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  1. Re: culture occupation decision table question

    Think i found everything i need.
    Thanks for your help
  2. Re: culture occupation decision table question

    Yes it has been a long time...
    But Rome 2 always find's his way back to my computer.
    Now i just want to create a little personalities mod for my own.

    Thanks for your answer.
    I have already done...
  3. Re: culture occupation decision table question

    Ah, great.
    Thank you :)
  4. culture occupation decision table question

    Hi,
    in the table culture_occupation_decision are the different possibilities for each culture.
    rome_roman, rome_barbarian, rome_eastern and rome_helenic

    But i can't find the table where the...
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    Re: Pack File Manager Red text

    Did not know that blue tables are empty. Then everything works fine.
    Thanks for reply
  6. Replies
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    159,746

    [Tool] Re: Rusted PackFile Manager (RPFM) 0.8.0 Released! Now with full Attila's support, mass-importing TSV files and performance improvements all over the place!

    Yes, it's for attila.
    I did not know these table was empty. So everything cleared
    Thanks for reply
  7. Replies
    292
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    159,746

    [Tool] Re: Rusted PackFile Manager (RPFM) 0.8.0 Released! Now with full Attila's support, mass-importing TSV files and performance improvements all over the place!

    https://imgur.com/a/eIZ8KuI

    units_tables can't be opend.
    Message shows no update available.
    Am i doing something wrong?
  8. Replies
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    Re: Pack File Manager Red text

    Just doesn't work for me.
    Done everything you said: downloaded the newest PFM 5.0 and unpacked the newest schemas 112 in the PFM main folder and override the old ones.
    Unit_tables still don't open...
  9. Remove loose spacing and skirmish abilities

    Anyone knows the table entries to remove loose spacing and skirmish mode abilities?
    Couldn't find them

    Thanks
  10. Re: [SUBMOD] Reduced movement range for land units - DeI 1.2 Beta - 12.01.2017

    Thats exactly the reason why i added a percent reduction at the moment.
    I know the problems this gives with some weather effects, especialy in winter.

    When Dei leaves the beta, i plan to upadte...
  11. Re: [SUBMOD] Reduced movement range for land units - DeI 1.2 Beta - 12.01.2017

    Updated for DeI 1.2 Beta
  12. Re: [SUBMOD] Reduced movement range for land units - DeI 1.1 - 29.10.2015

    Updated for DeI 1.1
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    Re: [Sub-Mod] No Forts

    someone have a download link?
  14. Re: [SUBMOD] Reduced movement range for land units - 26.01.2015

    @ le_fred: Yes, it's full compatible. I also use the naval overhaul submod
    It doesn't matter which one you load first, because this two submods change completely different tables.
    Just load them...
  15. Re: [SUBMOD] Reduced movement range for land units - 26.01.2015

    @SacremPyrobolum: in my mod is: db - campaign_difficulty_handicap_effects_tables - campaign_difficulty_movement
    there are 10 tables called: rom_force_campaign_mod_movement_range
    change the number...
  16. Re: [SUBMOD] Reduced movement range for land units - 26.01.2015

    uups, i linked to the wrong file.
    sorry, try again now
  17. Re: [SUBMOD] Reduced movement range for land units - 26.01.2015

    @ Ivan_Moscavich: Try this: @_movementrange_doubletime_artillery.zip
    Haven't tested it. So let me know if it works
  18. Re: submod request:Remove penalties for buildings.

    I made a little submod for myself recently
    It removes all public order penalties
    Download
  19. Re: [SUBMOD] Reduced movement range for land units - 26.01.2015

    Thank you :smile:

    As i said before:
    I was also suprised what huge effect for the campaign map this small changes brings with it.
  20. Re: [SUBMOD] Reduced movement range for land units - 26.01.2015

    Update:
    -lowered the season effects in winter. Much better movement in winter now
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    Re: Edit units of rebellion armies

    Ok, i found out that only some untis not working. i.e. Gre_Mob, Egy_Mob...
    They just don't spawn in rebel armies

    Maybe something in the units tables need to be changed?
    Or someone else?

