I ended up fixing the loading order manually for 30 mods, with the old launcer.
I ended up fixing the loading order manually for 30 mods, with the old launcer.
It seems to be file dependent. 12TPY does work, but Easy Diplomacy does not. If I disable Realism v1.5 then Easy Diplomacy kicks in. I have Easy Diplomacy at the top of the new mod manager and it simply won't kick in with Realism v1.5 enabled.
Believe me, I know how to troubleshoot and solve most issues. If they're actually solvable
It seems that many people having issues with it, though it may work for others. In my experience, it's all about how many mods you're using. I can tell this new launcher surely has more problems as the numbers increases.
Last edited by ♔Greek Strategos♔; March 09, 2019 at 03:05 PM.
Sad to hear all this stuff about the new mod manager.
I've been able to consistently boot Realism so far with the manager, making sure I kept mods under 30 (I've been running with 24). Hopefully people's problems can get resolved soon. Stay strong, guys
Hey guys,
Concerning the 'up-gradable roads' sub-mod---the roads upgrade locally for each upgrade to the settlement main building chain. This should result in a local movement bonus. There is not an actual road building and there is no visual difference as the roads upgrade (though Scipio is looking into making this a possibility).
Concerning the the new mod manager-- Scipio has indicated that the main issues that he's seeing people run into is using incompatible mods as well as messing with the loading order. When I specifically asked about load order, he indicated that there is no 'right' order top use; there isn't a need to move the order around for the Realism mods.
Also, check bugged files in the steam workshop folder. Of course, it is still advisable to revert back to the old launcher (which is easy to do).
Hope this helps!
And lastly, JOIN THE CONVERSATION ON REALISM'S DISCORD CHANNEL! Please check OP for link. Thanks!
I was wondering about that. So we could check the bonuses from the main building's upgraded stats. Great, thanks buddy
i think you have to reduse the income bonus for the ai.. its not very realistic for small 1 province factions to have 2 or 3 full stacks i guess this mod is meant to make the game more difficult but it really neads to be toned down playing as the seleusids you are constantly bullied by huge armies from alll your neighbors even your satrapies have double your forces this kills realism for me .. also when you go to war enemies spawn too easily new stacks even when you deafeat one
Thanks for the feedback!
1-settlment factions having the ability to create multiple stacks isn't exactly an innovation of this mod. You can see this in base DeI and even vanilla. However, I'll forward your suggestion to Scipio. I hope you are enjoying other aspects of the mod. Unfortunately, these sub-mod projects are not for everybody. I've only started campaigns with smaller factions, so we'll have to take a closer look at how the larger factions are effected. I my experience, at least early in the campaign, the loss of a stack for the AI badly hurt their war effort.
From the OP:
AI
- Reduced & reworked AI buffs/bonuses
- More Aggresive
- Settlements are built up more
- Better decesion-making in regards to diplmoacy and miltitay actions
- The AI's military will get strong over time. This is not dependent on the AI's power or research, which in turn rewards players and other factions that play a more aggressive approach
Be sure to check out our Discord channel on the first page! This gives you first hand access to the mod creators and allows your voice to be heard more directly.
Last edited by Dead*Man*Wilson; March 15, 2019 at 09:10 AM.
Greetings, I am writing from Russia through a translator. We play a network campaign, with this mod, no longer worth it (even put the content more. As a result-hundreds of thousands of money, the army riveted without problems. Lost-bought a new, income on 50 to with provy Rome.On 274 year 300,000 money.Are you testing my things? What's trash? Set it up for the aggressive AI and challenge(low population)But as a result - player want 4 stacks of 20, and blows the stupid AI.For AI player-but what he will do against 4 stacks-10-15,000 people . As an example, Armenia start with the mod -income 20,000+, without it 2K. The content of the elephant 1000 .https://ibb.co/Tq8Dtqb the wordcourse the norm. https://ibb.co/2WgrJWT here are fights against the player(losses even less, and had a phalanx rush ,not this garbage)see the Difference?With mod 14 elephants, and Dickie's income, with no fashion 2000 income and 1 elephant and minus income.Waiting for an answer, it's important, thank you.
Greetings, I am writing from Russia through a translator. We play a network campaign, with this mod, no longer worth it (even put the content more. As a result-hundreds of thousands of money, the army riveted without problems. Lost-bought a new, income on 50 to with provy Rome.On 274 year 300,000 money.Are you testing fashion then? What's trash? Set it up for the aggressive AI and challenge(low population)But as a result, the player goes to 4 stacks of 20, and blows the stupid AI.For AI player-but what he will do against 4 stacks-10-15,000 people . As an example, Armenia start with the mod -income 20,000+, without it 2K. The content of the elephant 1000 .https://ibb.co/Tq8Dtqb income is the norm. https://ibb.co/2WgrJWT here are fights against the player(losses even less, and had a phalanx rush ,not this garbage)see the Difference?With mod 14 elephants, and Dickie's income, with no fashion 2000 income and 1 elephant and minus income.Waiting for an answer, it's important, thank you.
Thanks for the reply i was playing at hard difficulty . i v started 4 campaings as the seleusids and lost all of them.. after 30 turns in game you have to face the ptolemaic empire and the palmyra faction wich has conquered north arabian peninsula by then.. also you lose most of your satrapies after the script fires and thats a huge blow to your economy .. so after 30 turns ingame you have to face a 2 front war against 7 or 8 enemy full stacks and you can field at best 2 stacks with great distances to cover given the fact that you are an empire and the seleusids control huge lands .. also the gauls in asia minor most of the times are aggresive and if your unlucky you can a face a 3 front war . i guess for smaller factions with smaller distances to cover and fewer enemies it will be easier but for the seleusids its extremely difficult even to defend your lands .. i ll try a campaing on normal difficulty see how that plays out.. the other aspects of the mod are great and i d like to thank you for this amazing mod i just wanted to mention my experience after 4 lost campaings as the seleusids and the huge armies i had to face wich i thought should be a little bit toned down to give you as a player a chance to win. thanks again keep devoping this amazing mod 😎
Hi bud,I realize that English is not your first language, but could you edit and resubmit your above comment? It's hard to understand at the moment.
You talking to me? Sorry.
Greetings, I am writing from Russia through a translator., you recommend using [SUBMOD] Official DEI Realism v1.5 if Yes, what to do with money, with provy Rome it is 40K 274 BC .A lot of money 300,000.+ Spend not on that, lost army-has hired a new and so around the circle.AI can do nothing to the player, the player goes 3-4 stacks full.Tell me, how best to get rid of income? nothing to spend. A wild simplification.- About the population is not necessary to write,I Go 3-4 stack and plums against AI not real, as if draining every 10 turns, miraculously, the population of the same patrician there for 5-10K, no problem.-- Buildings on 4 LVL 150K?There are already 300K after 20-30 years when there will be those houses, there are millions.- AI running 2-3 stacks? Maybe, but catching the player, he doesn't know how to overclock, etc..d and the player goes to the iron Fist 3-4 stack elite (money is dark), so the merger is not realistic. Thanks for the reply.