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  1. Re: Could someone make me a submod to remove fortification stance?

    Jake is the man :)
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    Sticky: Re: [Support] 1.2 Bug Reports

    There are supply caps in regions so it could be you are at max there and the negatives are not enough to outweigh the positives (although it would be odd).

    Replenishment requires all unit types to...
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    Sticky: Re: [Support] 1.2 Bug Reports

    Appreciate it, some of the DLC campaigns have some inconsistencies, especially with startpos units.
  4. Re: Next patch request -cheap levy missile units too powerful on autoresolve.

    We are testing out some changes currently with a different table (campaign variables) that seem promising. They limit the ammo use/skirmish time in autoresolve.
  5. Thread: Pergamon skin

    by Dresden
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    Re: Pergamon skin

    That is the first time I have ever heard someone say we don't have enough units :laughter:
  6. Thread: Pergamon skin

    by Dresden
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    Re: Pergamon skin

    Just play the mod :P
  7. Re: Next patch request -cheap levy missile units too powerful on autoresolve.

    We are indeed testing different ideas. We already added a huge -35% modifier last patch and it didn't seem to be enough. For some reason the base game really values missile units in autoresolve.
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    Sticky: Re: [Support] 1.2 Bug Reports

    Probably just havent looked at CiG Massalia in a very long time, I will check them out.
  9. Thread: WOS Campaign

    by Dresden
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    Re: WOS Campaign

    Hellenika is indeed great!
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    Sticky: Re: [Support] 1.2 Bug Reports

    Thanks!
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    Sticky: Re: [Support] 1.2 Bug Reports

    To upload saves you can zip them and attach them here or upload them elsewhere and link them.

    Reforms shouldn't have any impact on the population as far as I know so that is indeed odd.
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    Re: Normal vs Hard Campaign diffficulty

    Indeed, as Jake said there are a few hardcoded things from the base game like AI aggressiveness and being a lot more willing to declare war.

    DeI does have its own custom bonuses for difficulty...
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    Re: saka-rauka reforms - bugged?

    Actually just changed this in the most recent patch. They used to be from only tier 4 and some weird buildings. They should be now in tier 3 stables and the infantry from major cities.
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    Sticky: Re: [Support] 1.2 Bug Reports

    Thanks will check it out

    The only way I know of the UI not showing up properly would be if one of the DeI packs is not loaded, if they are loaded in the wrong order, if another mod is loaded, or...
  15. Re: DEI soldier hold shields up ever if there is no enemy nearby ?

    Do you have disciplined formation or another formation turned on?
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    Re: Campaign map seems freezed.

    Another thing that sometimes works is setting the AI movement watch option to something different (from Limited to off/full or what not). Then set it back after a turn or two. For some reason there...
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    Re: Auxiliary units.

    I will check it out, thanks.
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    Re: Download Corrupt

    Get 7zip, I just tested them and they work fine for me.
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    Sticky: Re: [Support] 1.2 Bug Reports

    It sounds like the script got bugged somehow, very odd. Hopefully your fix works!
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    Sticky: Re: [Feedback] Questions, Critiques and Requests for 1.2

    Since we moved Carthage's reforms to Greek global reforms, they are no longer active in HaTG. That is something we maybe need to take a look at.
  21. Re: Why are garrison units so often crap in most implementations?

    Well, first of all there are a lot of factions other than Rome (unfortunately! :P ). The general idea of garrison units are citizenry that are left to defend various city states or towns. Also,...
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    Sticky: Re: [Support] 1.2 Bug Reports

    Yes that is correct. And the vanilla scripts are found in a couple spots, depending on what you need. campaigns/main_rome/scripting.lua is the file that loads the scripts for the main campaign (each...
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    Sticky: Re: [Support] 1.2 Bug Reports

    It sounds like the script may have gotten bugged somehow, have you loaded any other mods or submods?
  24. Re: Different Unit Cards Depending on DEI Load Order?

    2/3 don't really matter, but I recommed 1,2,3 as the load order just to be safe.
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    Sticky: Re: [Feedback] Questions, Critiques and Requests for 1.2

    1. The AI has separate "fame levels" it has to hit but the same imperium effects. That is assigned in the fame levels table. The reason that is setup is so that we can restrict smaller AI factions to...
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    Sticky: Re: [Support] 1.2 Bug Reports

    Are you sure you dont have another mod in your data folder or otherwise affecting something? Also make sure part 1 loads first.
  27. Re: Different Unit Cards Depending on DEI Load Order?

    Part 1 has the most updated content, often it will overwrite content in part 2/3 because its easier and faster to upload/download and steam has put new restrictions on mod sizes for Rome 2 mods for...
  28. Re: DEI + Hardcore Submod + Very Hard (Campaign)

    Nice ideas/feedback, thanks for posting :)
  29. Re: Are enemy garrisons supposed to instantly regenerate?

    Yes probably they would, its unfortunately a game bug. I hate it :)
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    Sticky: Re: [Feedback] Questions, Critiques and Requests for 1.2

    To expand on that, reforms (scripted unit restrictions) bug out garrisons pretty bad. They don't seem to check those restrictions and end up having weird variable size garrisons with multiple reform...
  31. Re: With the sale on what DLC's do you recommend? / Anyone still playing the Alexander campaign?

    Just a note about Alexander - the version is broken up into satrapies but yes it can be very challenging and was purposefully designed that way.
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    Re: Question about Saka Rauka

    Both are % increases I believe, like normal campaign effects.
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    Sticky: Re: [Feedback] Questions, Critiques and Requests for 1.2

    I think this has been put on the back burner for now, we may have more in a future update.
    This is a vanilla bug unfortunately after the agent update they did. It doesn't work very often.


    I...
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    Sticky: Re: [Support] 1.2 Bug Reports

    Yes Greek units can be recruited in Syracuse. If you look at the Aux guide, Romans pull in AOR units from neighboring regions in pre-Marian aux barracks.
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    Re: "Arrange Marriage"

    Its not the submod I don't think, its just the normal effect on the ancillary that gives 10 diplomatic relations, if that is what you are referring to.
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    Re: "Arrange Marriage"

    I believe the faction's leader has to be unmarried?
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    Re: "Arrange Marriage"

    I think the loyalty bonus also comes from the ancillary effects table, specifically

    r2_sp_anc_all_wife_dynastic

    r2_sp_anc_all_husband_dynastic

    and the effect is rom character diplomatic...
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    Sticky: Re: [Support] 1.2 Bug Reports

    Thats odd, I dont even see the salt icon there, maybe its missing from that ui.
  39. Sticky: Re: [Submod] Historical Family System (Rome & Carthage)

    Yes it should be
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    Sticky: Re: [Official Submods] Collection of Official Submods

    Haven't tested it but this should mostly do the trick http://www.mediafire.com/file/xdbffcgfwt59580/%2540%2540%2540reformsnoimperium.pack/file

    It gives reforms Imperium 1/2/3 requirements. So, if...
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