! TESTUDO 1.7 is for GRAND CAMPAIGN only ! ! TESTUDO 1.7 is recommended for NORMAL DIFFICULTY ! ! TESTUDO 1.7 is NOT SAVE GAME COMPATIBLE ! ! TESTUDO 1.7 is NOT MULTIPLAYER friendly !
THIS SUBMOD HASN'T BEEN UPDATED SINCE A LOT OF TIME
USE IT AT YOUR OWN RISK
OTHER THREADS WHERE YOU'LL FIND INFORMATIONS ABOUT TESTUDO! :hmm2:
Spoiler Alert, click show to read:
Since there are really a lot of features, I'm dividing them between various threads.
If you're new to TESTUDO then you should check them.
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 submod" overhaul and refinement.
There are a lot of changed and added features inside TESTUDO to make a campaign properly harder and slower but still playable and enjoyable.
WHY TESTUDO? ;)
Spoiler Alert, click show to read:
For a customizable harder and slower 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. TESTUDOis my main DeI submod and includes PIGS, DIGS,RPGu and VPS submods too.
WHAT are all these packs for? :hmm:
Spoiler Alert, click show to read:
The basic reason for all these packs is to simplify the modding itself and divide features into categories.
I'm sorry if they are many but I'll have an easier control and will save time too, this way.
Most of the packs inside this thread are built for being modular, so anyone can choose his gameplay style (at start or by changing it during a campaign, just don't mix up different tpy versions during the same campaign). In any case it will be always harder and slower than DeI.
> LIST OF 100% NEEDED PACKS TO PLAY TESTUDO:
- @@_TESTUDO_MAIN:100% NEEDED PACK (it contains most of the files, UI, whatever...)
- @@@_TESTUDO_TPY:100% NEEDED PACK. With these you can choose between 4 and 12 tpy. You'll have to load the official 12tpy submod too (not included into TESTUDO).
- @@@@_TESTUDO_Paces (T/S/M/L/H):100% NEEDED PACK. With these you can choose between Tiny, Small, Medium, Large, Huge pace versions. (Better not to change them during a campaign, it might bug some events based on turns). Tiny is the briefer and easier (anyway harder and slower than DeI), Huge is the slower and harder.
- 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
- @@@@@_TESTUDO_Pick_Faction:%100 NEEDED PACK. With these packs you choose which faction to play with (it contains the RPGu feature)
> LIST OF OPTIONAL PACKS (customizations)
- @@@@@@_TURTLE_Parts:OPTIONAL. With these packs you'll be able to customize different and specific features of the campaign (most of them work outside TESTUDO too)
- @@@@@@@_TURTLE_Weights:OPTIONAL. With these packs you'll be able to modify the campaign by choosing an overall easier or an overall harder version (you can't use them outside TESTUDO)
Many combinations are allowed (at start or during a campaign, just don't mix up different tpy versions during the same campaign) for covering most of the hardcore/slower paced tastes!
- Check DOWNLOAD section at #1 post for further details and download links
- Check FEATURES section at #2 post for other further details
- Check at #3 post for other other further details.
- Play it at NORMAL DIFFICULTY (both for campaigns and battles) - For GRAND CAMPAIGN only
- NOT SAVE GAME COMPATIBLE
- TESTUDO 1.7 already includes PIGS, DIGS, RPGu and VPS submods - Do NOT USE ANY OTHER MOD with TESTUDO (except for graphical - you can't use Gerula's -, tpy, battle mods)
- Do NOT MIX UP 4tpy packs with 12tpy packs
- For a 12TPY CAMPAIGN load the OFFICIAL DeI 12TPY SUBMOD too
- Check # 2 post for descriptions
- Check # 3 post for various things
Spoiler Alert, click show to read:
:police2:
- INSTRUCTIONS -
1) Pick the @@_TESTUDO_MAIN pack
2) Choose one of the @@@_TESTUDO_TPY(4/12) packs 3) Choose one of the @@@@_TESTUDO_Paces (T/S/M/L/H) packs
4) Choose one of the @@@@@_TESTUDO_Pick_Faction packs
4) OPTIONAL: Choose oneor more of the @@@@@@_TURTLE_Parts packs
5)OPTIONAL: Choose oneor more of the @@@@@@@_TURTLE_Weights packs
< Then >
A) Put the chosed packs into the data folder (..\Steam\SteamApps\common\Total War Rome II\data) B) Remember to revert to the old manager: Go to Rome 2 on STEAM/Right click/Properties/Betas/Select the beta you would like to use/launcher_release_canditate. C) Start Rome II D) In Mod Manger, check "Enable Out of Date Mods" E) Make sure all chosed packs are checked green. Their load order should be ok. It is given by the number of @, the more they are the more previous the mod is loaded/must be loaded F) Play TESTUDO
:surrender
- EXAMPLE -
Packs are sorted by loading order, the higher the number the higher their position (so they overwrite parts of other packs).
1) is to be put under everything else and above DeI packs, the numbers of "@" are their position so they should be ordered automatically.
Remember to revert to the old mod manager: https://www.twcenter.net/forums/show...nd-Mod-Manager
> EXAMPLE OF 100% NECESSARY PACKS
1)@@_TESTUDO_1.7_MAIN
2)@@@_TESTUDO_1.7_TPY_12tpy
3)@@@@_TESTUDO_1.7_HUGE_12tpy
4)@@@@@_TESTUDO_1.7_ROME
> EXAMPLE OF OPTIONAL PACKS (will be loaded after TESTUDO packs to properly overwrite values). By default the @@@@_TESTUDO_HUGE_12_tpy pack contains all the HUGE TURTLE_Parts (so, if you want to customize some TURTLE_Parts, then use a pack which is not HUGE).
You may prefer starting with TESTUDO packs only.
After you learn the TESTUDO submod style then you can start customizing it as you prefer with both TURTLE_Parts or TURTLE_Weights.
TO PLAY TESTUDO YOU MUST HAVE AT LEAST ONE PACK FROM THE FIRST 4 RED PACKS (MAIN, TPY, Pick_Faction and Paces - T/S/M/L/H) THEN YOU CAN CHOOSE THE OPTIONALS (TURTLE Parts - TURTLE_Weights) TO CUSTOMIZE TESTUDO
@@_TESTUDO_MAIN (100% NEEDED PACK) Common features
@@@@_TESTUDO_Paces (T/S/M/L/H) (100% NEEDED PACK) Campaign pace version packs
Spoiler Alert, click show to read:
Better not to change these packs during the same campaign (should be possible to do, though).
NEVER change these packs between different tpy during the same campaign.
T/S/M/L/H pace version.
OPTIONAL
(Most of the packs ARE COMPATIBLE outside TESTUDO)
@@@@@@_TURTLE_Parts (OPTIONAL) Use one or more of the TURTLE_Parts to customize specific features
Spoiler Alert, click show to read:
Most of these packs work outside TESTUDO too. You can mix them up as you wish (also between different T/S/M/L/H versions).
Inside TESTUDO, you can combine any TURTLE_Parts with TURTLE_Weights.
Basically, TURTLE_Parts most of the packs are the components of the TESTUDO_Paces (T/S/M/L/H) packs.
You can put/remove packs during the same campaign.
-----
- (1.6.1) @@@@@@_TURTLE_04_Parts_CulturalTensio: https://www.mediafire.com/file/awz0p...ensio.zip/file
(If you're not playing TESTUDO, it's better to use Dardo's version whenever possible, otherwise it's always compatible with DeI and any DeI submod)
-----
--- > UPDATED (1.7)
@@@@@@_TURTLE_05_Parts_Environment: https://www.mediafire.com/file/0sfd9j5jk3a1oc6/file
(You can't use these packs outside TESTUDO. They contains the T/S/M/L/H effects for TESTUDO_Civic and TESTUDO_Economy and T/S/M/L/H campaign variables for a lot of things)
- (1.6.1) @@@@@@_TURTLE_09_Parts_Loyalty: https://www.mediafire.com/file/c6z5s...yalty.zip/file
(You can't use these packs outside TESTUDO. If you wanna customize a bit the Loyalty. + means the Loyalty will be higher)
-----
- (1.6.2) @@@@@@_TURTLE_10_Children: https://www.mediafire.com/file/u4boc...ldren.zip/file
(Compatible with DeI and any DeI submod. By default Testudo have the 1-3 children without the possibility to die. Use 0-2 and 2-4 for different settings
OPTIONAL
(Packs are NOT COMPATIBLE outside TESTUDO)
@@@@@@@_TURTLE_Weights (OPTIONAL) Use one of the TURTLE_Weights to change the overall difficulty or soemthing specific
Spoiler Alert, click show to read:
You can't use these packs outside TESTUDO.
Inside TESTUDO, you can combine any TURTLE_Weights with TURTLE_Parts.
You can put/remove packs during the same campaign.
Do not mix up 4tpy packs with 12tpy packs during the same campaign.
