Search:

Type: Posts; User: Jake Armitage; Keyword(s):

Page 1 of 13 1 2 3 4

Search: Search took 0.16 seconds.

  1. Replies
    4
    Views
    379

    Re: About Empire Divided Overhaul

    There is no plan for it as for now, and no one is currently working on it
    Maybe one day :)
  2. Sticky: Poll: Re: Picture of the Year 2021 - VOTING THREAD!

    nice pics :thumbsup2
  3. Re: [SUBMOD: a Slower Paced DeI Campaign] TESTUDO v.1.7 + Custom Packs [upd: aug.09/20]

    https://divideetimperamod.com/new-revised-grand-campaign-beta-submod/
  4. Re: [SUBMOD: a Slower Paced DeI Campaign] TESTUDO v.1.7 + Custom Packs [upd: aug.09/20]

    Yes and no, meaning that it's compatible but some features haven't been updated
    As soon as the GC revised project will be merged into vanilla DeI... Testudo will start having some serious issues and...
  5. Replies
    3
    Views
    303

    Re: Dune mod for Attila?

    for doing a custom campaign map you'll have to wait for the release of the campaign map tool
    sooner or later it will happen
    don't expect it will be easy stuff to do though, doing a strat map from...
  6. Re: Hints and tips for social engineering

    testudo is becoming more and more not compatible, and will be 100% outdated as soon as the GC revised will be officially implemented

    if you're sure your realism version has a good compatibility...
  7. Re: Hints and tips for social engineering

    DeI realism is no more compatible since a lot of time
    don't use it, will bug too many things
  8. Re: Lingering vision from swapping regions

    that's pretty much weird
    could be related to campaign shrouds in the campaign scripting.lua but it seems you already set it... properly
    wouldn't really know
  9. Replies
    6,197
    Views
    717,126

    Sticky: Re: [Support] 1.2 Bug Reports

    you have too many mods for... taking the time to do a trial :laughter: - mostly for that 41 units + custom banner, I really don't wanna mess with that stuff and without... well it will crash the game...
  10. Replies
    41
    Views
    11,141

    Re: [Submod] Historical Objectives for Rome

    nice :thumbsup2
  11. Re: Upgrading PC What hardware would make - END TURN - Faster ?

    probably
  12. Re: Upgrading PC What hardware would make - END TURN - Faster ?

    also, keeping your pc clean is always a good thing
  13. Re: Make settlement sacking same profitable as looting

    db > campaign_variables
    check the various occupation_decision variables and change the values
  14. Replies
    168
    Views
    97,745

    Re: Caesars Legions v1.1 (9/3/2014)

    sorry, 100% NO
  15. Replies
    7
    Views
    464

    Re: Advisor box/text cut off

    could be the text is too long, goes beyond a cap and the UI code goes wild
    for what I remember DeI didn't change the advisor UI code, it's just inserting stuff via lua and locs
    I doubt it's an...
  16. Replies
    6,197
    Views
    717,126

    Sticky: Re: [Support] 1.2 Bug Reports

    99% unsolvable vanilla bugs
    try reloading, maybe sooner or later some hardcoded code won't do a mess
  17. Replies
    6,197
    Views
    717,126

    Sticky: Re: [Support] 1.2 Bug Reports

    climate and supply attritions are 2 different things, you can't interact with climate attrition through a scripted system like supply is.
    regarding climate attrition you can just turn it on/off...
  18. Replies
    3
    Views
    402

    Re: Migration campaign?

    db > campaign_map_attrition_faction_immunities
  19. Re: [submod request] Custom Battles Plus

    all above shouldn't be difficult to be done but should require quite some time (and a lot of copy/pastes)
    not sure you'll find someone available for doing it, surely not me :)
    i would suggest you...
  20. Replies
    1
    Views
    213

    Re: Removing Bad Personality Traits?

    think the only way would require building custom lua script
    or maybe you can do that with the saveparser? not sure
  21. Replies
    3
    Views
    402

    Re: Migration campaign?

    you'll have to insert the faction inside the "campaign_map_attrition_faction_immunities" table for disabling the regionless attrition
  22. Replies
    6,197
    Views
    717,126

    Sticky: Re: [Support] 1.2 Bug Reports

    not sure if someone knew that, probably yes, but it's definitely a rome 2 vanilla CA bug
  23. Sticky: Re: [Download & Installation] Divide et Impera 1.2.8 - Updated September 3

    just click on the game exe which will open the launcher which has a mod manager clickable option
    if it doesn't work it means something got corrupted and you'll need to verify through steam
  24. Replies
    2
    Views
    368

    Re: How to edit missile damage now?

