Basically, you have 2 options if you're interested in TESTUDO:

    1) Choose and load one of the T/S/M/L/H
    TESTUDO packs - remember to load correct faction patch if you're not playing Rome - DO NOT USE ANY OTHER MOD BESIDES GRAPHICAL, TPY, AFP, battle or De AI Arbitris
    2) Choose and load one or more of the T/S/M/L/H TURTLE Parts packs to customize TESTUDO,TURTLE, DeI or any other DeI submod that doesn't have the same features (i.e. you can't use Building Parts with Kam's AE)

    PLAYABLE FACTIONS (30 for now)
    Spoiler Alert, click show to read: 




    "Festina lente" ("Rush slowly")
    - Emperor Augustus -




    @@@ DOWNLOAD TESTUDO_1.5.1 [UPL: apr.13/19]

    - Do NOT use any other mod with TESTUDO (except for graphical, tpy, afp, battle mods)

    - T/S/M/L/H versions - for 12 tpy campaign load standard 12tpy DeI submod (NOT included into TESTUDO) - use proper faction patch (found inside downloaded folder) if you're not playing Rome
    - YOU MUST LOAD ONE OF THE "Pick your Faction" packs (depending on your faction), otherwise the game won't work or it will lack many features
    - Check # 2 post for descriptions
    - Check # 3 post for various things

    Spoiler Alert, click show to read: 





    silver drachma from Aegina (Greece), 404–340 BC



    CONTINUE >

    Last edited by Jake Armitage; April 13, 2019 at 12:36 PM.

  2. #2
    Jake Armitage's Avatar Domesticus
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    Default Re: [SUBMOD] TURTLE alpha (for DeI 1.2 beta)


    < CONTINUE









    OTHER SUBMODS INCLUDED
    Spoiler Alert, click show to read: 

    PIGS
    Custom PIGS version for TESTUDO (both for 4 and 12 tpy)
    Spoiler Alert, click show to read: 
    Check PIGS thread for further infos:
    http://www.twcenter.net/forums/showt...-upd-mar-12-19


    RPGu

    RPGu is included into TESTUDO (files are into TESTUDO_1.5_pick_faction)
    Spoiler Alert, click show to read: 
    Check RPGu thread for further infos:
    http://www.twcenter.net/forums/showt...-upl-apr-08-19

    CULTURAL TENSIO
    (Turtle_parts_CulturalTensio)

    A custom TESTUDO version based on tullyccro's kulturkampf and Joysong/Dardo21 Cultural Tensio

    AGE OF HELLENISM
    Seleukos.I. Nikator's auto resolve script is included into TESTUDO
    Spoiler Alert, click show to read: 
    Check AGE OF HELLENISM thread for further infos:
    http://www.twcenter.net/forums/showt...lenism-for-DEI

    STRAT MOVEMENT
    (TURTLE_Parts_Movement)

    A custom TESTUDO version based on DonKanallje's Reduced movement range for land units (dont'use DonKanallje's packs, they are obsolete)
    Spoiler Alert, click show to read: 
    Original thread link:
    http://www.twcenter.net/forums/showt...movement+range

    There are now 13 packs for armies (from +30 to -30 with a 5 pace) you can choose from, depending on personal taste and faction chosen.
    - Armies and Navies are now together.
    - New features have been added, like reduction to seasonal and regional penalties. You'll move slightly better now.
    - Load only one pack, you can load the pack above any other mod you have (be sure it is loaded at least before DeI or any DeI fixpack).

    +30 armies / 0 navies: vanilla Rome 2 without DeI
    +25 armies / -5 navies
    +20 armies / -10 navies
    +15 armies / -15 navies
    +10 armies / -20 navies: vanilla DeI
    +05 armies / -25 navies
    00 armies / -30 navies
    -05 armies / -35 navies
    -10 armies / -40 navies: original DonKanallje's - already inside TESTUDO MEDIUM/TINY/SMALL packs
    -15 armies / -45 navies: already inside TESTUDO LARGE packs
    -20 armies / -50 navies: already inside TESTUDO HUGE packs
    -25 armies / -55 navies
    -30 armies/ -60 navies