LIGHT: overall easier version
HEAVY: overall harder version
@@@@@@@@@_SELECT_and_KILL_AI: https://www.mediafire.com/file/j4h4ip134acc2py/file
(Will let you kill any AI character, general or agent, just by selecting it) THIS OBVIOUSLY IS A HUGE CHEAT
USE IT ONLY IN DESPERATE OR WEIRD TIMES
DON'T PLAY WITH IT, LOAD AND THEN REMOVE THE PACK, OTHERWISE YOU'LL END UP KILLNG EVERYONE ;)
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)
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). - New feature: settlements' and forces' radius (the red circle in strat map) have been reduced accordingly starting from +05 pack.
https://i.imgur.com/JNBNDyR.png BEGINNER'S LUCK / TESTUDO TIMELINE
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) After some time the script will transform into penalties.
Also, you'll get slight growing penalties to battle stats
Spoiler Alert, click show to read:
The event turn is different between 4tpy and 12 tpy
https://i.imgur.com/R8J6Waa.png ARMY Bonuses to player reagrding army/fleet cap.
It will be useful to use RPG units which are essential to balance the campaign
Rebalanced population quantity, both for starting numbers and % values per turn.
AUTORESOLVE
Spoiler Alert, click show to read:
I've changed quite a lot of things regarding the autoresolve script.
Want to see how this new script will work. The script has been overhauled for 1.6.1 (quite complicated to explain)
SELEUCID REBELLIONS
Spoiler Alert, click show to read:
Changed turns for Rebellions depending on TESTUDO_Paces (T/S/M/L/H)
GC SCRIPT
Spoiler Alert, click show to read:
Since the Campaign is longer I've raised the probability for the Rome/Carthago escalation.
-------
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 - SEASONS MAY HAVE A RECRUITMENT POINTS BONUS/MALUS
- slightly changed some supply system values
- raised Imperium Level possible quantity for armies, agents, edicts
- 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
CAI
Spoiler Alert, click show to read:
Slightly changed many CAI values
DIPLOMACY
Spoiler Alert, click show to read:
Changed quite a lot of values into different tabs trying to obtain a more solid Diplomacy System. If you can't declare war (the button is absent) is because you're sitll during the first turns and some wars are blocked via script (it will return normal on third spring for 4 tpy and second spring for 12 tpy).
Also, check DIGS thread for other infos about TESTUDO's DiplomacySystem: https://www.twcenter.net/forums/show...-upd-feb-27-20
- balanced and recommended for NORMAL difficulty (both for campaign and battles)
- 4tpy (Tiny, Small, Medium) - do not mix up 4tpy and 12 tpy packs together
- 12 tpy (Medium, Large, Huge) - you'll have to load standard 12tpy DeI submod pack (NOT included into TESTUDO)
- you can add/change/remove the TURTLE_Parts depending on your tastes, chosen faction or campaign situation
- you can add/change/remove the TURTLE_Weights depending on your tastes, chosen faction or campaign situation
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 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 administrators 8and diploats), it is necessary for regions management
- remove taxes from you regions for some turns (to increase PO and population)
- better to give to your generals 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 i.e.)
Warnings:
- it should be quite difficult, at least I hope so (even if I'm constantly lowering the overall difficulty)
- it has not been 100% tested, it might be too harsh for some starting faction or high emperium levels
- some effects like RPGu and most of the others scripted effects 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 with the DRILL TROOP
- at first turn, most probably with every faction, your gdp will be really low. That's the VPS Economical Corruption 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, this is for AI too)
- NOT MULTIPLAYER friendly
Credits:
- CA and SEGA (mostly for 90's megadrive)
- Dresden, Kam 2150, Ritter-Floh and the whole wonderful DeI Team
- Dresden, Magnar, Litharion, Selea, Col.KanKrusha, ivanpera and Prime (steam) 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 Virtual Points System (a conversion/overhaul of Prime's Your People's Trust)
- phazer for his camera mod and his tools
- ScipioTheGreat for his work on DeI/REALISM CAI
- Dresden original idea for Settlers
- Greek Strategos for being chief of the beards (and helping me with some reports for the 1.5.1 version)
- ivanpera for helping me a lot with complex scripts
- ivanpera, Seleukos.I.Nikatorandnikossaiz for helping me regarding PIGS development - Mr Timbe68 for helping me regarding RPGu naval developement and the Percentage and Culture script - dardo21 and DominusEtDeus for helping me regarding RPGu development
- yaxl3y for parts of the DIGS DAIA script
- Play it at NORMAL DIFFICULTY (both for campaigns and battles) - For GRAND CAMPAIGN only
- NOT SAVE GAME COMPATIBLE - TESTUDO 1.7 already includes PIGS, DIGS, RPGu and VPS submods - Do NOT USE ANY OTHER MOD with TESTUDO (except for graphical - you can't use Gerula's -, tpy)
- Do NOT USE CAMERA MODS with TESTUDO
- Do NOT MIX UP 4tpy packs with 12tpy packs - For a 12TPY CAMPAIGN load the OFFICIAL DeI 12TPY SUBMOD too
- NOT MULTIPLAYER friendly
Spoiler Alert, click show to read:
:twc: Any comment, suggestion or game experience report is really appreciated!
Don't ask for STEAM links, this will remain inside TWC only
Cheers
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.
January 23, 2017, 09:31 AM
Jake Armitage
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)
January 23, 2017, 11:31 AM
leonardusius
Re: [SUBMOD] TURTLE alpha (for DeI 1.2 beta)
Quote:
Originally Posted by cino
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).
January 23, 2017, 11:46 AM
Jake Armitage
Re: [SUBMOD] TURTLE alpha (for DeI 1.2 beta)
why you say that?
just courious about.
What would you get by weakening AI?
January 23, 2017, 01:12 PM
Magas of Cyrene
Re: [SUBMOD] TURTLE alpha (for DeI 1.2 beta)
Good luck with your mod! If you need a tester, send a tell :)
January 23, 2017, 02:50 PM
Jake Armitage
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!
January 28, 2017, 11:26 AM
Jake Armitage
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! :whistling)
Samurai became more pretentious when he partially conquered japan, and they began to ask higher payments for securing regional peace.
Dunno, just a thought :hmm:
(let me know about the possibilty or not to do a similar script, please)
January 29, 2017, 07:25 AM
FlashHeart07
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
January 29, 2017, 08:35 AM
Jake Armitage
Re: [SUBMOD] TURTLE alpha (for DeI 1.2 beta)
Yeah, i understand. :yes:
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.
January 29, 2017, 09:14 AM
Augustusng
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. ;)
January 29, 2017, 11:05 AM
Jake Armitage
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. :thumbsup2
September 14, 2017, 05:38 PM
♔Greek Strategos♔
Re: [SUBMOD] TURTLE alpha (for DeI 1.2 beta)
@Jake
Any updates for this ?
I really prefer slow campaigns.
October 09, 2017, 12:04 PM
Jake Armitage
Re: [SUBMOD] TURTLE alpha (for DeI 1.2 beta)
P.S. post below
October 09, 2017, 03:41 PM
Jake Armitage
Re: [SUBMOD] TURTLE beta (for DeI 1.2.2a)
updated OP
October 15, 2017, 08:37 PM
Jake Armitage
Re: [SUBMOD] TURTLE (for DeI 1.2.2a)
updated OP
removed food consumption penalty 'cause it gave some problems to AI.
October 16, 2017, 10:41 AM
♔Greek Strategos♔
Re: [SUBMOD] TURTLE (for DeI 1.2.2a)
Νice. Thanks Jake.
Plus Rep. of course since we like the turtle's style. :thumbsup2
October 16, 2017, 01:00 PM
Jake Armitage
Re: [SUBMOD] TURTLE (for DeI 1.2.2a)
You're welcome! :drink:
Please report if you find anything interesting or something wrong.
October 16, 2017, 03:23 PM
Jake Armitage
Re: [SUBMOD] TURTLE (for DeI 1.2.2a)
Sorry, another update needed 'cause i messed something with replenishment
updated OP and download
October 16, 2017, 03:37 PM
Black_Rider
Re: [SUBMOD] TURTLE (for DeI 1.2.2a)
What is the difference between this and the "hardcore" submod ?
October 16, 2017, 04:23 PM
Jake Armitage
Re: [SUBMOD] TURTLE (for DeI 1.2.2a)
They are similar.
Turtle should be easier, with no restrictions to economy or to Ai behaviour and bonuses.
It is also less slow for buildings and culture.
It has reduced strat map movement.
Some little differences here and there.
They aim quite the same goal, though there are some differences reguarding playability and difficulty.
You could say TURTLE is half way between vanilla and hardcore
October 16, 2017, 05:20 PM
Black_Rider
Re: [SUBMOD] TURTLE (for DeI 1.2.2a)
Quote:
They are similar.
Turtle should be easier, with no restrictions to economy or to Ai behaviour and bonuses.
It is also less slow for buildings and culture.
It has reduced strat map movement.
Some little differences here and there.
They aim quite the same goal, though there are some differences reguarding playability and difficulty.
