you surely have some mod that is bugging scripts
if you don't have population it's likely you don't have supply (and other mechanics) either
clean/check your data folder + steam workshp folders,...
Type: Posts; User: Jake Armitage; Keyword(s):
you surely have some mod that is bugging scripts
if you don't have population it's likely you don't have supply (and other mechanics) either
clean/check your data folder + steam workshp folders,...
that's dummy stuff, should be for showing correct texts only, while real game values are inside "lua_scripts/politics_trait_defs.lua"
under "polit_trait_common_imperium_level"
join dei discord if...
you can use the "3c_tech_agent_cap_mod" effect
can't remember if there are effects for specific agents, try to snoop around, if you need that
you can build a custom...
try with a manual verification
libary > right click on game icon > properties > installed files > verify
I don't really think it's possible, maybe the only way would be patching the dll in some ways
there is no mod for more building slots for r2
it actually isn't that complicated but requires an external exe for patching the dll + do UI files edits
maybe you didn't download latest driver for your graphic card since the desktop is new?
it surely is something on yr end, I suppose
seems correct.
load it above dei packs not below
what's above overwrites, what's below get overwrited
won't work. you'd need to set up the external callbacks properly in the campaign script sheet
thanks for the suggestions :thumbsup2
wonderful historical scenario btw :thumbsup2
mmhh... I really doubt that, you would need to build a custom dll patcher
ah, might be some po is wrongly set to appear there
I wouldn't mind tbh
po final calculations are hardcoded
it's a classic about how weighted diplomacy ends being a yes/no after all calculations
you can set a very low break military alliance value or partially control it via lua
check magnar's tutorials, check startpos ones
https://www.youtube.com/watch?v=KfW7kYN8u-k&list=PLmtG8Z54VtqjC_HovpY948lmmOuxRd66q
could be anything in the various passage
it just is a po malus weighted by religion ratios
it's hardcoded, you can make it run as it is or set with % modifiers
build some experience on H/N before going to VH
DeI vanilla is already made so to be a "hardcore mod" by default, mostly about early and middle campaign
remember to keep battle difficulties at...
if you're inserting a new faction leader you need to edit the existing one otherwise won't work
which means or deleting it, or adjusting various stuff so that your new one is read properly
Updated the script so to use cqi instead of forename
will always work and kill the correct guy now
pfm and rpfm is basically the same stuff and you can do what you need with both (if you have updated pfm schemata)
rpfm is just better about anything, quicker, more stable, with search functions...
rpfm works for every warscape game
if you're searching for a merc unit with the Italici Milites Mercennarii loc name then the unit is this one
["MERC_Ita_Mercenary_Swordsmen"] = { 2, 200, 200...
new video from Kam about this subject
Deep dive into what melee attack, melee defence and hit chance actually do in Rome 2 and how to read such unit stats properly. Hope this clears some stuff up!...
download rpfm, it's a tool that permits you to mod the game
Releases: https://github.com/Frodo45127/rpfm/releases
Tutorial: https://tw-modding.com/index.php/Tutorial:RPFM_For_Dummies
1) first you need to understand what is the unit_key of that specific merc units, for doing that it usually is useful to search it through loc (text) stuff
2) once you found the key, you go to:...
no, no one knows exactly how they work, neither CA guys
modders build their stuff through empiric tests and other people reasoning
here is a recent CA guy post from a technical modding discord...
you should have a guy names trollios but you have empedokles instead?
are you deleting the old leader from akit?
no, terry tool isn't available for rome 2, probably is the only warscape game that hasn't it by default (not sure about emp/nap and sg2 though)
attila has terry both for battle and campaign maps ie,...
besides gameplay tastes,
these 2 games have 2 different engines, they might be similar but the way they work in the CA codes is really different
in my opinion and experience with both engines,...
talking about akit stuff
I add characters directly into start_position
and then set up a couple of things into start_pos_characters (party, progenitor and such, party leader must have the...
true
plot will surely lack decent relations between characters, facts, development ecc ecc
mostly if they'll do 5 seasons
but there really are few tv series that keep overall high quality...
it would be better to test while a spawned party is effectively in the game, could be it replaces 2/3/4 but I'm prone to assume it doesn't
you've done a really useful thing and I thank you for...
ps. just a reminder
keep in mind that DeI has 7/8 parties for faction, you may want to consider the ones that spawn after a civil war, eventually. they are brand new ones
local...
thank you man, I'll check it for sure :thumbsup2
can you upload the pack you're using for tracking down those values?
I don't remember much about that thing but it should be lua + db
lua is inside rotr campaign scripting. lua
gyrosmeister mod added pol actions to wos, check his mod...
you need to talk with frodo in da modding den, basically no one knows about that kind of stuff in TWC
you can track down effects through db cdir event system only, you can't via lua and you can't via UI 'cause most of the times effects aren't individually listed but... they are a UI list handled via...
I decently liked it and I know a lot about tolkien, both intellectually and sentimentally
fact is that I respect other people work, mostly when requires leading hundreds of people, tons of...
you can spawn incidents with +/- power payload through lua
will affect ruling party power only
I don't really think there is any other way about power stuff (except the effect that works the same...