You only need to open the first pack. All 3 are connected.
Type: Posts; User: StrikeQ; Keyword(s):
You only need to open the first pack. All 3 are connected.
Using latest patch 3, downloaded just before my previous post which was after your update post. Ended up just commenting out all the mad sections myself.
Was using zowrath's version but still seemed to get quite a bit of crazy generals. Decided to try yours but game crashes on start up with both mod and movie versions.
I'd have to say to tone down the AI agent spam, starting to get annoying having 6-10 agents (per faction) surrounding my cities. Specially since they aren't very effective/doing anything really...
What did you change in the main_units table? As that also creates a conflict for me.
I've replied to a few of these with 1.5, 2, and 3x multipliers for Patch 2. Haven't updated for patch 3, it's simple but with the bugs of going over the default sizes makes it not worth it.
http://www.twcenter.net/forums/showthread.php?621325-God-Save-Carthage
Or from the same author, a Campaign Overhaul that re does the economy....
Pike is the only formation that sticks that I've seen. Every other formation else breaks on attack command. Pike formation is also the only formation you CAN NOT activate while in combat.
If...
Here is a MIRROR
You can always put them back in the formation while they are engaged. All formations are is a stat bonus. The visual aspect doesn't matter. So hitting the formation while engaged will still give the...
Had a battle of ~2000vs8000 was about 28 minutes. ~5 Praetorians, ~8 Legionairies, 5 Javelins, 2 Equites vs a bunch of Hoplite/Sword Mercs, Elephants and Javelins from Carthage. Ended up winning...
It seems to only happen when the siege is a naval blockade. Land army siege has attrition. First time I've seen it is this campaign. Always had attrition in my previous ones.
For some reason attrition doesn't seem to be working during sieges. Syracuse has been besieged since around Turn 1 (On turn 40 or something now) by Carthage and neither attacker nor defender have...
If you don't create a new mod and set it's directory I believe it defaults to extracting to your rome2/data folder.
http://www.twcenter.net/forums/showthread.php?622614-How-to-create-and-use-a-mod-pack-in-5-easy-steps-using-PFM-3-0
Simple tutorial another member wrote about creating mods. It applies in this...
Change the value under campaign_cap in the main_units table to 0 or whatever limit you want.
Try using the debug camera (via preference.script.txt) and looking under ground. Not sure if it's the same in the historical battle but during campaign trying to take Carthago the reinforcing fleet...
Step 1: Open the mod you want to edit that includes the research times in PackFileManager
Step 2: Highlight all values in the "research_points_required" column of the technologies table
Step 3:...
Here's a mirror for those having issues with TWC and Sendspace
Complete Pack
Remember to use only 1.
One issue with increasing unit size and upping ship capacity to match to avoid dual ships would be units being stuck underground in coastal battles. Those issues is why I've stopped using higher unit...
Usually best to archive it (7zip, winzip, winrar etc) and then you can attach it to a post, or upload it to a file sharing site and post a link.
Not sure on #1 as I haven't messed with Civil War stuff at all yet. As for #2
EditSF -> Open Save Game -> COMPRESSED_DATA -> CAMPAIGN_ENV -> CAMPAIGN_MODEL -> WORLD -> FACTION_ARRAY - FACTION...
With Fire at Will on, and not in melee mode, they will not use ranged attacks if an enemy comes in range. At least not in the few battles I've played in my new Roman campaign.
So I installed this mod via Vialabo's ISK recommendation to start my first Roman Campaign. I see that Hastatii have Fire at Will but all it seems to do is make them into a javelin type ranged unit,...
Did you change anything with Military Traditions? Armies show at 0/0 experience starting out. Win one battle and they become Rank 3 with 10/120 yet no military tradition can be picked.
Edit: Seems...
I'll try that than, been avoiding beta patch 3 since I've heard way more bad than good.
Edit: With beta patch 3 the game doesn't freeze, it crashes on start up.
Game doesn't load with your Mod, just gets stuck on the loading screen for me.
I agree with this, about to start my first Roman campaign and would like to use your re-skins, however I'm also trying out the natural dye mod so chose the 4 downloads with no recolor. But am unsure...
Edit the startpos.esf instead of the save game. Same method.
The error says it can't load the common.dll because it was created in a newer run time then you have installed. I would update your java and/or .NET - unsure which one it uses.
You set unit size to ultra in the game settings, which tells the game to use 100% of the unit size. Then you set the unit size of hoplites to 320 men.
Use Ultra Unit size
Reduced Unit Size
Drop in your data directory, biggest unit will be 10 men, going down to 1 for some. Not sure how it'll play out specially given moral and other such since...
You can just edit the actual size for units in the main_units table. You set a flat value of men for ultra setting, the lower settings are a percentage of that.
That just fixes one bug, but still there are more. You're talking about max_men_per_ship and num_mounts. That gets rid of the dual transports, but then you'll have half the units spawning underground...
The in game settings are just a % of the unit size. Ultra = 100% Large = 75% etc
You can up the actual counts via modding, can probably go pretty big, I know one mod has up to 480 men per unit....
Depends on your load order in ModManager/user.script.txt since both mods edit the spartans. You can make them work together. I use this pack for spartans (minus the royals which I get elsewhere) and...
Don't have any other mods that modify either of those tables? And you changed num_mounts not num_animals right? And there is still a mount listed under the mount column.
Have Unit Size set to ultra in the options?
Fastest way is to open those mods up in PFM and see which tables they edit and if any 2 edit the same table there will be a conflict. The more agressive AI and radious will probably have a conflict...
For income there is a "faction_gpd_other" variable in db->campaign_variables_tables->campaign_variables that I assume controls your flat 2500 income since that is what it's set too. Use the PFM to...