You could say TURTLE is half way between vanilla and hardcore
Ok, thank you for answer. :)
February 10, 2018, 03:41 PM
Jake Armitage
Re: [SUBMOD] TURTLE (for DeI 1.2.2g/h hotfix) + various stratmap movement range
updated OP with new TURTLE version and the various stratmap movement range packs
February 11, 2018, 08:00 AM
♔Greek Strategos♔
Re: [SUBMOD] TURTLE (for DeI 1.2.2g/h hotfix) + various stratmap movement range
Quote:
Originally Posted by Jake Armitage
updated OP with new TURTLE version and the various stratmap movement range packs
Very nice buddy. Thanks for the update. :thumbsup2
February 28, 2018, 02:27 PM
Jake Armitage
Re: [SUBMOD] TESTUDO v.1.0 (for DeI 1.2.2g/h hotfix) + economy script + various stratmap movement range
News in the OP!
The old TURTLE (now TESTUDO) has many more features for a challenging and slower campaign.
February 28, 2018, 08:08 PM
♔Greek Strategos♔
Re: [SUBMOD] TESTUDO v.1.0 (for DeI 1.2.2g/h hotfix) + economy script + various stratmap movement range
Quote:
Originally Posted by Jake Armitage
News in the OP!
The old TURTLE (now TESTUDO) has many more features for a challenging and slower campaign.
Good to know. I see many changes. :thumbsup2
March 01, 2018, 03:39 AM
Jake Armitage
Re: [SUBMOD] TESTUDO v.1.0 (for DeI 1.2.2g/h hotfix) + economy/population scripts + various stratmap movement range
Yeah, there are a lot of micromanagement features and, above all, the economy script that slow you down while you grow, it's a sort of imperium level that happens more often but less severely.
March 01, 2018, 08:21 AM
♔Greek Strategos♔
Re: [SUBMOD] TESTUDO v.1.0 (for DeI 1.2.2g/h hotfix) + economy/population scripts + various stratmap movement range
Quote:
Originally Posted by Jake Armitage
Yeah, there are a lot of micromanagement features and, above all, the economy script that slow you down while you grow, it's a sort of imperium level (values not changed) that happens more often but less severely.
Nice. I always liked slow paced campaigns, with demanding micromanagement for the player. :yes:
March 03, 2018, 09:32 AM
Jake Armitage
Re: [SUBMOD] TESTUDO v.1.1 (for DeI 1.2.2g/h hotfix) + economy/population/civilwar scripts + various stratmap movement range [3 march 18]
UPDATED to v.1.1 :duel:
You can now download Small/Medium/Large version for the economy/population and the new added civil war scripts mods.
There is also a NO civil war pack.
changelog:
Spoiler Alert, click show to read:
v1.1 [3 march 18]
- slightly changed values here and there to be more difficult- added civil war script mod
- added S/M/L versions to economy/population/civilwar
Re: [SUBMOD] TESTUDO v.1.1 (for DeI 1.2.2g/h hotfix) + S/M/L economy/population/civilwar scripts + various stratmap movement range [3 march 18]
Hey Jake, I just read description of the mod and really liked it. Gonna try it soon. How different is your medium civil war chance from vanilla DEI?
March 03, 2018, 10:29 AM
Jake Armitage
Re: [SUBMOD] TESTUDO v.1.1 (for DeI 1.2.2g/h hotfix) + S/M/L economy/population/civilwar scripts + various stratmap movement range [3 march 18]
Happy to hear.
Well, I can't say for sure, I edited them yesterday and still trying.
I would say it should complessively decrease chances by 10/15 %.
You can remove politcs_trait_defs.lua into lua_scripts to have vanilla values.
TESTUDO is a much slower campaign, and i had many issues with civil war, that's the reason I slightly decreased chances.
Honestly I'm playing a rome campaign with the civilwar Small pack, so I can still feel a little danger but remain a republic with all 4 parties
March 05, 2018, 11:15 PM
ltsweeting
Re: [SUBMOD] TURTLE (for DeI 1.2.2a)
Hey
Description sounds really good. I do like the slower grind of a campaign. Makes it seem more realistic for me especially with the increased difficulty of managing your empire and armies. The Increased micro is good too. Few questions though:
1) The economy penalties don't apply to the AI. How does this play out in game? Not a fan of AI factions which have two cities yet are able to field a few 20 stacks and flood me whilst I can only maintain 1 due to the increased upkeep and everything else
2) I'm playing with 24TPY - I like seasons being longer so there's an actual element of not being able to campaign effectively in the winter as it should be realistically -, will that throw the balance off with all the changes you've made?
3) Why are there small, medium and large versions? Do you have to choose one based on how many regions you own? If so, does that mean once my territory increases in size to the next threshold of medium or large, I have to change the mods in my data folder?
Thanks!
March 06, 2018, 03:14 AM
Jake Armitage
Re: [SUBMOD] TESTUDO v.1.1 (for DeI 1.2.2g/h hotfix) + S/M/L economy/population/civilwar scripts + various stratmap movement range [3 march 18]
Hey there.
1) in some way it is like you say, AI (also 'cause it has the possibility to field 1 army more per imperium, like the player) should be more difficult to beat. In my testing rome campaigns I erase Epirus in 70/90 turns after 3/4 major battles but they were never in the condition to overcome me (beside taking bruttium which might happen in vanilla too).
2) regarding seasons, i've slightly changed only movement, PO, and growth bonuses/maluses, so there shouldn't be major issues but i would advice to play at least 12 tpy, 24 is really too much, anyway gamplay is a personal choice. Please report what happens in 24 tpy if you have time and will
3) Small = minor penalty / Medium = medium penalty / Large = larger penalty. You can choose the one you prefer, but the script is the same regarding the number of region owned. S/M/L define the quantity of penalties, not regions' number. Stay with medium (already included in TESTUDO) and see what happens, if it is too much tight then load the small pack before TESTUDO, or wait a dozen of turns to rebuild economy.
To you!
Just a minor thing: the civwar packs are actually set to trigger events for 5/13 (and mutltiple) turns, not 4 and 12, I'll have to change this
March 09, 2018, 08:23 PM
Vardano
Re: [SUBMOD] TESTUDO v.1.1 (for DeI 1.2.2g/h hotfix) + S/M/L economy/population/civilwar scripts + various stratmap movement range [3 march 18]
I want to give a go to this today. Is it compatible with latest patch?
March 10, 2018, 04:11 AM
Jake Armitage
Re: [SUBMOD] TESTUDO v.1.1 (for DeI 1.2.2g/h hotfix) + S/M/L economy/population/civilwar scripts + various stratmap movement range [3 march 18]
No, it's not.
The game runs with the submod but has issues.
Probably today (5-6 hours from now) I'll upload the new version
March 10, 2018, 11:01 AM
Jake Armitage
Re: [SUBMOD] TESTUDO v.1.2.alpha (for DeI 1.2.2i) + S/M/L economy/population/civilwar scripts + various stratmap movement range [3 march 18]
Here we are with 1.2.alpha.
Updated for patch 19 and DeI 122i (hope to haven't messed anything).
I've done only the TESTUDO core with economy/population/civilwar Medium packs inside, all the other files in the OP will mess up a little with patch 19 and they aren't updated to DeI 122i.
BUILDINGS:
- less PO and growth from medium/high values
ADMINISTRATION:
- decreased tax rate bonuses bonuses for gdp and growth bonuses
- slightly decreased replenishment
- + increased building conversion time (+25%)
- -1 unit recruitment point overall
Re: [SUBMOD] TESTUDO v.1.1.alpha (for DeI 1.2.2i - patch 19) + S/M/L economy/population/civilwar scripts + various stratmap movement range [10 march 18]
Looking good @Jake
I can't test it yet though since Patch 19 broke cheat engine and I really can't play without it.
Also all of my graphic mods are dead. :(
March 10, 2018, 11:31 AM
Jake Armitage
Re: [SUBMOD] TESTUDO v.1.1.alpha (for DeI 1.2.2i - patch 19) + S/M/L economy/population/civilwar scripts + various stratmap movement range [10 march 18]
"per aspera ad astra"
March 11, 2018, 12:40 PM
Vardano
Re: [SUBMOD] TESTUDO v.1.1.alpha (for DeI 1.2.2i - patch 19) + S/M/L economy/population/civilwar scripts + various stratmap movement range [10 march 18]
This mod is really really good. Congrats.
March 11, 2018, 12:50 PM
Jake Armitage
Re: [SUBMOD] TESTUDO v.1.1.alpha (for DeI 1.2.2i - patch 19) + S/M/L economy/population/civilwar scripts + various stratmap movement range [10 march 18]
Glad you're enjoying. I'm in a middle of a roman campaign, tryng to conquer Cisalpina and it's one of the most funniest campaign I've ever had.
All merits to DeI team anyway, mine is a simple adaption.
I've still some ideas in mind, besides balancing and doing TESTUDO core Small (half way to DeI) and Large (12 tpy) packs, we'll see.
Btw, which difficulty and faction are you playing? Which tpy and which movement pack?
Just for curiosity.
March 11, 2018, 03:21 PM
Vardano
Re: [SUBMOD] TESTUDO v.1.1.alpha (for DeI 1.2.2i - patch 19) + S/M/L economy/population/civilwar scripts + various stratmap movement range [10 march 18]
I don't like to play as Rome but this time I gave it try. Hard/Hard, 12 turns tpy and -10 movement range. -15 would be even better. I just hit Polybian reforms, I own all Latium, all Italia and Genua town. Every battle is crucial in this mod, culture conversion and population growth are spot on. Diplomacy is hard but very reasonable. I like to see me and AI struggle with money and not to spam stacks.
March 11, 2018, 03:46 PM
Dresden
Re: [SUBMOD] TESTUDO v.1.1.alpha (for DeI 1.2.2i - patch 19) + S/M/L economy/population/civilwar scripts + various stratmap movement range [10 march 18]
Great concept here :) Seems like this could be a very well polished submod for those who want this more hardcore type experience.
March 11, 2018, 10:56 PM
Vardano
Re: [SUBMOD] TESTUDO v.1.1.alpha (for DeI 1.2.2i - patch 19) + S/M/L economy/population/civilwar scripts + various stratmap movement range [10 march 18]
I edited my post. I wanted to say they I like when AI and Player are not spaming armies.
March 12, 2018, 05:55 AM
Jake Armitage
Re: [SUBMOD] TESTUDO v.1.1.alpha (for DeI 1.2.2i - patch 19) + S/M/L economy/population/civilwar scripts + various stratmap movement range [10 march 18]
Thanks guys for your positive reception, I do really appreciate. :)
@Dresden: yeah, that's the aim, slower, harder but not punitive, with some micromangement issues.
@Vardano: I think that the AI "not spamming issue" is due to the lowering of the pool recruitment. One less unit recruitable per region/province overall for player and AI. This has been inserted only in 1.1.alpha and till now has produced positive and balanced effects. For player the restriction is obviously due to economy.
I'll do a script for strat movement: the lesser regions you own, the lesser movement range you have. Probably -20 for 1 region to vanilla DeI +10 when you own 30 (or more, i'll think about). AI will follow the same restrictions you have. Not necessary, but better to have more option than less.
I'll write a to do list, with some other ideas I have, to discuss them with forum people, if someone is interested.
March 12, 2018, 10:24 AM
♔Greek Strategos♔
Re: [SUBMOD] TESTUDO v.1.1.alpha (for DeI 1.2.2i - patch 19) + S/M/L economy/population/civilwar scripts + various stratmap movement range [10 march 18]
Quote:
Originally Posted by Jake Armitage
Thanks guys for your positive reception, I do really appreciate. :)
I'll write a to do list, with some other ideas I have, to discuss them with forum people, if someone is interested.
Feel free buddy. :yes:
March 12, 2018, 06:58 PM
Jake Armitage
Re: [SUBMOD] TESTUDO v.1.1.alpha (for DeI 1.2.2i - patch 19) + S/M/L economy/population/civilwar scripts + various stratmap movement range [10 march 18]
Here is a (maybe) "to do" list.
It's (surely) quite long.
Anyway i put down things i had in mind, so they are clear to me too.
Probably I'll do some, others we'll see.
The aim is to have S/M/L packs for TESTUDO core and S/M/L packs for TESTUDO modules, so anyone might choose his preferences or play vanilla DeI with chosen modules only, without having a complete TESTUDO gameplay.
It is also probable that TESTUDO Medium core is too hard for high imperium level or some faction at start, so the Small modules packs will limit this kind of issue, since they would be compatible at any time.
Another aim is to give some micromanagement features, to add depth and to keep player busy since the game pace is slower.
For some things I might need help. :worship:
I would gently like to ask modders passing by to have a look.
If you have time, will and knowledge, please answer or consider the numbered questions.
I've already begun to understand or solve some of these questions, but any help could save me a lot of time.
Thanks.
TO DO LIST FOR TESTUDO CORE: (Questions inside)
Spoiler Alert, click show to read:
- balancing
- slightly increase turns for reforms
- change the liberation option for a region/faction so that you have to pay to liberate and have an ally.
- make the cultural tensio patch, for compatibility
- slightly decrease growth for both player and AI
- trigger a cost for obtaining the triumph traits
- S/M/L packs, where:
Small is halfway between DeI and Medium (4 tpy)
Medium is TESTUDO classic (4 tpy or a less slow 12 tpy campaign)
Large could be a real 12 tpy gameplay experience 1) increasing the number of turns needed to recruit high tier units would create any issue for the AI? I would do this (maybe) for 12 tpy gameplay.
TO DO LIST FOR TESTUDO MODULES: (Questions inside)
Spoiler Alert, click show to read:
ECONOMY:
- increase region number possibilities inside owned region script
- S/M/L packs 2) trade route sea cap. I would like to limit the number of possible sea trade routes depending on owned regions number via script.
I've tried to link the effect "rom_building_trade_route_sea_cap" found into db > campaign_difficulty_handicap_effects > campaign_difficulty_handicap_effects to my owned regions number script but it doesn't trigger. The script surely works, proper tabs has been modified for the effect bundle.
Anyone knows why? Does a land trade route effect exist?
BUILDING:
- increase cost for destroying slums
- (maybe) I'll do a complete new tier. I was thinking about a tier representing countryside villages and towns. The effects of this new building type won't be specific oriented but it will give slight bonuses to various effects. These new building tiers will be an option more for the player (when you don't know what to build) and will be set with low priority for AI, so they doesn't destabilize DeI balance.
- (maybe) I'll change some public forum (the yellow icons) medium/high tier to be faction specific. For example, in Rome, at some point you can upgrade the gladiator building directly to the new "Colosseum" building, a sort of city specific wonder. Main cities will have this option based on DeI public forum chains (the yellow icons). 3) TESTUDO buildings chains:
I've intention (maybe) to put a halfway tier between every building. To make an example this mean that when you'll upgrade a city from the first tier to the second, you'll first have to upgrade to tier, for example, one and a half (with values between the first and the second tier).
This would be perfect for a real 12 tpy submod, since you'll always be busy with buildings, and you'll have not to wait dozens of turns.
This would be easy to do, but it needs a lot of work and time.
This will double or so the buildings' number. Is there an hardcoded limit number for buildings or buildings tier? is the DeI team planning to overhaul or do serious changes to the building system?
- related S/M/L packs 4) Anyone willing to help and spare some of his time, when and how you want?
TECHNOLOGY:
5) would the same thing described in TESTUDO building be possible for technologies? creating another tech beetwen every two existing techs? Is it hardcoded?
- related S/M/L packs
POPULATION:
- less starting population in every region
- S/M/L packs
DIPLOMACY:
- S/M/L packs 6) Is it possible to delay turns for diplmacy effects? You know, the bonus you get for stipulating a trade agreement should lower with time. Is it possible to modify this value?
CIVIL WAR:
- S/M/L packs 7) Sometimes, while in diplomacy mission, characters obtain a lot of money (or better horse recruitment...) for succeeding it. Is this moddable? Somewhere in some script? 8) Regarding feast and administration missions, is there a % rate of succeeding (always succeeds for me)? Is this moddable? Somewhere in some script? And where to change the cost for performing mission?
POLICY:
9) I would like to do some recurrent events to add some micromanagement flavour.
What i have to do to create a new event? Or better a dilemma? It depends only on "cdr_events_dilemma..." and "historical_events.lua"? Or there is something else? Some tutorial somewhere, or any pack that do similar things? Is it possible to have more than four choices per dilemma?
- related S/M/L packs
STANCE:
10) Where are the army stances scripts? I would like to change effects depending on your army unit number. To micromange a little. 11) I can't remember, and probably it has been discussed several times, is it possible for the fortify stance to have the fort battle map removed? There is maybe an effect that call the fort battle map? I would like to script this depending on your army unit number.
- related S/M/L packs
MOVEMENT:
- Do a strat map movement script where your % of movement (and AI's consequently) will raise depending on number regions owned. So if you own 1 region everyone can move little, then the more regions you own, the more everyone can move. This could be a more balanced option, so when you are ruling an empire you'll need less turns to move armies between far borders.
- related S/M/L packs 12) I would like to mod the effect that allow land armies in water (ship transports) to move a lot when they return to land through a city. You know, when Epirus is able to attack Beneventum from water even if an army in Taras can not. I've tried to write a script bui it didn't trigger. Anyone knows something about this issue? Is there an effect (not "rom_force_campaign_mod_movement_range") that affects strat movement only on land? I've tried to change values for "naval_movement" effect, found in db > effect_bundles_to_effects_junction > _Seasons_effect_bundles_to_effects_junctions, but there is no change for any value I put.
Any help, comment or suggestion is appreciated. :)
:twc:
March 12, 2018, 07:53 PM
♔Greek Strategos♔
Re: [SUBMOD] TESTUDO v.1.1.alpha (for DeI 1.2.2i - patch 19) + S/M/L economy/population/civilwar scripts + various stratmap movement range [10 march 18]
@Jake I will take a look at them tomorrow. Gonna hit the bed now. ;)
March 18, 2018, 02:32 PM
Jake Armitage
Re: [SUBMOD] S/M/L TESTUDO v.1.2 (for DeI 1.2.2j - patch 19) + S/M/L economy/civic/culture/population/civilwar submods + various stratmap movement range [18 march 18]
TESTUDO v.1.2 for DeI 1.2.2j (patch 19) is out! News and descriptions in OP.
