Page 3 of 4 FirstFirst 1234 LastLast
Results 41 to 60 of 70

Thread: Remodeled technology tree 3.5

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1

    Default Re: Remodeled technology tree 2.0

    AirnetSnake & Syntax
    I will take a look at this, thanks.

    About generals, I have not added stars but +1 command infantry, naval & artillery in different technologies. So some factions will have a better generals for artillery (Ottomans) & others for infantry (France). Then all factions will have the same bonus.
    All my downloads need for uncompressing them:

    7-Zip 9.10 beta Windows 32-bit

  2. #2
    Syntax's Avatar "Veni Vidi Vici"
    Join Date
    May 2006
    Location
    Thailand
    Posts
    3,925

    Default Re: Remodeled technology tree 2.0

    Yep that's what I meant...just other formulation - good idea but as said maybe I as player get to much stars for my general - as it is boring for me to fight with a 9 star general against AI armies without any leader....for the AI general - okay - good...I agree

    But as said I go play further now..to see if it's really too much (as up now I only studied all techs in the tech-chart - and at turn 30 no problem jet!)

    Or what about not increasing the general and only to increase the troop units experience level itself..???? but as said no problem so far...(to less AI generals - but I know you are on this issue either!)

    ...will come back to you in a few hours...so long
    Last edited by Syntax; February 01, 2010 at 08:18 AM.

  3. #3

    Default Re: Remodeled technology tree 2.0

    Syntax
    In the next release of DM & JM AI will increase the generals per unit & region, this solve the problem.
    All my downloads need for uncompressing them:

    7-Zip 9.10 beta Windows 32-bit

  4. #4
    Syntax's Avatar "Veni Vidi Vici"
    Join Date
    May 2006
    Location
    Thailand
    Posts
    3,925

    Default Re: Remodeled technology tree 2.0

    If you can that should do the trick...thanks....
    I played further on the campaign - and it really seems the population grow rate bonus is too big ..as stated.....I'm up at 9 percent in some areas....after 40 turns...by the way not years play 3 turns a year...which have also some influence...as the technology comes faster....just let you know...so you may get a picture...

    Hear you...
    Last edited by Syntax; February 01, 2010 at 01:26 PM.

  5. #5

    Default Re: Remodeled technology tree 2.0

    Update 3.0
    -Technology +1 comand_land removed & replaced by +1 comand_in_america
    -Technology which had +1 comand_in_america now has this ability removed.
    -Population modifiers by technologies have been revised, now there are some techs. which decrease it and others which increase it. Lower values too (the final result ~ DM value).
    -The same for port_growth.
    -Added other variable: farm_growth (balanced according to the new changes).
    -Added bonus (balanced) for repairing buildings in advanced enlightenment technology, a minor bonus in an early technology. This will help the AI repairing building.
    -Added 2 bonuses for repairing artillery: advance industry technology & advance ordnance technology. These are the opposite side for the scaled upkeep cost of recruitment for artillery.


    The final remodeled tech tree, 3.0:
    This version will be included in the next release of DM so this sub-mod will not be necessary.

    An alternative version with slower investigation (x4)


    Download links in the first post.
    All my downloads need for uncompressing them:

    7-Zip 9.10 beta Windows 32-bit

  6. #6
    Syntax's Avatar "Veni Vidi Vici"
    Join Date
    May 2006
    Location
    Thailand
    Posts
    3,925

    Default Re: Remodeled technology tree 2.0

    Thanks - immediately try it!!!


    All changes looks brilliant! and I like your new ideas!!!
    -Added bonus (balanced) for repairing buildings in advanced enlightenment technology, a minor bonus in an early technology. This will help the AI repairing building.
    -Added 2 bonuses for repairing artillery: advance industry technology & advance ordnance technology. These are the opposite side for the scaled upkeep cost of recruitment for artillery.

    Excellent!!!!

  7. #7

    Default Re: Remodeled technology tree 3.0

    And what about increased number of generals for ai? I think you mentioned it =) Looking forward to see it soon.

