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  1. Replies
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    Re: When we gonna see new patch?

    don't really think they actually lack ideas.
    it simply is out from their company business plan which should be more or less controlled by sega btw
  2. Re: Mod to make units move in super slow motion?

    have fun :thumbsup2
  3. Re: Change Occupation Options for Specific Factions.

    the online lua checker still says you miss an end somewhere if you remove that line 33 one
    try removing all the called libraries (will create lot of useless report from the checker)
    tried the same...
  4. Re: Mod to make units move in super slow motion?

    you mean changing unit stats, kam will surely know
    maybe something like unit_ground_type_movement_modifiers_tables
  5. Re: Cross-game semi-roleplay campaign - using Divide et Impera battles and the campaign on Imperator Rome

    that's really nice, if you're interested into crossover give it a check here, guys built a steam tabletop version + DeI
    discord
    https://discord.gg/s4K68Dg8RS
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    [Tutorial] Re: Rome 2 Scripting tutorial reloaded

    well done :thumbsup2
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    Re: No Population Growth

    uh, well, just hope it doesn't repeat no more
  8. Re: Does the AI cheat at both "very hard" and "legendary" level of difficulty?

    sad but true :(
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    [Tutorial] Re: Rome 2 Scripting tutorial reloaded

    the variable
    "local attacker = context:pending_battle():attacker():faction()"
    is ok when you define the "is_human()" condition
    bot not when you use it for registering the name, here
    "and attacker...
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    Re: MIB's Temple Expansion Mod

    well done MIB :thumbsup2
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    [Tutorial] Re: Rome 2 Scripting tutorial reloaded

    for saying it quickly, you'll have to link the region name to attacker/defender character

    conceptually:

    -- this is the variable we'll need to register the region name
    local...
  12. Re: Change Occupation Options for Specific Factions.

    you surely have a "flying useless end" at line 33 which is bugging everything
  13. Re: Mod to make units move in super slow motion?

    not sure if there is some db stuff for that (I doubt it honestly) but should be hardcoded in the dll
    don't really think you can do anyting without messing with the dll itself
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    Re: No Population Growth

    can you upload your save? and make a list of used mods, pls?
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    Sticky: Re: [Support] 1.2 Bug Reports

    it's possible you still have some conflicting mod loaded but that crap steam manager
    use mitch's manager so to force steam one to keep order and checks

    word file with instructions...
  16. Re: [SUBMOD: a Slower Paced DeI Campaign] TESTUDO v.1.7 + Custom Packs [upd: aug.09/20]

    no, there is no plan at all for IA.
    I still am not sure when I'll update it for current dei (well.. for next dei update that should come out soon)
    I'm mostly working on RoR666 lately and probably...
  17. Re: Change Occupation Options for Specific Factions.

    you're welcome and well done :thumbsup2
  18. Re: Change Occupation Options for Specific Factions.

    mmmhhh... no I don't think there is any script with a similar structure you could mimic.
    honestly, I would abandon that idea if I were you.
    no, don't think aor libraries could be useful for that.
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    Re: More building slots

    I honestly don't hear from daruwind since a lot, both twc and discord.
    I hope he'll return back sooner or later.

    In any case... I have/know what'ss needed for more building slots.
    I'm slowly...
  20. Re: Change Occupation Options for Specific Factions.

    mmhh.... don't think this will be good for campaign randomness, you'll have factions eventually develop always in the same ways, would be better to put a cap and let them free inside that cap, imo....
  21. Sticky: Re: [Feedback] Questions, Critiques and Requests for 1.2

    technically it's possible but would just unbalance things, mostly for the player who'll start getting lot of money
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    [Tool] Re: UI converter

    awesome :thumbsup2
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    Re: Political Parties Rename [Rome]

    dei first pack > text > db > __Political_Parties_DeI.loc
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    Re: How to reduce Influence?

    ... boom
  25. Re: Change Occupation Options for Specific Factions.

    give it a check with a lua compiler
    you have lua syntax errors
    surely inside Fogg_Occupation.lua
    not sure about the second

    https://rextester.com/l/lua_online_compiler
  26. Poll: Re: Rome Remastered Graphics Competition - voting thread

    :thumbsup2
  27. Re: Change Occupation Options for Specific Factions.

    it's lua, not sql

    concept is correct but...
    - don't really think you can track down main culture, subculture only, best way is to directly build faction libraries (like testudo ie)
    - it's...
  28. Re: [Submod] Reformo Numidam - New Numidian Unification Reforms, Numidian civil war - Version 1.0 + (Alt economy, Agent redesign compatible versions)

    well done man :thumbsup2
  29. Sticky: Re: [Official Submod] Divide et Impera Hardcore and Softcore Submods

    you could build a cheating pack where you force the trades you want but the AI will probably brake the pact in few turn
    hardcore pack is... hardcore regarding diplo
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    [WIP] Re: RafSwi7's maps

    congrats man :thumbsup2
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    Re: RoM devlog (2021)

    https://i.imgur.com/d78mJAP.png


    UPDATE CONCERNING THE CAMPAIGN MAP


    https://www.youtube.com/watch?v=QlffIINsWC0
  32. Re: [SUBMOD] Agent Visual Redesign [BETA]

    great stuff :thumbsup2
  33. Re: CA/SEGA uses material without its creator consent!

    here's a new video about campaign map
    https://www.youtube.com/watch?v=QlffIINsWC0
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    Re: Visarion: Total War

    if you are using reshade... they are automatically saved in the game exe folder
    otherwise... I don't think they are saved, just kept in the memory, you'll have to paste them inside gimp or something...
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    Re: When we gonna see new patch?

    no
  36. Re: CA/SEGA uses material without its creator consent!

    Jox (and a couple of other guys) are doing a map tool
    AI pathfinding is ok too
    https://www.youtube.com/watch?v=ob_Ch5HTVw4&t=95s
  37. Re: How to change the unit cap limit in a army

    I think it's done via script?
    not 100% sure
  38. Sticky: Re: [Feedback] Questions, Critiques and Requests for 1.2

    yes it's removable via script and you can make the removal dependable on conditions
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    Re: Ultimate 12 Turns Per Year

    - remove all the packs from your data and steam mod folder
    - download mitch's manager (here you have a word file with instructions)...
  40. Re: Changing diplomacy between 2 factions

    I honestly never used that function myself... but I know it works, and should give you the type of vassalage where... you can't mess much with the client faction.
    Dunno much about how this stuff...
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