Re-uploaded TESTUDO v.1.1 (patch 18) because it had wrong values for all barbarian temples
Changelog:
Spoiler Alert, click show to read:
v1.2 [18 march 18]: - S/M/L packs for TESTUDO, Economy, Civic, Culture, Population, Civilwar
- divided the old Economy pack to be Economy and Civic
- added compatibility pack for Joysong/Dardo21 "Cultural Tensio"
- some balancing here and there
- changed the liberation option for a region/faction so that you get 0 money to liberate and have an ally.
- slightly decreased growth for both player and AI
- decreased resource production
- increased cost for destroying slums
- increased region number possibilities inside owned region scripts
- add political cost to Civic script
- remaded Civilwar packs
- Reuploaded TESTUDO v.1.1 for patch 18 because it had wrong values for all barbarian temples
Re: [SUBMOD] S/M/L TESTUDO v.1.2 (for DeI 1.2.2j - patch 19) + S/M/L economy/civic/culture/population/civilwar modules + various stratmap movement range [18 march 18]
Thanks for the update Jake. I haven't much time to play-test during the weekend (unexpected girlfriend visit).
Hopefully I'll have more time inside the week. ;)
March 19, 2018, 04:46 PM
Jake Armitage
Re: [SUBMOD] S/M/L TESTUDO v.1.2 (for DeI 1.2.2j - patch 19) + S/M/L economy/civic/culture/population/civilwar modules + various stratmap movement range [18 march 18]
Unexpected could mean troublesome with mediterranean girls, sometimes... ;)
Try a Large 12tpy hard difficulty with rome, I'm on it now and it's quite a challange.
March 19, 2018, 08:45 PM
♔Greek Strategos♔
Re: [SUBMOD] S/M/L TESTUDO v.1.2 (for DeI 1.2.2j - patch 19) + S/M/L economy/civic/culture/population/civilwar modules + various stratmap movement range [18 march 18]
Quote:
Originally Posted by Jake Armitage
Unexpected could mean troublesome with mediterranean girls, sometimes... ;)
Yeah...Tell me about it. :)
Quote:
Originally Posted by Jake Armitage
Try a Large 12tpy hard difficulty with rome, I'm on it now and it's quite a challange.
Is there any other setting actually ? ;):thumbsup2
March 20, 2018, 05:22 AM
Jake Armitage
Re: [SUBMOD] S/M/L TESTUDO v.1.2 (for DeI 1.2.2j - patch 19) + S/M/L economy/civic/culture/population/civilwar modules + various stratmap movement range [18 march 18]
Quote:
Is there any other setting actually ? ;):thumbsup2
Yes, delete your TWC account and do everything she tenderly order. :eek:
March 21, 2018, 04:41 AM
Maximka69
Re: [SUBMOD] S/M/L TESTUDO v.1.2 (for DeI 1.2.2j - patch 19) + S/M/L economy/civic/culture/population/civilwar modules + various stratmap movement range [18 march 18]
Guys, i am looking for possibility to only reduce movement range of navy, plz?
March 21, 2018, 04:55 AM
ltsweeting
Re: [SUBMOD] S/M/L TESTUDO v.1.2 (for DeI 1.2.2j - patch 19) + S/M/L economy/civic/culture/population/civilwar modules + various stratmap movement range [18 march 18]
Does this affect the Roman Unit Reforms in any way?
March 21, 2018, 06:24 AM
♔Greek Strategos♔
Re: [SUBMOD] S/M/L TESTUDO v.1.2 (for DeI 1.2.2j - patch 19) + S/M/L economy/civic/culture/population/civilwar modules + various stratmap movement range [18 march 18]
Quote:
Originally Posted by Jake Armitage
Yes, delete your TWC account and do everything she tenderly order. :eek:
:rofls:
Quote:
Originally Posted by Maximka69
Guys, i am looking for possibility to only reduce movement range of navy, plz?
I think there is a bug with slower navies in the reduced movement submods.
Quote:
Originally Posted by ltsweeting
Does this affect the Roman Unit Reforms in any way?
The Dates for sure.
March 21, 2018, 11:16 AM
Jake Armitage
Re: [SUBMOD] S/M/L TESTUDO v.1.2 (for DeI 1.2.2j - patch 19) + S/M/L economy/civic/culture/population/civilwar modules + various stratmap movement range [18 march 18]
@maximka69/gstrategos:
I don't think it's a bug, it has been always this way, land armies only (on land and at sea), not navies. The effect scope is always the same, "in_all_your_armies".
To affect navies too it should be "in_all_your_forces". Or make new lines with "in_all_your_navies" scope. You can change it with PFM.
Later I will upload navies' packs.
@itsweeting/gstrategos:
no reform date has been changed in TESTUDO, nor dates will change if you play with DeI 12 tpy submod.
I was thinking to make some modules about this, but, since it is slower, you'll have more issues to achieve the imperium level (conquering regions) than waiting for the dates.
Ai will get reforms before you, probably. More difficult so.
Maybe I'll do some midways packs for people playing 4 tpy.
By the way, talking about movement, I do have a problem with a script.
Spoiler Alert, click show to read:
local function TESTUDO_movement(context)
if context:faction():is_human() == true then
local region_count = context:faction():region_list():num_items()
local faction = context:faction():name()
if region_count == 1 then
scripting.game_interface:apply_effect_bundle("TESTUDO_move_1" ,faction, 2)
scripting.game_interface:remove_effect_bundle("TESTUDO_move_2" ,faction)
scripting.game_interface:remove_effect_bundle("TESTUDO_move_3" ,faction)
......
The effect bundles are set to reduce overall movement (player and AI) depending on how many regions you have.
The problem is that it is triggered only for the player faction (probably because of this: "scripting.game_interface:apply_effect_bundle("TESTUDO_move_1" ,faction, 2").
Is there any way to make a similar script that will affect everyone (player and AI)? Or is it possible only putting the faction names instead of faction (and removing "local faction = context:faction():name()")?
Maybe giveittoeveryoneyou.luabastard? :hmm:
PS. Every pack in the OP is fully compatible with DeI 1.2.2k, no need for an update.
March 21, 2018, 03:19 PM
Jake Armitage
Re: [SUBMOD] S/M/L TESTUDO v.1.2 (for DeI 1.2.2k - patch 19) + S/M/L economy/civic/culture/population/civilwar modules + various stratmap movement range armies/navies [18 march 18]
Uploaded packs for reduced naval movement in the OP, from -10 to -70 with a 10 pace.
Old packs are always the same (not re-uploaded) and they will affect armies only (on land and at sea).
I had to do the naval packs with the "rom_tech_military_navy_navy_action_points" effect due to problem with "in_all_your_navies" scope.
But it's not a problem.
Probably.
March 21, 2018, 04:23 PM
ltsweeting
Re: [SUBMOD] S/M/L TESTUDO v.1.2 (for DeI 1.2.2j - patch 19) + S/M/L economy/civic/culture/population/civilwar modules + various stratmap movement range [18 march 18]
Quote:
Originally Posted by Greek strategos
:rofls:
The Dates for sure.
Oh that's a relief. In my current campaign running 12 TPY I've reached Imperium III and am well past the 40 turns minimum for Polybian and obviously the reforms aren't available for me yet. I was worried a mod I was running had mucked around with the reforms script. What are the new date/ turns requirements with 12 TPY? I can't find them anywhere, only the default 4TPY.
Thanks Greek and Jake
March 21, 2018, 04:36 PM
Jake Armitage
Re: [SUBMOD] S/M/L TESTUDO v.1.2 (for DeI 1.2.2k - patch 19) + S/M/L economy/civic/culture/population/civilwar modules + various stratmap movement range armies/navies [18 march 18]
Probably 40x3 since 12tpy=3x4tpy :hacker:
Maybe the world.lua in the 12tpy pack defines it.
But I'm not sure since I've never modded reforms nor seen how they works, and it has been years since my last 12tpy campaign.
May I ask you to report what kind of campaign are you doing (S/M/L/) and how is it going?
Just for curiosity.
EDIT: i was wrong, 12 tpy DeI submod doesn't affect reforms. Thought it was set for.
Tomorrow I'll do some packs to increase turns.
March 21, 2018, 08:35 PM
Maximka69
Re: [SUBMOD] S/M/L TESTUDO v.1.2 (for DeI 1.2.2k - patch 19) + S/M/L economy/civic/culture/population/civilwar modules + various stratmap movement range armies/navies [18 march 18]
thx for navy very much! -50 is okay for me, but i have no idea what are you talking about "rom_tech_military_navy_navy_action_points" effect due to problem with "in_all_your_navies" scope.
March 22, 2018, 09:02 AM
Jake Armitage
Re: [SUBMOD] S/M/L TESTUDO v.1.2 (for DeI 1.2.2k - patch 19) + S/M/L economy/civic/culture/population/civilwar modules + various stratmap movement range armies/navies [18 march 18]
Quote:
Originally Posted by Maximka69
thx for navy very much! -50 is okay for me, but i have no idea what are you talking about "rom_tech_military_navy_navy_action_points" effect due to problem with "in_all_your_navies" scope.
don't consider that part,
I often talk to myself...
March 22, 2018, 03:51 PM
Jake Armitage
Re: [SUBMOD] S/M/L TESTUDO v.1.2 (for DeI 1.2.2k - patch 19) + S/M/L economy/civic/culture/population/civilwar/reforms modules + various stratmap movement range armies/navies [18 march 18]
Added Reforms Modules for increasing reforms' turns.
Download in the OP.
Re: [SUBMOD] S/M/L TESTUDO v.1.2 (for DeI 1.2.2k - patch 19) + S/M/L economy/civic/culture/population/civilwar modules + various stratmap movement range armies/navies [18 march 18]
Quote:
Originally Posted by Jake Armitage
don't consider that part,
I often talk to myself...
That's quite healthy btw. ;)
March 23, 2018, 04:24 AM
Jake Armitage
Re: [SUBMOD] S/M/L TESTUDO v.1.2 (for DeI 1.2.2k - patch 19) + S/M/L economy/civic/culture/population/civilwar/reforms modules + various stratmap movement range armies/navies [18 march 18]
With time you get used to appreciate everything, early morning barkings too. :salute:
March 23, 2018, 06:35 AM
♔Greek Strategos♔
Re: [SUBMOD] S/M/L TESTUDO v.1.2 (for DeI 1.2.2k - patch 19) + S/M/L economy/civic/culture/population/civilwar/reforms modules + various stratmap movement range armies/navies [18 march 18]
Quote:
Originally Posted by Jake Armitage
With time you get used to appreciate everything, early morning barkings too. :salute:
The small pleasures of life, indeed. :laughter:
March 24, 2018, 03:34 PM
Jake Armitage
Re: [SUBMOD] S/M/L TESTUDO v.1.2 (for DeI 1.2.2k - patch 19) + S/M/L economy/civic/culture/population/civilwar/reforms modules + various stratmap movement range armies/navies [18 march 18]
This patch is the first attempt to allow TESTUDO 12tpy players to live a more real 12tpy experience.
Tweaked various things to better adapt TESTUDO economy for a 12tpy campaign. Large Reforms Module already included.
Re: [SUBMOD] S/M/L TESTUDO v.1.2 (for DeI 1.2.2k - patch 19) + S/M/L economy/civic/culture/population/civilwar/reforms modules + various stratmap movement range armies/navies [18 march 18]
Quote:
Originally Posted by Jake Armitage
This patch is the first attempt to allow TESTUDO 12tpy players to live a more real 12tpy experience.
Tweaked various things to better adapt TESTUDO economy for a 12tpy campaign. Large Reforms Module already included.
If I'm using the Large Testudo pack do I have to load that patch on top of it as well? Does that patch bring in the large reforms as well? I ask because I like the default Large pack settings except for the reforms which I prefer around the small - medium threshold. Also as a side note, when I use the separate modules, they seem not to work but when I load an entire pack compilation it does work. Weird. I did try renaming the modules so they would load first but it made no difference. Not that it matters now as I've decided to just use the whole Large pack.
March 24, 2018, 08:40 PM
Jake Armitage
Re: [SUBMOD] S/M/L TESTUDO v.1.2 (for DeI 1.2.2k - patch 19) + S/M/L economy/civic/culture/population/civilwar/reforms modules + various stratmap movement range armies/navies [18 march 18]
Hi there
- yes, if you wish, load the 12tpy patch above TESTUDO Large. It will be a more real 12 tpy experience. (Harder and slower both for player and AI)
- yes, 12tpy patch brings Large Reforms inside. Just load the Small/Medium Reforms Module before the patch.
- the modules will overwrite proper tabs if properly ordered before a TESTUDO pack. It can't be any other way, 12 tpy patch has the same principle and, for me, it changed exactly what it was supposed to.
Sometimes, and with some modules, changes take place next turn, maybe you didn't check that?
Otherwise, the only cause could be that I uploaded wrong packs. I'll check this. Thanks.
March 25, 2018, 06:11 AM
♔Greek Strategos♔
Re: [SUBMOD] S/M/L TESTUDO v.1.2 (for DeI 1.2.2k - patch 19) + S/M/L economy/civic/culture/population/civilwar/reforms modules + various stratmap movement range armies/navies [18 march 18]
Quote:
Originally Posted by Jake Armitage
This patch is the first attempt to allow TESTUDO 12tpy players to live a more real 12tpy experience.
Tweaked various things to better adapt TESTUDO economy for a 12tpy campaign. Large Reforms Module already included.
Re: [SUBMOD] S/M/L TESTUDO v.1.2 (for DeI 1.2.2k - patch 19) + S/M/L economy/civic/culture/population/civilwar/reforms modules + various stratmap movement range armies/navies [18 march 18]
Quote:
Originally Posted by Greek strategos
Τhat's my kind of thing. :yes:
8 tpy would be the perfection imo. Pity it's bugged.
Anyway it has passed a couple of years since my last 12 tpy campaign and I have to say it is more immersive.
I would like to reduce general's maximum age to avoid too many turns with the same generation, but I think it's hardcoded.
March 25, 2018, 01:36 PM
♔Greek Strategos♔
Re: [SUBMOD] S/M/L TESTUDO v.1.2 (for DeI 1.2.2k - patch 19) + S/M/L economy/civic/culture/population/civilwar/reforms modules + various stratmap movement range armies/navies [18 march 18]
Quote:
Originally Posted by Jake Armitage
8 tpy would be the perfection imo. Pity it's bugged.
Anyway it has passed a couple of years since my last 12 tpy campaign and I have to say it is more immersive.
I would like to reduce general's maximum age to avoid too many turns with the same generation, but I think it's hardcoded.
Υeap 12tpy is the best we could have. Not sure about the max age. I'll have to check it.
March 25, 2018, 01:55 PM
Jake Armitage
Re: [SUBMOD] S/M/L TESTUDO v.1.2 (for DeI 1.2.2k - patch 19) + S/M/L economy/civic/culture/population/civilwar/reforms modules + various stratmap movement range armies/navies [18 march 18]
Who knows, maybe it is buried somewhere... :hmm:
March 26, 2018, 03:02 AM
♔Greek Strategos♔
Re: [SUBMOD] S/M/L TESTUDO v.1.2 (for DeI 1.2.2k - patch 19) + S/M/L economy/civic/culture/population/civilwar/reforms modules + various stratmap movement range armies/navies [18 march 18]
Quote:
Originally Posted by Jake Armitage
Who knows, maybe it is buried somewhere... :hmm:
I'll ask @Dresden no worries. ;)
March 27, 2018, 08:40 AM
pawelrut
Re: [SUBMOD] S/M/L TESTUDO v.1.2 (for DeI 1.2.2k - patch 19) + S/M/L economy/civic/culture/population/civilwar/reforms modules + various stratmap movement range armies/navies [18 march 18]
Quote:
Originally Posted by Jake Armitage
Who knows, maybe it is buried somewhere...
Haven’t find any entries where you can mod the age myself, but Dresden is a moding god so maybe …
This is a great mod Jake. Lots of good ideas. I especially like the addition of modules.
I did something similar for myself but it involves deactivating and activating mods while the campaign progress along, so scripting the penalties depending on number regions owned was a smart way to make a mod for the masses.
How does this affect the end turn times? DeI is already script heavy, I have a high-end commuter and DeI is on a SSD, but the mid to end game turn take some time.
I like to take my time and often 12TPY so for me a camping last for 1500-2000 turns, comparing to when I just play regular DeI and usually end the camping in 200-300 turn.
I notice that you have some questions, so I will try to answer what I can:
Quote:
Originally Posted by Jake Armitage
1) increasing the number of turns needed to recruit high tier units would create any issue for the AI? I would do this (maybe) for 12 tpy gameplay.
Increasing the number of turns don’t work for the AI in my experience. AI tend not to recruit those units. It’s a shame coz I liked what FlashHeart07 was doing here: http://www.twcenter.net/forums/showt...0#post14877690
Quote:
Originally Posted by Jake Armitage
3) TESTUDO buildings chains:
is the DeI team planning to overhaul or do serious changes to the building system?
From what I have read on forums, the DeI dev have a lot of ideas for the building system, but according to the devs it’s a project that will take a year or more to do. And after the new attention from the CA for Rome 2, it’s probably a bit risky, you never know what CA will do.
I like the idea to double the buildings number. No idea if it’s hardcoded, buts is easy to try and find out.
Quote:
Originally Posted by Jake Armitage
9) I would like to do some recurrent events to add some micromanagement flavour.
What i have to do to create a new event? Or better a dilemma?
cdir_configs_tables CDIR_CVN_EVENT_GENERATOR_BASE_CHANCE - is chance for any event
CDIR_CVN_EVENT_GENERATOR_INCIDENT_BASE_CHANCE - is chance only for inicident
CDIR_CVN_EVENT_GENERATOR_MISSION_BASE_CHANCE - is chance only for missions
According to this - chance for dilemma = base chance - (incident chance+mission chance)
So, to have various events - dilemmas/incidents/missions you have to keep some proportions beetwen these values - for example: base chance = 0.9; incident chance = 0.3; mission chance= 0.2 (then chance for dilemma is 0.4).