  8. #8

    Default Re: Remodeled technology tree 3.0

    AirnetSnake
    In the next release of DM & JM AI will increase the generals per unit & region, this solve the problem.
    All my downloads need for uncompressing them:

    7-Zip 9.10 beta Windows 32-bit

  9. #9

    Default Re: Remodeled technology tree 3.0

    OMG this is pretty vicious. First move as GB attacking those pirates in Caribbean. My admiral died before any contact with the pirates
    Spoiler Alert, click show to read: 


    I 'd just installed DM4 v3.0 in first post
    Last edited by Jihada; February 02, 2010 at 10:30 PM.

  10. #10
    hooahguy14's Avatar Ducenarius
    Join Date
    Jun 2007
    Location
    somewhere in the US....
    Posts
    939

    Default Re: Remodeled technology tree 3.0

    Quote Originally Posted by Jihada View Post
    OMG this is pretty vicious. First move as GB attacking those pirates in Caribbean. My admiral died before any contact with the pirates
    Spoiler Alert, click show to read: 


    I 'd just installed DM4 v3.0 in first post
    he died? randomly? how?
    this is why i autocalc sea battles.
    Last edited by hooahguy14; February 02, 2010 at 11:13 PM.
    On the Path to the Streets of Gold: A Rome II Suebi AAR
    Spoiler Alert, click show to read: 


  11. #11
    Syntax's Avatar "Veni Vidi Vici"
    Join Date
    May 2006
    Location
    Thailand
    Posts
    3,925

    Default Re: Remodeled technology tree 3.0

    Jihada Who need the bloody general against this buccaneers anyway - sorry - real bad luck - hope you made it?

    hooahguy14 I never autosave sea battles (or land battles) - in sea battles you loose a cool part of the game - since Darth modded it!!!
    Last edited by Syntax; February 03, 2010 at 02:36 AM.

  12. #12
    Syntax's Avatar "Veni Vidi Vici"
    Join Date
    May 2006
    Location
    Thailand
    Posts
    3,925

    Default Re: Remodeled technology tree 3.0

    Feedback to Isabelxxx - the technical tree last version - works perfect - all grow rates and +/- attachments to the techn. works smooth as ssss....I would say that is the final version!!! What's other gamers observation?

    I love it in my campaign!!! (as a coproduct of this [or maybe you wanted it also?]) some have to take care more the governing ministers!!! - cool..just cool..
    Last edited by Syntax; February 03, 2010 at 02:43 AM.

  13. #13

    Default Re: Remodeled technology tree 3.0

    I play a new campagn as sweden, n/n , i removed the Bawdyhouse because i will another school to forced the techdevelopment, i increase the tax because Russia declared war, they will take ingria - first, my own people rebels in my first school and damaged the school, a few rounds later - REVOLUTION!!
    In Sweden? on n/n ? i never seen this before! and i`m beginning ca. 20 Swedencampaigns..i expected another "boring" campaign and now after a few rounds i have a revolution, the russia stands above ingria, Denmark forced his troops on the border to sweden and i have less money ..LOL
    Is this a thing that stands in relations with the new techtree or have i only "Luck" ?
    Now i will see what brings the next rounds for "surprise" till know absolute funny!!

    Germane

    Edit: 1705 - UP was "history", 1706 - i take my huge army outside stockholm to strike against the rebels, one round later - the rebels "curved" nearby my huge huge army and went directly to stockholm - Game Over for Sweden.

    Short and hard - i think i must overhaul my strategy without siegebattles and the new techtree - they played absolutely more dynamic and you must think every step you take..
    Im not sure why i have not Petersburg as a new capitalcity when the Rebels conquer Stockholm, i must try again..
    Last edited by Germane; February 03, 2010 at 04:00 AM.

