Hello! I haven't played this mod since 2017 and just came back to check on what's going on here. I just wanted to thank you for all your work. It warms my heart to see this mod still alive after so...
Type: Posts; User: Poppis; Keyword(s):
Hello! I haven't played this mod since 2017 and just came back to check on what's going on here. I just wanted to thank you for all your work. It warms my heart to see this mod still alive after so...
Thanks, will probably add this in at some point.
descr_rebel_factions.txt in data folder.
It's the "chance" under each rebel type.
I have no plans on updating this guide at the moment as I already have two other guides that need looking after and even that feels too much considering how often I get distracted from EB2 stuff by...
A proper trait/ancillary guide would be pretty nifty. Especially since it seems like 2.3 added quite a lot in this regard.
1. Playing Romani, I got a FM who has neither plebeian nor patrician traits. Looking at the trait file, it seems like the triggers for plebeian/patrician look for the fathers trait, but in this case...
The thing is that the only difference between the different "eligible for quaestorship" traits is the percentage chance to get elected. Many of the other roman offices also have different chances of...
Well you don't wanna accidentally get it and be stuck for 4 turns, since it might disrupt your other plans for that character.
Huh, I never thought they were meant for helping you micromanage...
1. Could you remove the multiple "eligible for quaestorship" traits as they don't seem to be necessary and it's annoying to get like a dozen notifications when 2 family members get it.
2. There...
Oh wow, yeah the distance to capital section is completely wrong. I tested it in some previous patch and simply forgot to double check it before posting the guide, haha. Seems like the max distance...
A while ago, somebody made paintable maps for EB2(sorry I can't remember who it was).
One with rivers:
https://i.imgur.com/M68VEVf.png
And one without:
https://i.imgur.com/BuyOEPG.png
Well there is no difference, except that provinces with grain get a small bonus from farms. This is done in the EDB file.
I don't have the vanilla game files but I would assume it's done using the base farming level in descr_regions.txt. In EB2 this is set to 1 for all provinces but I would guess that in the base game...
So you're talking about trade increasing pop growth. This would be managed by the SPF_TRADE factor in descr_settlement_mechanics.xml. In EB2 this is disabled(set to 0.0) and so trade won't affect pop...
I don't see a problem. Food import is health and so is managed by the SPF_HEALTH and SOF_HEALTH in descr_settlement_mechanics.xml. SPF is set to 1.0 so one pip is 0.5% PG. SOF is set to 0.5 so one...
Oh I think I misunderstood you. There is no hardcoded relationship with the grain resource. It's just added as a requirement in the building files.
It is set in the descr_settlement_mechanics.xml file.
More complicated, yeah... Everybody(since RTW times) keeps saying how health is important and helps you fight plague and squalor(famine)...
No, the presence of grain has no effect on pop growth. Grain does have an effect on farming level, in that you get higher farming level bonus from farms if you have grain in the province. And farming...
Thanks for all the feedback and good words.
I will have to take a look at that.
Like I said in the intro, I have completely skipped castles(camps) in the guide for now for the simple...
Intro
Back when I first started playing EB1 I found a guide for RTW called City Management Guide for Rome: Total War by MarekBrutus. I really loved this guide as it was the first one that went...
Updated to 2.3. Doesn't seem like much has changed really.
My body is ready! The torrent seems to be downloading nicely.
Edit: Somebody post this on r/totalwar so we can get some fresh meat in here.
Thank god, haha! I was always annoyed when veteran family members still had the "green" trait simply because they hadn't been the commander.
Oh wow, this sound interesting. Should be useful in the future.
That's a seriously impressive changelog!
You wouldn't still happen to have a save file would you? I would love to take a look.
I don't think this is a thing. At least I can't see anything like this in the descr_faction_standing.txt.
This looks great!
EDB is "export_descr_buildings.txt" under the data folder.
descr_regions.txt can be found under data/world/maps/base.
The "occupy" option causes 30% temporary unrest. The other options don't seem to affect it.
About the industry buildings, I think he's actually right. Industry buildings use the "income_bonus bonus X" which is the same as all building upkeeps which just have a negative number there. The...
The save files should be in MTW2/mods/ebii/saves folder. If you still have a save file from turn 313 that would be nice but any save will do.
Not a screenshot, but a save game file, so I could load up your game and take a look at your situation. Would be interesting to see as I have never gotten that far in a campaign.:)
Are you playing the latest version? If so, I would love to take a look at a save game if you have one at hand.
Sounds pretty cool.
Yea temples don't do anything to culture. It's colonies you need. Also having a governor helps.
Ooh, can't wait. :)
It only applies to capital cities.
Ok, thanks. I don't know if there's any way to tell.
Well that was way faster than I thought it would be. And you even had some infected agents there to spread the joy. Thanks! By the way, do you remember what the campaign difficulty is on that game?
I know this is a long shot but does anybody happen to have a 2.2g save game where at least one of your cities has plague? Would love to take a look.