11) I can't remember, and probably it has been discussed several times, is it possible for the fortify stance to have the fort battle map removed? There is maybe an effect that call the fort battle map? I would like to script this depending on your army unit number.
- related S/M/L packs
Hardcoded. We stuck with the fort battle map. It’s a shame, coz they are some great fort maps for Attila. You can edit effect but you will still have the fort battle map.
March 27, 2018, 09:13 AM
Jake Armitage
Re: [SUBMOD] S/M/L TESTUDO v.1.2 (for DeI 1.2.2k - patch 19) + S/M/L economy/civic/culture/population/civilwar/reforms modules + various stratmap movement range armies/navies [18 march 18]
Hey, thanks man! :thumbsup2
0) I'm at turn 250 and don't have issues with my normal job computer (I have to play with normal graphic impostation, for not having any lua crashes during battles).
Surely it affects turn speed but not so much I think, since they should be no more than 3-5% of actual scripts.
Scripts are for player only, but probably cpu check them anyway during AI.
Only economy and civic modules are scripted btw.
1) well, that's not a problem, I decided not to do that, better to have one less unit to recruit than more turns to do that.
3) I imagined the team had some ideas, we'll see. Doubling buildings is to give flavour in 12tpy, not a substantial improve.
9) Thanks, I've been lazy lately and didn't begun to look around still, but I'll surely do these policies events.
10) I know about effects bundles, what I was actually searching was something else. Thought there was a script somewhere to trigger the stances, but didn't find any.
Did DeI team change the possibility of going into stances basing on units' number? That's I'm searching for.
11) Ok, I can live without it
Many thanks pawelrut! :yes:
March 27, 2018, 09:59 AM
pawelrut
Re: [SUBMOD] S/M/L TESTUDO v.1.2 (for DeI 1.2.2k - patch 19) + S/M/L economy/civic/culture/population/civilwar/reforms modules + various stratmap movement range armies/navies [18 march 18]
Quote:
Originally Posted by Jake Armitage
Hey, thanks man! :thumbsup2
10) I know about effects bundles, what I was actually searching was something else. Thought there was a script somewhere to trigger the stances, but didn't find any.
Did DeI team change the possibility of going into stances basing on units' number? That's I'm searching for.
Take a look in: lua_scripts army_caps.lua
Spoiler Alert, click show to read:
Log("Character Selected");
if sel_char:has_garrison_residence() then
-- Forced March removal
local army_stance_group = scripting.m_root:Find("land_stance_button_stack");
if army_stance_group then
local forced_army_stance = UIComponent(army_stance_group):Find("button_forced_march");
UIComponent(forced_army_stance):SetDisabled(true);
-- UIComponent(forced_army_stance):SetVisible(false);
end
elseif sel_char:military_force():unit_list():num_items() < 3 then
-- Forced March removal
local army_stance_group = scripting.m_root:Find("land_stance_button_stack");
if army_stance_group then
local forced_army_stance = UIComponent(army_stance_group):Find("button_forced_march");
UIComponent(forced_army_stance):SetDisabled(true);
UIComponent(forced_army_stance):SetVisible(false);
end
elseif sel_char:military_force():unit_list():num_items() >= 3 then
-- Forced March add
local army_stance_group = scripting.m_root:Find("land_stance_button_stack");
if army_stance_group then
local forced_army_stance = UIComponent(army_stance_group):Find("button_forced_march");
UIComponent(forced_army_stance):SetDisabled(false);
UIComponent(forced_army_stance):SetVisible(true);
end
end
That's the script you looking for
March 27, 2018, 10:11 AM
Jake Armitage
Re: [SUBMOD] S/M/L TESTUDO v.1.2 (for DeI 1.2.2k - patch 19) + S/M/L economy/civic/culture/population/civilwar/reforms modules + various stratmap movement range armies/navies [18 march 18]
YEAH! Surely it is!
I missed it!
I thought to begin exporting scripts into np++ to search words, but you saved me a lot of time!
I'll give some rep here and there to rep you again one of these days! :thumbsup2
March 31, 2018, 06:15 AM
Vardano
Re: [SUBMOD] S/M/L TESTUDO v.1.2 (for DeI 1.2.2k - patch 19) + S/M/L economy/civic/culture/population/civilwar/reforms modules + various stratmap movement range armies/navies [18 march 18]
Last time I played this mod was on March 17 I believe, DEI was not updated to K version. Is your latest update compatible to previous version of your mod? I was pretty far in my campaign.
March 31, 2018, 06:28 AM
♔Greek Strategos♔
Re: [SUBMOD] S/M/L TESTUDO v.1.2 (for DeI 1.2.2k - patch 19) + S/M/L economy/civic/culture/population/civilwar/reforms modules + various stratmap movement range armies/navies [18 march 18]
Quote:
Originally Posted by Vardano
Last time I played this mod was on March 17 I believe, DEI was not updated to K version. Is your latest update compatible to previous version of your mod? I was pretty far in my campaign.
Can't see why not buddy.
March 31, 2018, 08:48 AM
Jake Armitage
Re: [SUBMOD] S/M/L TESTUDO v.1.2 (for DeI 1.2.2k - patch 19) + S/M/L economy/civic/culture/population/civilwar/reforms modules + various stratmap movement range armies/navies [18 march 18]
yes we can
March 31, 2018, 11:56 AM
♔Greek Strategos♔
Re: [SUBMOD] S/M/L TESTUDO v.1.2 (for DeI 1.2.2k - patch 19) + S/M/L economy/civic/culture/population/civilwar/reforms modules + various stratmap movement range armies/navies [18 march 18]
Quote:
Originally Posted by Jake Armitage
yes we can
Is the previous version incompatible then ? :hmm:
March 31, 2018, 01:54 PM
Jake Armitage
Re: [SUBMOD] S/M/L TESTUDO v.1.2 (for DeI 1.2.2k - patch 19) + S/M/L economy/civic/culture/population/civilwar/reforms modules + various stratmap movement range armies/navies [18 march 18]
The only conflicting tabs between Testudo, Modules and DeI are, sometimes (it depends), some scripts, nothing else.
Everything else will be overwrited or not considered (so, no conflicts, just changes).
It will always work with any recent DeI version (DeI overhaul and probably CA patch excluded).
Basically it could work with anything that does not alter the "scripting.lua" of Grand Campaign.
Read OP Compatibility section for deeper infos.
April 01, 2018, 07:58 AM
♔Greek Strategos♔
Re: [SUBMOD] S/M/L TESTUDO v.1.2 (for DeI 1.2.2k - patch 19) + S/M/L economy/civic/culture/population/civilwar/reforms modules + various stratmap movement range armies/navies [18 march 18]
I know. I was confused by the ''yes we can'' comment. :tongue:
April 01, 2018, 11:08 AM
Vardano
Re: [SUBMOD] S/M/L TESTUDO v.1.2 (for DeI 1.2.2k - patch 19) + S/M/L economy/civic/culture/population/civilwar/reforms modules + various stratmap movement range armies/navies [18 march 18]
I was playing this mod with M difficulty and standard DEI's 12 TPY. It is already a good challenge, I ask this because you have released 12 TPY patch for Testudo but I don't think any further increase of challenge is needed for my campaign. In this case, I should not download it, right?
Why 8 TPY is bugged?
April 01, 2018, 12:26 PM
Jake Armitage
Re: [SUBMOD] S/M/L TESTUDO v.1.2 (for DeI 1.2.2k - patch 19) + S/M/L economy/civic/culture/population/civilwar/reforms modules + various stratmap movement range armies/navies [18 march 18]
@gs: sorry, i'm telegraphic sometimes :borg:
Probably you intended it as a negation to your "Can't see why not buddy" comment.
Mine was just a stars'n'stripes cit.
I should have quoted Vardano's.
@Vardano: yes, 12 tpy patch will increase the challenge and you shouldn't use it if you're satisfied.
8tpy: not sure about. I remember I've read somewhere it is bugged for season rotation.
And since there isn't a download, twc or steam, well, I would say it is bugged without further investigations.
NOTE:
Everything should be compatible with DeI 1.2.2L.
I'm working on some new features, and I'll update everything when I'll finish.
April 01, 2018, 01:49 PM
♔Greek Strategos♔
Re: [SUBMOD] S/M/L TESTUDO v.1.2 (for DeI 1.2.2k - patch 19) + S/M/L economy/civic/culture/population/civilwar/reforms modules + various stratmap movement range armies/navies [18 march 18]
Quote:
Originally Posted by Jake Armitage
@gs: sorry, i'm telegraphic sometimes http://www.twcenter.net/forums/image...icons/borg.gif
Probably you intended it as a negation to your "Can't see why not buddy" comment.
Mine was just a stars'n'stripes cit.
I should have quoted Vardano's.
Oh no worries buddy. ;)
Also yes 8tpy is bugged due to rotation issues and AFAIK no one is using it.