  14. #14
    Syntax's Avatar "Veni Vidi Vici"
    Join Date
    May 2006
    Location
    Thailand
    Posts
    3,925

    Default Re: Remodeled technology tree 3.0

    Quote Originally Posted by Germane View Post
    I play a new campagn as sweden, n/n , i removed the Bawdyhouse because i will another school to forced the techdevelopment, i increase the tax because Russia declared war, they will take ingria - first, my own people rebels in my first school and damaged the school, a few rounds later - REVOLUTION!!
    In Sweden? on n/n ? i never seen this before! and i`m beginning ca. 20 Swedencampaigns..i expected another "boring" campaign and now after a few rounds i have a revolution, the russia stands above ingria, Denmark forced his troops on the border to sweden and i have less money ..LOL
    Is this a thing that stands in relations with the new techtree or have i only "Luck" ?
    Now i will see what brings the next rounds for "surprise" till know absolute funny!!

    Germane

    Edit: 1705 - UP was "history", 1706 - i take my huge army outside stockholm to strike against the rebels, one round later - the rebels "curved" nearby my huge huge army and went directly to stockholm - Game Over for Sweden.

    Short and hard - i think i must overhaul my strategy without siegebattles and the new techtree - they played absolutely more dynamic and you must think every step you take..
    Im not sure why i have not Petersburg as a new capitalcity when the Rebels conquer Stockholm, i must try again..
    Yes I told Isabelxx already he is a master modder - look at my campaign - I also as Sweden - what a surprise I had!!! http://www.twcenter.net/forums/showthread.php?t=329476 - incredible good move of CAI!!!!! as up #6! I try to post a screen-shot either

    Before this re-moded tech tree never happened! (maybe bad luck - as normal the tech.tree has not that influence - or? Isabelxxx?) - brilliant...
    Last edited by Syntax; February 03, 2010 at 05:57 AM.

  15. #15

    Default Re: Remodeled technology tree 3.0

    Syntax
    Feedback to Isabelxxx - the technical tree last version - works perfect - all grow rates and +/- attachments to the techn. works smooth as ssss....I would say that is the final version!!! What's other gamers observation?

    I love it in my campaign!!! (as a coproduct of this [or maybe you wanted it also?]) some have to take care more the governing ministers!!! - cool..just cool..
    Before this re-moded tech tree never happened! (maybe bad luck - as normal the tech.tree has not that influence - or? Isabelxxx?) - brilliant...
    I don't make anything randomly, so who knows...
    I'm working on The 4.0 version: maybe new technologies, Warpath techs. remodeled (and activated for vanilla campaign) and some graphical & text adjustments (there are some variables which are not shown in the technology info panel by default).
    All my downloads need for uncompressing them:

    7-Zip 9.10 beta Windows 32-bit

  16. #16

    Default Re: Remodeled technology tree 3.0

    Quote Originally Posted by Isabelxxx View Post
    Syntax


    I don't make anything randomly, so who knows...
    I'm working on The 4.0 version: maybe new technologies, Warpath techs. remodeled (and activated for vanilla campaign) and some graphical & text adjustments (there are some variables which are not shown in the technology info panel by default).
    fenomeno!

  17. #17
    hooahguy14's Avatar Ducenarius
    Join Date
    Jun 2007
    Location
    somewhere in the US....
    Posts
    939

    Default Re: Remodeled technology tree 3.0

    new techs would be awesome! looking forwards to it!
    On the Path to the Streets of Gold: A Rome II Suebi AAR
    Spoiler Alert, click show to read: 


  18. #18

    Default Re: Remodeled technology tree 3.5

    UPDATE 3.5

    -Added Warpath technologies, and remodeled.



    Remodeled tech tree, 3.5:
    Included in DM (3.0) & JM (3.5) so not necessary.


    Alternative version 3.5 with slower investigation (x2).

    Alternative version 3.5 with slower investigation (x4).


    All my downloads need for uncompressing them:

    7-Zip 9.10 beta Windows 32-bit

  19. #19

  20. #20

    Default Re: Remodeled technology tree 3.5

    Hi

    I have installed DMUC 5.1 with hotfix and this mod version 3.5 X4. My problem: The Mod doesn't work with Darthmod, i put this line: "mod mod_technologies_DM2_v3_5.pack;" on the top and on the bottom of the user script, with no effect. But without the Darthmod packages, the mod work well.

    Can you help?
    Last edited by Karottenrambo; February 12, 2010 at 02:26 PM.

Page 3 of 4 FirstFirst 1234 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •