Do you have a save game with the problem?
Type: Posts; User: Litharion; Keyword(s):
Do you have a save game with the problem?
This is an amazing effort, I can not imagine how many hours you have put into figuring this out. :worship:
released another patch today:
- fixed minority culture region population not displaying in Empire Divided
- disbanded units are now directly added to the population during your turn
- fixed a...
down below are all trait influencing the faction leader bonus/negative.
faction_leader_traits_very_bad = {
"r2_sp_trait_all_mad",
"r2_sp_trait_rome_mad",
...
indeed this is bug when playing on unit sizes below ultra. I don't know if this is fixable with the way cancelling and disbanding currently works.
AI faction don't receive the negative public order and get bonuses to it depending on the difficulty. However the AI bonuses will be more dynamic and reduced especially for smaller factions with the...
:doofywave The supply system will get some much needed updates and improvements.
Yeah the consumption can trigger an unintended snowball effect, this is something I will work on.
Any idea how strong the vassals are?
I don't like the revolt to be completely unavoidable as every campaign will play out the same then.
no, it can happen if certain requirements are fulfilled, randomly.
local randomNumber = SeleucidRandomNumber();
local chance = (MaxRebels*3) + (strength*5);
...
Yes positive food is required.
indeed we have a fix for it ready soon.
We are currently still adjusting banditry and already added a reduction to the patrol region stance in the latest version. As the system is fairly new we are not sure how much we can influence it...
Updated for Patch 18 and DeI 1.2, sorry for the delay :doofywave
You need patch 18 now for the mod to work.
I hope that reforms in MP will work now without any desync issues. The responsible code lines were completely rewritten. Only thing I can not fix is the message display for Player 2. Only Player 1...
That was fast ;)
In terms of scripting, we can get sanitation and squalor with Lua and we can affect armies and regions with plagues as well.
No idea if we drastically change the system, I don't think we will.
The mission will only trigger successfully if the requirments in the cdir_events_mission_option_junctions_tables are met.
The naval recruitment part should be updated soon, I changed it to the closest port region for replenishment and recruitment. The capital will only be used if the player lost all port regions.
You can create the ID entries in pfm, but make sure they are not in use already.
example script:
cm:add_game_created_callback(
function() setup_script() end)
function setup_script()
You need to add the required entries to the db tables listed below
missions_tables
cdir_events_mission_issuer_junctions_tables
cdir_events_mission_option_junctions_tables...
No there is not and I have no idea if anybody is working on it :P
you can use programs like this to debug the syntax of your lua code. Especially when relatively new to scripting it will save you a lot of unnecessary frustrations.
not as far as I know
This is the printout of all game functions and tables after the Politics Beta patch.
New and useful is for example province_name as part of the region script interface...
...
force_change_cai_faction_personality(faction:name(), "cai_personalities_table_key");
Thing is the possibilities to effectively influence the AIs diplomatic actions via script are very limited in Rome 2.
Interesting might be to change the CAI personalities for example make them...
wh_dlc07_peasant_economy.lua
PEASANTS_EFFECT_PREFIX = "wh_dlc07_bundle_peasant_penalty_";
PEASANTS_PER_REGION = 3; -- change this value the effect should match
PEASANTS_BASE_AMOUNT = 6; --...
Rome 2
<table table_name='main_units_tables'
table_version='13' >
<field name='unknown0' type='optstring_ascii' />
<field name='campaign_cap' type='int' />
<field...
It highly depends on the way the faction is implemented, hopefully we are able to create a tutorial in the future, but doing those is time consuming.
The structure of the scripts has changed a bit but you can still use the Callback like this:
function Add_Empire_Politics_Listeners()
LogPolitics("#### Adding Empire Politics Listeners...
The Legendary Lords mod should be compatible.
Our take on Krell. He will be available as Legendary Lord for The Lichemaster faction. Further more he will bring additional mechanics to the game.
http://i.imgur.com/DhcHFCd.jpg
An Old...
Sorry for the lack of news, but I was incredibly busy lately. We are still working on the mod.
Regarding the Outposts for all: There is a mod doing it and it should work fine with EW. We can not...
The Host of the Lichemaster will include a unique tech tree, buildings and campaign mechanics.
some preview pics can be seen here -> http://imgur.com/a/zViqU
hehe, actually there is another reason for the delay as we recieved full permission to use this "little" beauty within Endless War. We need to redo the startpos and get everything integrated.
I...
Actually the idea to introduce small shrines T1 and T2 is a good one.
There are no plans to further divide Bretonnia. The Mootland requires a new set of units/buildings etc. the dwarf model without a beard might work, but they probably lack the animation required to to...