I think yes, just make sure you put Imperiales above it in the mod manager. It will owerwrite some of the values of the other mod, but you'll get what Imperiales offers you.
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Great Mod and a game changer on all aspects, thank you! :thumbsup2
I think I discovered a possible bug or incompatibility with this mod. After rising 2 or more levels in imperium, I start getting diminishing income. Strangely, If I recruit just 1 unit in any army my projected income will rise between 1500 ~ 2000. It continues to rise up to a certain point whenever I recruit a unit in a different army. My load order is as follows:
- Imperiales economiae
- Battle Enhanced Arthalion
- Dreseden Seasons
- Proper Marriages RSG
- Proper diplomacy RSG
- Only Huns can raze
- Recolonize
-Happy clients
-Unlimited blood.
I'm using the 12 tpy (Silver) and Mitch's mod manager does not show any conflicts.
KAM told me actually, that he included some extra income for his mod, so that is the reason (you have guessed it right), i have just edited his mod, i will try and see if it works. (or if i messed up something horribly :D)
Thanks for your reply! :)
Edit:
So to anyone who wants to use DEI combat overhaul with this mod:
-Download the PFM editor
-Load up the DEI mod, search for the "faction_gdp_other" and "faction_gdp_other_minor" lines in campaign_variables and delete them.
-Save as a renamed version or replace the original.
-Be happily bankrupt again.
Hey, when the new DLC-s and patch came out, i started a Pict campaign (no mods), and my income was unpredictable too, it changed sometimes mid turn, just from moving an army, or starting to recruit in a settlement. Other than that, i noticed at my end turn i always recieve a small amount of cash, like 3-400 gold. And theese strange things remain with mods too, i guess the problem is in the game, not in the mods. Are you playing with a new faction from the latest DLC?
Quick update:
+ Increased (hopefully) the mod's compatibility with other mods.
That is all. You can go now.
Gregnaar, I'm just using the Viking Forefathers and blood and burning DLCs and playing as the Geats.
Noted dmboss, thanks.
KAM (creator of the DEI mod gregnar speaks of) said that the income is different because of "increased base income in my mod, it can be changed by deleting 2 income lines in campaign_variables (the "faction_gdp_other" and "faction_gdp_other_minor" lines) in my mod"
For someone for whatever reason cannot download the PFM without getting a ton of error messages, is their anyway you can make a small different version that just has these two lines deleted? Its a tiny change but has a big effect with +2000 gold a turn.
Okay, so did you found out what was the problem? For me it was the stances, i did not realized it untill now, or something changed it, maybe the patch, but sieging and recruiting has a -50% unit upkeep effect. (for the ebdonians it is sure, i havent checked any other factions.)
Hmm hmm hmmm interesting :)
Spot on Gregnaar. For everyone else if you want to confirm this, just hover the pointer over the mustering mode picture in the army tab and you will see it written there, -50% upkeep costs. However, if you muster outside a city/village, this will not take effect as you will automatically be switched to fortified stance. This does not seem to be a vanilla issue, I've tried one and the bonus was not there.
Found it. Its lines 53 and 54 in the a_effect_bundles_to_effects_junctions of the mod when opened using PFM. Changed them to 1% and it worked flawlessly in game. Don't know what would happen if I deleted them though. This is using the silver version of the 12 TPY.
I wonder if those two lines are missing _horde part?
Hey DM!
Today I started a campaign with the Visigoths (just for fun to get a Little Feeling for a Horde faction). I recognized that my little horde with a negative financial income of ~1800.
In the first few rounds it is nearly impossible to get a positive value for the income and I am out of Money within 3 or 4 rounds (even when I can handle it to sack a ERE province every round I run out of Money really quick).
Give up one army at the beginning is no option too, because I am too weak then to sack...
So, is it possible that you can look one more of the Horde financials? Or have somebody here any tricks and tipps how to Play with Imperiales and a Horde at the beginning?
Thanks,
miTo
You have two choices:
Raid and sack setlements. (Raiding gives -75% upkeep effect, while other stances -50%)
or
Disband some of the men.
That's it. As a horde you need to act. I tell you I play as Visigoths on VH and if I raid with both armies, my income is almost zero. You can raid and move (slower) at the same time, or move fast, sacrifice some of the money and sack some settlements.
Uploading a quickfix for the hordes' stances. Also some tweaks to the hordes' upkeep values.
Will be out in a couple of minutes.
Been playing with the Vandals and its even worse than that, great challenge, raiding and sacking very early is a must, or loose most of one of the hordes either because it split due to low integrity, or losses in battle, or just plain disband (after reaching first imperium upgrade you can probably start rebuilding, but take it slow).
Update fully dedicated to hordes:
+ Hordes now have -66% upkeep costs. This allows them to keep up with the non-hordic nations. It simulates them as moving horde of great number of people who take what they see on their way. The hordes are not just armies but more importantly lots of ordinary people (migrating nations, not armies).
+ Hordes also have -80% upkeep costs when raiding.
+ The Huns vanilla trait -100% upkeep changed to -10%. They now have much lower upkeep already because they are hordes.
Raid 'n' sack to win.
SAVEGAME COMPATIBLE.
awesome! updating and starting new game :)
YES! Thanks for the quick help!
Yup Chuchunalle, they were but thanks to Dmboss quick fix. Its corrected now.