    -------
    CUSTOM SCRIPTED FEATURES
    Spoiler Alert, click show to read: 

    BEGINNER'S LUCK
    A script that will make your life easier for the first part of the game (check pop up messages coming out on the first spring)
    Spoiler Alert, click show to read: 
    12tpy: 3 scaled effects (1 year/12 turns each) for the first 3 years (38 turns in total)
    4tpy: 3 scaled effects (2 years/8 turns each) for the first 6 years (25 turns in total)

    Spoiler Alert, click show to read: 




    TREASURY
    Scripted penalties to tax rate depending on treasury wealth and number of regions owned. This will limit "useless" wealth and make you think more how to use your money.
    Spoiler Alert, click show to read: 
    Values are slightly different between T/S/M/L/H, for Tiny there will be a 5% more reduction than for Huge

    Spoiler Alert, click show to read: 


    ECONOMY

    Scripted penalties to economical features depending on number of regions owned.

    Spoiler Alert, click show to read: 


    CIVIC
    Scripted penalties to civic features depending on number of regions owned.

    Spoiler Alert, click show to read: 


    MAJORITY CULTURE
    Simple script giving an effect to armies depending on region's majority/minority culture.

    Spoiler Alert, click show to read: 


    STANCES
    This is a partial overhaul of stances. I was quite tired of being always on patrol stance (that gives you gdp and PO bonuses), so I've managed something particular.
    Spoiler Alert, click show to read: 
    It is quite complicated to explain the proces, anyway it is intuitive while playing, it has been tested and it's ok to me:

    ACTIVE STANCE:
    Activated when you'll be in normal stance outside garrison.
    It considers the army as an active one, ready to fight, patrolling region etc...
    You'll get bonuses to PO and banditry but maluses to upkeep, recruit cost, food, growth, replenishment etc...
    Effects are based on unit quantity inside an army (1/2 - 3/4 - 5/6 - 7/9 - 10/13 - 14/17 - 18/19 - >=20).
    Notice that effects take place the turn after you exit from garrison or you recruit units.
    Replenish will be low, really low playing Huge. To replenish you'll have to garrison or fortify.
    ACTIVE STANCE is mostly made for increasing PO and decreasing banditry thanks to an economical cost (has some other features too).
    It will be always active, it will deactivate only when garrisoned. Passive and Fortify have been recalibrated accordingly

    REPLENISH STANCE:
    Activated with the old patrol stance, it will help you with replenishment but raise army upkeep

    FORTIFY STANCE:
    As DeI's, but recalibrated with new features

    GARRISON STANCE:
    As DeI's, but recalibrated with new features

    RAIDING STANCE:
    As DeI's, but recalibrated with new features (you'll suffer attrition now)

    AMBUSH STANCE:
    As DeI's, but recalibrated with new features

    AI Stances will be the same as DeI. Only player's will change.

    Spoiler Alert, click show to read: 




    -------
    DEI SCRIPTS CHANGES
    Spoiler Alert, click show to read: 
    REFORMS
    (TURTLE_Parts_Reforms)
    Spoiler Alert, click show to read: 
    Changed turns for Reforms

    Spoiler Alert, click show to read: 

    POPULATION
    (TURTLE_Parts_Population)
    Spoiler Alert, click show to read: 
    Rebalanced population quantity, both for starting numbers and % values per turn

    SELEUCID REBELLIONS
    Spoiler Alert, click show to read: 
    Changed turns for Rebellions (Huge will be at 56, Tiny at 33)


    -------
    OTHER TESTUDO FEATURES
    Spoiler Alert, click show to read: 
    BUILDINGS
    (TURTLE_Parts_Buildings)
    Spoiler Alert, click show to read: 
    Increased buildings' costs, times and changed many effects' values

    - lowered gdp coming from buildings
    - raised construction time
    - raised construction cost
    - added demolition cost based on building level
    - changed many building effects regarding a lot of things
    - raised building conversion cost and time
    - all values set to 0 for ruined buildings
    - raised culture given by temples
    - +1 PO from lvl 1 temples

    TECHNOLOGY
    (TURTLE_Parts_Technology)
    Spoiler Alert, click show to read: 
    Increased research time and changed many technology effects

    ENVIRONMENT
    (TURTLE_Parts_Environment)
    Spoiler Alert, click show to read: 
    Basically, makes turns more interesting since there are more variables.