April 07, 2018, 05:30 AM
pawelrut
Re: [SUBMOD] S/M/L TESTUDO v.1.2 (for DeI 1.2.2k - patch 19) + S/M/L economy/civic/culture/population/civilwar/reforms modules + various stratmap movement range armies/navies [18 march 18]
so you may want to wait before you start working on your building idea.
April 07, 2018, 06:10 PM
Jake Armitage
Re: [SUBMOD] S/M/L TESTUDO v.1.2 (for DeI 1.2.2k - patch 19) + S/M/L economy/civic/culture/population/civilwar/reforms modules + various stratmap movement range armies/navies [18 march 18]
That guy is amazing! This could be a real overhaul for sure. :cheer2:
Thanks for the link pawelrut. :thumbsup2
Btw I'm not working on that building project, this is what I'm doing now:
- script to cap treasury and receieve a major malus when you have too much money in your treasury. It is based on the vastity of your lands, and it will limit high tier buildings when you're still a provincial power. (player only)
- scripts that overhaul stances. Sadly my idea isn't possible with those DeI army_caps scripts, since they ativate/deactivate UI icon based on number units, and do not trigger effects. So I've tried something that maybe might have worked, taking inspirations from DeI supply_system scripts, but I'm not sure if they can be adapted. Anyhow i managed to do a good version of a stance overhaul for TESTUDO (I hope) taking another road, and now i'm balancing it. (player only)
- RPG units. I've planned this little cake in my mind, I've begun to check factibility and probably it is doable as I've planned. I won't spoiler now, but this could be a good addiction mostly to micromange slower campaigns and have closer confidence with your generals. (player only)
- Army type traits. Maybe I'll remove the triumph trait and make some traits (they automatically change when a certain condition is met) so you can decide this_general army stances (defensive army, offensive army, skirmisher army, siege army...) and have bonuses or maluses to various units' stats. I do always fight battles with 2/3/4 armies together, I found it cool to have more battling spots, and not a front line against a front line and just search flanking. Having different armies stances might add some flavour. (player only)
My brain is the one on the right btw. :dedhrse:
April 10, 2018, 01:21 PM
♔Greek Strategos♔
Re: [SUBMOD] S/M/L TESTUDO v.1.2 (for DeI 1.2.2k - patch 19) + S/M/L economy/civic/culture/population/civilwar/reforms modules + various stratmap movement range armies/navies [18 march 18]
Ι would suggest working on a specific-single idea at a time though. I was burned millions of times by working on many different things simultaneously. :yes:
April 10, 2018, 02:16 PM
Jake Armitage
Re: [SUBMOD] S/M/L TESTUDO v.1.2 (for DeI 1.2.2k - patch 19) + S/M/L economy/civic/culture/population/civilwar/reforms modules + various stratmap movement range armies/navies [18 march 18]
Sure, I'm working on single ones, but meanwhile I do plan possible future modules to calibrate better the one I'm doing. ;)
I'm an architect, I know how to plan things and how they will act... well, then what happens in terms of pure reality is another issue, you know.
Relativty issues, Einstein's one, one century has passed and they should teach it at school before Homer, imo. :yesmaster
April 11, 2018, 04:41 PM
♔Greek Strategos♔
Re: [SUBMOD] S/M/L TESTUDO v.1.2 (for DeI 1.2.2k - patch 19) + S/M/L economy/civic/culture/population/civilwar/reforms modules + various stratmap movement range armies/navies [18 march 18]
Quote:
Originally Posted by Jake Armitage
Sure, I'm working on single ones, but meanwhile I do plan possible future modules to calibrate better the one I'm doing. ;)
I'm an architect, I know how to plan things and how they will act... well, then what happens in terms of pure reality is another issue, you know.
Relativty issues, Einstein's one, one century has passed and they should teach it at school before Homer, imo. :yesmaster
I'm sure. Mental breakdowns are in my field though. That's why I'm trying to prevent them. :tongue:
April 11, 2018, 05:34 PM
Jake Armitage
Re: [SUBMOD] S/M/L TESTUDO v.1.2 (for DeI 1.2.2k - patch 19) + S/M/L economy/civic/culture/population/civilwar/reforms modules + various stratmap movement range armies/navies [18 march 18]
Quote:
Originally Posted by Greek strategos
I'm sure. Mental breakdowns are in my field though. That's why I'm trying to prevent them. :tongue:
Effectively I've noticed that the more efforts I put onto these modding things, the less remain for other things...:whistling
But surely I missed this kind of compositive fun.
Well, anyway, PFM just crashed so goodbye "fun". :crying:
April 12, 2018, 10:37 AM
♔Greek Strategos♔
Re: [SUBMOD] S/M/L TESTUDO v.1.2 (for DeI 1.2.2k - patch 19) + S/M/L economy/civic/culture/population/civilwar/reforms modules + various stratmap movement range armies/navies [18 march 18]
Quote:
Originally Posted by Jake Armitage
Well, anyway, PFM just crashed so goodbye "fun". :crying:
I always make sure to save regularly when editing with PFM. I had almost zero issues lately though.
April 16, 2018, 11:40 AM
Satansblofish
Re: [SUBMOD] S/M/L TESTUDO v.1.2 (for DeI 1.2.2k - patch 19) + S/M/L economy/civic/culture/population/civilwar/reforms modules + various stratmap movement range armies/navies [18 march 18]
Is this compatible with alternative economy? I read the OP and specifically the section on compatibility and I'm still just not quite sure.
April 16, 2018, 11:49 AM
Jake Armitage
Re: [SUBMOD] S/M/L TESTUDO v.1.2 (for DeI 1.2.2k - patch 19) + S/M/L economy/civic/culture/population/civilwar/reforms modules + various stratmap movement range armies/navies [18 march 18]
Quote:
Originally Posted by Satansblofish
Is this compatible with alternative economy? I read the OP and specifically the section on compatibility and I'm still just not quite sure.
No, it's NOT and WON'T ever be compatible. Actually, even if they are both hardcored, they have opposite ways for doing it.
Single Modules are compatible, but I don't suggest to use economy/civic alongside KAM's pack. Culture/population/civilwar/reforms are compatible if you want to change something specific.
Didn't update OP yet, since I'm encountering "coming from deep space" problems for version 1.3. :shothead:
April 28, 2018, 10:44 PM
ScipioTheGreat
Re: [SUBMOD] S/M/L TESTUDO v.1.2 (for DeI 1.2.2k - patch 19) + S/M/L economy/civic/culture/population/civilwar/reforms modules + various stratmap movement range armies/navies [18 march 18]
Jake,
I must say that I've found your work to be incredibly useful in the 3 current campagins I'm running. Thanks so much for your work, and especially for creating the individual modules!
I was wondering if you have any module that could just increase building time, since your civic and economy mods are now incompatible with KAM's alternative Econ? :innocent:
April 29, 2018, 08:11 AM
Jake Armitage
Re: [SUBMOD] S/M/L TESTUDO v.1.2 (for DeI 1.2.2k - patch 19) + S/M/L economy/civic/culture/population/civilwar/reforms modules + various stratmap movement range armies/navies [18 march 18]
Glad to hear! :)
Civic and Economy modules are compatible with anything, if you use them both remember to download their patch too (found under compatibility into OP). They can be used with Kam's AE, although they are not designed for it, they should get along.
You want to increase building time for kam's AE? This could be done modifying directly AE tabs, this is the only way. If you seek that, just tell me if you want a Small/Medium/Large/Huge increase and I'll do it for you, just some minutes job.
Btw what core/modules did you use for your campaigns?
April 30, 2018, 05:35 AM
ScipioTheGreat
Re: [SUBMOD] S/M/L TESTUDO v.1.2 (for DeI 1.2.2k - patch 19) + S/M/L economy/civic/culture/population/civilwar/reforms modules + various stratmap movement range armies/navies [18 march 18]
Quote:
Originally Posted by Jake Armitage
Glad to hear! :)
Civic and Economy modules are compatible with anything, if you use them both remember to download their patch too (found under compatibility into OP). They can be used with Kam's AE, although they are not designed for it, they should get along.
You want to increase building time for kam's AE? This could be done modifying directly AE tabs, this is the only way. If you seek that, just tell me if you want a Small/Medium/Large/Huge increase and I'll do it for you, just some minutes job.
Btw what core/modules did you use for your campaigns?
I’ve used the population, movement, culture, and reforms so far. For some reason your mods always seem to cause the least conflicts and work flawlessly. And with that being the case, I’m going to test out your civic and Econ builds in the next few days with some different mod line ups and let you know the results!
In regards to the building increase, unfortunately I’ve had issues with any external mod programs that would allow me to make basic edits, or even manage the loading order (thankfully found a way around this) since I run the game from an SSD.... or else I would happily be making my own changes and not pestering content creators like yourself.
However, if you could do something similar to the style of the other modules, with their different values (...,-5, +5, ...), that would be much appreciated! I find the ability to access the file and choose a different edit whenever desired one of the best parts of your modules. Allows me to tweak my campaigns perfectly and add unique twists that can’t be implemented as easy and reliably as others.