    "I am angry with myself"
    :laughter:
    no need man, to forget some parts behind is a classic for everyone :thumbsup2
  25. Replies
    1
    Views
    101

    Re: Capturing the treasury

    it is possible via lua (which means scripting) only
    sorry man but I'm full of things to do in rl, don't even have time to mod my own stuff lately
    won't be available to help you
    besides that......
  26. Re: What specific Rome 2 Total War campaings did you complete?

    because it simply is too early and would be a worse gameplay choice
    666 starts with tullus hostilius, by tradition rome started expanding with him, not before
    you can read a decently exhaustive...
  27. Re: What specific Rome 2 Total War campaings did you complete?

    the rome foundation mod is currently in development, will start from 666bc though, not VIII century
    maybe we'll be able to do a first release next summer
    gameplay won't be vanilla TW
    TWC isn't...
  28. Replies
    291
    Views
    116,737

    Sticky: Re: Scandza: Total War

    best wishes for the project :thumbsup2
  29. Sticky: Re: [Official Submods] Collection of Official Submods

    it doesn't need to be updated, you can use it
  30. Re: Germani - Politics strange situation

    most of the politics stuff is hardcoded sadly
  31. Re: [SUBMOD: a Slower Paced DeI Campaign] TESTUDO v.1.7 + Custom Packs [upd: aug.09/20]

    dei army caps isn't working outside dei 'cause other "campaigns > main_rome > scripting.lua" don't have the armycaps callback
    when you build an external script you must call it through the...
  32. Re: [SUBMOD: a Slower Paced DeI Campaign] TESTUDO v.1.7 + Custom Packs [upd: aug.09/20]

    as any other submod it must be loaded above DeI packs
  33. Re: [SUBMOD: a Slower Paced DeI Campaign] TESTUDO v.1.7 + Custom Packs [upd: aug.09/20]

    that's a variable

    local button_forcedMarch = UIComponent(army_stance_group):Find("button_fortify")

    is the same as

    local my_ass = UIComponent(army_stance_group):Find("button_fortify")

    you...
  34. Replies
    1
    Views
    631

    Re: Army on the march

    you mean triggering a video while the AI turns go on?
    theoretically should be doable I think, it will probably just lag though since AI turns tend to lag a lot
  35. Re: [SUBMOD: a Slower Paced DeI Campaign] TESTUDO v.1.7 + Custom Packs [upd: aug.09/20]

    yeah, that stuff is used in dei too
    check army_caps.lua

    testudo has a custom version, there should be more variations regarding the various stances, if you wanna see some working samples
    ...
  36. Replies
    17
    Views
    2,586

    Re: [Submod] Better Building Icons

    nice :thumbsup2
    would you be interested into making some DeI 2d work here and there?
    we aren't planning anything serious but sometimes happens that updates need some 2d basic stuff
    I (or someone...
  37. [Proposal] Re: Historical/TBTM battle scenes in Mythic mode

    Not sure but battle map are inserted into map logic usually
    don't think would be an easy thing to be done
  38. Replies
    0
    Views
    482

    [Resource] Lua Repository

    Copy and paste from a Da Modding Den post

    from: Vandy

    "Troy scripting docs added! Thanks CA! Made by CA! All credits to CA!"
    https://chadvandy.github.io/tw_modding_resources/Troy/
  39. Re: Secession or civil war - how does the game decide?

    Secession and civil war are 2 different mechanics.
    I think they run through 2 different hardcoded codes.
    for example... if you would like to mod them, for civil war you have just some campaign...
  40. Re: [SUBMOD: a Slower Paced DeI Campaign] TESTUDO v.1.7 + Custom Packs [upd: aug.09/20]

    Testudo last update was august 2020
    Checking devs content I see a DeI 126b fixpack released in september 2020
    any 126 version should be 99% fully compatible and with correct testudo adaptation
Results 1 to 40 of 500
Page 1 of 13 1 2 3 4