    - slightly raised army xp for AI
    - slightly raised building cost
    - rebalanced mercenary cost (less cost more upkeep)
    - slightly lowered gdp from taxes
    - lowered gdp from trading
    - slightly lowered gdp from slaves
    - slightly lowered PO
    - slightly lowered Food

    - -1 recruitment points (you shouldn't be able to recruit units when you'll have only a region in a province, except for home region. In this case use the Military Adminstration Intrigue or deply the Auxiliary RPGu)

    - lowered some attrition % values (i.e. plague attrition is halved)
    - lowered plague event and related % variables (turns raised to 3 for 12 tpy)
    - lowered fire effects and related % variables (turns raised to 3 for 12 tpy)
    - lowered flood effects and related % variables (turns raised to 3 for 12 tpy)
    - lowered earthquake effects and related % variables (turns raised to 3 for 12 tpy)
    - lowered pirates' spawnings rates and raised turns

    - changed every occupation decision effect
    - lowered replenishment %
    - changed banditry variables
    - raised growth needed for having new construction slots buildable

    - changed regions's starting effects
    - changed seasons's starting effects
    - lowered different seasons' % possibility

    - slightly changed some supply system values

    - raised Imperium Level possible quantity for armies, agents, edicts

    - severed PO and growth values for tax rate level

    Spoiler Alert, click show to read: 



    CHARACTERS
    (TURTLE_Parts_Experience)
    Spoiler Alert, click show to read: 
    Various changes about various things

    - raised line of sight for agents
    - raised agents total cap
    - slightly raised characters cost
    - % lowered skills' effects (both bonuses and maluses)
    - % lowered traits' effects (both bonuses and maluses)
    - % lowered ancillaries' effects (both bonuses and maluses)
    - lowered gravitas gained per turn
    - -5% to agents chances and criticals
    - lowered "faction leader" effects (both bonuses and maluses)
    - some change to "your faction leader" effect
    - % raised exp needed to level up, for generals, agents, armies, units








    CONTINUE >
    Last edited by Jake Armitage; April 13, 2019 at 11:34 AM.

  3. #3
    Jake Armitage's Avatar Domesticus
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    Default Re: [SUBMOD] TURTLE alpha (for DeI 1.2 beta)


    < CONTINUE



    Recommended for:

    - balanced and recommended for NORMAL difficulty (battle difficulty is your choice). After you understand the mechanics yu can play with HARD. Don't play it on VERY HARD.
    - 4tpy (Tiny, Small, Medium)
    - 12 tpy (Medium, Large, Huge) - you'll have to load standard 12tpy DeI submod pack (NOT included into TESTUDO)
    - you can change the TURTLE_Parts_movement (or any Part) depending on your tastes or chosen faction

    Advices:

    - take it slow, also AI will be this way, he will hardly hit you during the first part
    - try to make good diplomatic agreements with the factions you fear most during the first turns
    - try not to be attack/defend too many war fronts, you won't have the economy to sustain this
    - better to remove starting units (you won't need them during the first part)
    - recruit RPGu URBAN/LAND administrators
    - remove taxes from you regions for some turns (to increase PO and population)
    - better to give to your generals first the skill capable bureaucrat > city governor as first level
    - build temples and food buildings (you'll need them)
    - make a good use of army stances (the normal one for PO and the REPLENISHMENT to replenish, mostly)

    Warnings:

    - it should be quite difficult, at least I hope so
    - it has not been fully tested, it might be too harsh for some starting faction or high emperium levels
    - if you're playing with TESTUDO, remember to "pick your faction" loading the patch inside the downloaded folder.
    - some effects, like Stances and Treasury, will trigger one turn later
    - sometimes you won't be able to recruit at all (mercenary excepted) in provinces when you have only 1 region (except for your starting/capital region obviously).
    In this case use the MILITARY ADMINISTRATION Intrigue or recruit a general eith the Auxiliary BG
    - at first turn, most probably with every faction, your gdp will be really low. That's the Treasury effect. Spend money to go under the cap and next turn gdp will return normal
    - notice that most stances now needs 50% ap (also to recruit)
    - Sometimes some "children" event will trigger randomly without affecting game. Think it's a DeI/CA issue, not sure about.

    Credits:

    - CA and SEGA (mostly for 90's megadrive)

    - Dresden, Kam 2150 and the whole wonderful DeI Team
    - Dresden, Magnar, Litharion, Selea and Col.KanKrusha for original scripts
    - tullyccro original ideas for Kulturkampf
    - Joysong and Dardo21 original ideas for Cultural Tensio
    - DonKanallje original ideas for Strat Movement
    - Seleukos.I.Nikator original ideas for Age of Hellenism
    - Prime (from Steam) and ivanpera for the Fides Populi adaptation
    - Greek Strategos for being chief of the beards
    - ScipioTheGreat, leonardusius, Itsweeting for reports and discussions

    - alleycat for his original and gorgeous TURTLE submod for TATW (I miss you master)
    - TWC, crew, forum people in general and their other mods, +rep to you all guys

    Compatibility:

    - Do NOT use any other mod with TESTUDO (except for graphical, tpy, afp, battle mods)
    - you can use TURTLE_Parts with TESTUDO, DeI or any other DeI submod that doesn't have the same features (i.e. you can't use Building Parts with Kam's AE)

    - Savegame compatible (region population starting number exception) - better to start a new campaign though
    - Grand Campaign only.
    - For 12 tpy or All Faction Playable load standard DeI packs. (notice that to play TESTUDO you'll need proper faction pack. If there is not, ask for it)



    Spoiler Alert, click show to read: 


    Any comment, suggestion or game experience report is really appreciated!
    Don't ask for STEAM link, this will remain inside TWC only
    Cheers





    [] TESTUDO []

    - TW TURTLE SERIES -




    Spoiler Alert, click show to read: 








    < END >
    Last edited by Jake Armitage; April 13, 2019 at 11:51 AM.

  4. #4

    Default Re: [SUBMOD] TURTLE alpha (for DeI 1.2 beta)

    Quote Originally Posted by cino View Post
    50 means 25 cities. No, ai has not this penalty.
    as i edited previous post:
    If, in your campaign, you own 3 settlements, load the game with the 6% pack. if you own 10 settlements, load the game with the 20% pack. (pack number = settlements x 2)
    If you change packs every time you gain new regions, your unit's upkeep and cost will grow alongside your conquers.
    No AI use it means no use.

  5. #5
    Jake Armitage's Avatar Domesticus
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    Default Re: [SUBMOD] TURTLE alpha (for DeI 1.2 beta)

    the upkeep and cost % packs shouldn't affect AI.
    If you open it in PFM you may see that Dresden put an effect scope only for player.
    (i'm not expert in modding rome II, but it should be that way)

  6. #6

    Default Re: [SUBMOD] TURTLE alpha (for DeI 1.2 beta)

    Quote Originally Posted by cino View Post
    the upkeep and cost % packs shouldn't affect AI.
    If you open it in PFM you may see that Dresden put an effect scope only for player.
    (i'm not expert in modding rome II, but it should be that way)
    I'm say that if AI isn't hit by this drawback when expanding, but only player, it's no use (at least for me).

  7. #7
    Jake Armitage's Avatar Domesticus
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    Default Re: [SUBMOD] TURTLE alpha (for DeI 1.2 beta)

    why you say that?
    just courious about.
    What would you get by weakening AI?

  8. #8

    Default Re: [SUBMOD] TURTLE alpha (for DeI 1.2 beta)

    Good luck with your mod! If you need a tester, send a tell

  9. #9
    Jake Armitage's Avatar Domesticus
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    Default Re: [SUBMOD] TURTLE alpha (for DeI 1.2 beta)

    Thank you.
    The game is like vanilla, just a little harder and slower.
    So there is no need to be tested, but you can "taste" TURTLE if you think it's for you!

  10. #10
    Jake Armitage's Avatar Domesticus
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    Default Re: [SUBMOD] TURTLE alpha (for DeI 1.2 beta)

    Besides turtle pack (which is simply a gameplay style mod) i do not know if anyone has tried playing with the increasing upkeep packs.
    I do recommend them for hardcored players, they give you a little "closing walls" sensation while you grow.

    @dei team: since i've read many "lamentations" due to the severed imperium levels (sincerely i have no experience 'cause i've reached only medium levels)
    maybe you can think about a similar system: lowering some imperium restrictions and adding a little penalty for every settlement you own.
    Difficulty could be more graduated this way, giving the player more time to adapt

    I was a m2tw scripter, but never tried with r2 still.
    Could be triggered something similar?
    Something like: (with proper scripts of course)
    if_player_owns x setllements
    give_player +x% unit_ cost and unit_upkeep

    This could have also historical reasons, like unit officers pretending higher upkeep since you're owning a big land.
    Historically this reminds me about Hideyoshi Toyotomi (late japan 16th century) when he invaded korea 'cause he had no more lands to give to samurai. (oh really? people do wars 'cause of money? I thought war was for ideals! )
    Samurai became more pretentious when he partially conquered japan, and they began to ask higher payments for securing regional peace.

    Dunno, just a thought
    (let me know about the possibilty or not to do a similar script, please)
    Last edited by Jake Armitage; January 28, 2017 at 11:36 AM.

  11. #11
    FlashHeart07's Avatar Praepositus
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    Default Re: [SUBMOD] TURTLE alpha (for DeI 1.2 beta)

    I dont think you can expect us to add a script for this. DeI is already heavy on scripts and we have another feature which will be included later on, and this will also be a script. We are still working on balancing bonuses and penalties for the Imperium levels, and IMO there is no need to create a script for something like this. Too little gain

  12. #12
    Jake Armitage's Avatar Domesticus
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    Default Re: [SUBMOD] TURTLE alpha (for DeI 1.2 beta)

    Yeah, i understand.

    Sorry, but with my last sentence "(let me know about the possibilty or not to do a similar script, please)" i wanted to say if it would be possible to do that, not a request about doing something.
    I'll pass the ball to the workshop thread.
    Thanks flashheart.

  13. #13

    Default Re: [SUBMOD] TURTLE alpha (for DeI 1.2 beta)

    I think that kind of script is possible. Of course it's easier to just attach those effects to imperium levels so you don't have to do any scripting.

  14. #14
    Jake Armitage's Avatar Domesticus
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    Default Re: [SUBMOD] TURTLE alpha (for DeI 1.2 beta)

    Thanks Augustusng.
    Sure, but, even if it seems quite the same, imo it is not.
    One thing is receiving medium penalties every 20 (to say a number) turns, one another is a light penalty on going.

    Anyway these were all reasonings i had in mind, i'll check in workshop.
    Thank you both for your answers.

  15. #15
    ♔Greek Strategos♔'s Avatar Bearded Moderation
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    Default Re: [SUBMOD] TURTLE alpha (for DeI 1.2 beta)

    @Jake
    Any updates for this ?
    I really prefer slow campaigns.

  16. #16
    Jake Armitage's Avatar Domesticus
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    Default Re: [SUBMOD] TURTLE alpha (for DeI 1.2 beta)

    P.S. post below
    Last edited by Jake Armitage; October 09, 2017 at 04:13 PM.

  17. #17
    Jake Armitage's Avatar Domesticus
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    Default Re: [SUBMOD] TURTLE beta (for DeI 1.2.2a)

    updated OP

  18. #18
    Jake Armitage's Avatar Domesticus
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    Default Re: [SUBMOD] TURTLE (for DeI 1.2.2a)

    updated OP
    removed food consumption penalty 'cause it gave some problems to AI.

  19. #19
    ♔Greek Strategos♔'s Avatar Bearded Moderation
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    Default Re: [SUBMOD] TURTLE (for DeI 1.2.2a)

    Νice. Thanks Jake.
    Plus Rep. of course since we like the turtle's style.

  20. #20
    Jake Armitage's Avatar Domesticus
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    Default Re: [SUBMOD] TURTLE (for DeI 1.2.2a)

    You're welcome!
    Please report if you find anything interesting or something wrong.

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