    Would...
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    Edit units of rebellion armies

    Want to change the units that appear in rebellion armies.

    I edited the "faction_rebellion_units_junctions_tables / faction_rebellion_units_junctions" table
    but it has no effect ingame

    Are...
  23. Re: [SUBMOD] Reduced movement range for land units - 14.01.2015

    Only naval units (ships + transports)
  24. Re: [SUBMOD] Reduced movement range for land units - 14.01.2015

    Update:
    Uploaded a version with reenabled >double time< to help transport ship ranges

    To movement in winter:
    In some regions you get stuck with your armies
    In warm regions you could move normal
  25. Variant Editor: Can't save uniform colours

    Hi,
    im trying to edit some uniforms from different mods, but when i did my changes
    in Variant editor and save the definition comes the message:
    "This variant definition does not have a uniform...
  26. Re: How to add again the double time button?

    Works
    Thank you :-)
  27. How to add again the double time button?

    Hi,
    i wan't to add various entries in the "effect_bundles_to_effects_junctions_tables" and make a third stance for naval units.
    Can anyone tell me how to add again the double time button

    Thanks
  28. Re: [SUBMOD] Reduced movement range for land units - 03.01.2015

    DeI drastically reduces movement in winter.
    With this mod on, movement goes down to nearly 0 in some cold regions.
    In egypt e.g. you can move well in winter.

    I uploaded a new version, should be...
  29. Re: [SUBMOD] Reduced movement range for land units - 01.01.2015

    Yes, its fixed
  30. Re: [SUBMOD] Reduced movement range for land units - 01.01.2015

    The 1.02 update for DeI reduces movement as well.
    -20% range is like -40% before the update
  31. Re: [SUBMOD] Reduced movement range for land units (for DEI 1.0)

    Thanks for the hint Dresden :thumbsup2

    I changed the files
  32. Re: [SUBMOD] Reduced movement range for land units (for DEI 1.0)

    Updated for 1.0

    should all work correct now
  33. Re: [SUBMOD] Reduced movement range for land units (for DEI 0.96)

    @ MattyCakes: 20% version uploaded. Consider that this version may not so effective for the empire expansions like the 40% version
  34. Re: [SUBMOD] Reduced movement range for land units (for DEI 0.96)

    @ Imperial_Patriot : I've not tested it with a saved game. Just try it out, when the movement range is reduced, it works :)
    But i reccomend you to start a new...
  35. Re: [SUBMOD] Reduced movement range for land units (for DEI 0.96)

    Updated for DEI 0.96
  36. Replies
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    Re: R2:TW GEM - Graphic Enhancement Mod (Version 6.1)

    Me too. I have this glowing effect since the Emperor Edition update. Must be added by CA, cause i never had it before (with or without GEM)
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    Re: AI Agression

    I would not reccomend the major factions mod. Cause with this mod it is impossible for a small faction to recapture a lost settlement. Which lets major faction grow to fast
  38. [SUBMOD] Reduced movement range for land units - DeI 1.2 Beta - 12.01.2017

    This mod reduces the movement range for land units on campaign map

    Effects
    -you're forced to move your armies more tactical
    -No more storm attacks from the ai and player.
    -No settlement to...
  39. Re: [Official Submod] Limited Recruitment - BETA

    I think you forgot to add the +1 recruitment slot in home provinces to pontus. They start with 2 regions hand have 2 slots! should be 3

    Thanks for making this submod, i love the idea of this system
  40. Re: [REL] Historically plausible development minimod, compatible with .8 BUT SEE NOTE re: mod manager

    Try this mod: http://www.twcenter.net/forums/showthread.php?661038-SUBMOD-Conquest-Public-Order-Nightmare

    its really heavy, but stops the ai extremly
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