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.
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.
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?
Spoiler Alert, click show to read:
Last edited by Drowsy; January 24, 2018 at 02:54 PM.
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.
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
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.
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.
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!
thanks.
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!
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....)
If changes need to be made, then yes.
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.
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.
Have you guys tried doing what Don Diego did to get true legions to work?
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.