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Thread: [Submod] Cultural Tensio

  1. #121

    Default Re: [Submod] Cultural Tensio

    To be correct, I updated the Eastern buildings on their own :p since there wasn't many of it, Carthage uses some Greek buildings so I changed those to have cultural influence based on the faction owning the building instead.

  2. #122
    ♔Greek Strategos♔'s Avatar THE BEARDED MACE
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    Default Re: [Submod] Cultural Tensio

    Quote Originally Posted by Joysong View Post
    Update by Dardo21:


    For Carthage we added a whole series of buildings for the Eastern buildings with often foreign influence and at the same time the indigenous culture according to the faction. Also temples have now an higher influence on Punic religion.


    For romans: a few value changes for example more cultural influence on the roman entertainment buildings.


    Some experimental changes on the effect_scopes for provinces.

    if you see some odd behaviors or your carthage campaign becomes to easy please let us know asap so we can fix it.
    Quote Originally Posted by Dardo21 View Post
    To be correct, I updated the Eastern buildings on their own :p since there wasn't many of it, Carthage uses some Greek buildings so I changed those to have cultural influence based on the faction owning the building instead.
    Gonna check them today after work guys. Update sounds good already.

  3. #123
    Drowsy's Avatar Senator
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    Default Re: [Submod] Cultural Tensio

    Hi guys,

    Been using this mod (steam version) on a new game and i love it!! However by turn 15 Carthago has lost Iol and lggy, who'm are now being held by their emerging factions so i guess they rebelled. I'd prefer this NOT happen. I like a strong Carthage for my mid game. I saw that screenie of Carthage going at it in Iberia @ turn 80 and that's the dream. Is what happened a fluke, dice or user error?

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    Last edited by Drowsy; January 24, 2018 at 02:54 PM.

  4. #124

    Default Re: [Submod] Cultural Tensio

    Are those your mods? Not sure what you were linking :p, and yeah, I've been working on getting some more cultural influence for Carthage, so that they can hold their own a bit better.

  5. #125
    Drowsy's Avatar Senator
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    Default Re: [Submod] Cultural Tensio

    Sweet that's awesome! Yeah i figured i'd link my mods in case of user dumbdumb and this was the only data i could find in \\AppData

  6. #126
    ♔Greek Strategos♔'s Avatar THE BEARDED MACE
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    Default Re: [Submod] Cultural Tensio

    Quote Originally Posted by Drowsy View Post
    Sweet that's awesome! Yeah i figured i'd link my mods in case of user dumbdumb and this was the only data i could find in \\AppData
    Υou know that there is a mod limit since patch 18, right ?
    Some of the mods you're using may not work at all. Using the Forums 2 part version of DEI will save you some space.

  7. #127

    Default Re: [Submod] Cultural Tensio

    I've forwarded a new version to Joysong, you can expect patchnotes soon, in short, overhaul for the Greek buildings including cultural infuence based on the owner, which will help Carthage a bunch since they share most of their buildings, I've also added the Seleucid and Carthaginian barracks, which now also spread their own culture. + some tweaks to the Romand and Barbaroi.

  8. #128
    ♔Greek Strategos♔'s Avatar THE BEARDED MACE
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    Default Re: [Submod] Cultural Tensio

    Quote Originally Posted by Dardo21 View Post
    I've forwarded a new version to Joysong, you can expect patchnotes soon, in short, overhaul for the Greek buildings including cultural infuence based on the owner, which will help Carthage a bunch since they share most of their buildings, I've also added the Seleucid and Carthaginian barracks, which now also spread their own culture. + some tweaks to the Romand and Barbaroi.
    I couldn't check the updated version you sent me yet. Hopefully I'll find some time during the weekend.

  9. #129

    Default Re: [Submod] Cultural Tensio

    New version is on Steam
    -Overhaul for the Greeks: most buildings now give cultural influence based on the owning faction, this will help make Carthage much more playable since they use a lot of the Greek buildings, which used to give them hellenistic cultural influence instead. Cultural influence rates have also been adjusted, most are lower than most Eastern counterparts, but almost all trade-related Greek(/Punic) buildings now give cultural influence for all regions, simulating a growing trade empire. Seleucid and Carthiginian Barracks have had cultural influence added too them as well.

    -Romans, slightly reduced the various foreign culture influences, Rome recieves less from its own cultural influence, but has more buildings from which to draw influence from, important resources like copper and iron now give a regional foreign influence alongside a faction-wide latin influence. I've also increased the influence of major towns and some cities, to illustrate the impact and lure of Roman law and order.

    -Barbarians: I've slightly increased some values for a few Barbarian buildings, I think they're okay for now, they aren't supposed to be a cultural powerhouse, but you should be good when you plan your buildings out ahead.

  10. #130

    Default Re: [Submod] Cultural Tensio

    Quite a mod for sure! I'll definitely use it for my Seleukidai campaign. New Punic/Hellenic overhaul makes sense and well done.

    Keep up the good work mate!

  11. #131

    Default Re: [Submod] Cultural Tensio

    thanks.

  12. #132
    Dead*Man*Wilson's Avatar Campidoctor
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    Default Re: [Submod] Cultural Tensio

    Great stuff. I'm glad there is such a rich community around this mod. This sub mod will be great for a Massilia campaign that I've been thinking about. Keep up the great work!

  13. #133

    Default Re: [Submod] Cultural Tensio

    Will this be made compatible with the newest versions of DeI with the new DLC material as well?

    (Going to post this in Arbitiriis thread as well....)

  14. #134

    Default Re: [Submod] Cultural Tensio

    If changes need to be made, then yes.

  15. #135

    Default Re: [Submod] Cultural Tensio

    Can confirm both Cultural Tensio and De AI arbitriis do not work with the new patch. I'm going to hold off on my Historical Roman campaign until these get fixed up.

  16. #136

    Default Re: [Submod] Cultural Tensio

    Taking an initial look at this submod, I don't see what would stop it from working. None of the tables edited should be a problem, but I will take a closer look when I can.

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  17. #137

    Default Re: [Submod] Cultural Tensio

    I don't think you're wrong Dresden, it works for me (CT that is, I don't use arbitris). The only problems I have/had are: 1) crashing on end of turn with an existing save: nvm appearently you hotfixed that :p, 2) crashing when selecting the grand campaign: fixed it by downloading the updated AFP mod 3)units without gear since LL's mod is suddenly not working anymore thanks to CA's magic touch.
    Last edited by Dardo21; March 08, 2018 at 08:04 PM.

  18. #138

    Default Re: [Submod] Cultural Tensio

    Have you guys tried doing what Don Diego did to get true legions to work?

  19. #139

    Default Re: [Submod] Cultural Tensio

    No, but the mod works fine for me already so I don't think it needs fixing for now. Also, all problems I listed in the post above are fixed as of now.
    Last edited by Dardo21; March 10, 2018 at 08:11 PM.

  20. #140

    Default Re: [Submod] Cultural Tensio

    Quote Originally Posted by Dardo21 View Post
    No, but the mod works fine for me already so I don't think it needs fixing for now. Also, all problems I listed in the post above are fixed as of now.
    Good to know, thanks.

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