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Thread: [RS 2.5] Four turns per year - New Version 1.2

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  1. #1

    Default Re: [RS 2.5] Four turns per year - New Version 1.2

    This mod is a big disappointment! It is only good in the start but when you reload everything went back to 2 turns. I even followed the instruction about pressing the ? on the menu before reloading but meh..... i won't recommend this 4 turn mod.... I've already repeated like 7 times (literally) playing RS II to get the 4 year turn but meh..... sorry dude but I gotta tell

  2. #2
    Primo's Avatar Protector Domesticus
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    Default Re: [RS 2.5] Four turns per year - New Version 1.2

    Quote Originally Posted by nataliaoaks View Post
    This mod is a big disappointment! It is only good in the start but when you reload everything went back to 2 turns. I even followed the instruction about pressing the ? on the menu before reloading but meh..... i won't recommend this 4 turn mod.... I've already repeated like 7 times (literally) playing RS II to get the 4 year turn but meh..... sorry dude but I gotta tell
    I'm sorry to say that, but it's not my fault if you mess up the script. You can mess up the script in the normal RS2, too - it doesn't even get more complicated because of this mod.

    I'd be glad to help you avoid messing the script up, though - just pm me about it.

    Basically, you just have to remember to always click on a settlement after starting the game. If you want to reload a game, or start a new campaign, it's better to quit RTW, and then restart it. Clicking on the questionmark in the menu should do the trick, though.

    There aren't many descriptions here because nothing changed from the real RS: If you only look at how you have to handle your script, there is no difference between RS and this mod.

  3. #3

    Default Re: [RS 2.5] Four turns per year - New Version 1.2

    Quote Originally Posted by Luke Vader View Post
    I'm sorry to say that, but it's not my fault if you mess up the script. You can mess up the script in the normal RS2, too - it doesn't even get more complicated because of this mod.

    I'd be glad to help you avoid messing the script up, though - just pm me about it.

    Basically, you just have to remember to always click on a settlement after starting the game. If you want to reload a game, or start a new campaign, it's better to quit RTW, and then restart it. Clicking on the questionmark in the menu should do the trick, though.

    There aren't many descriptions here because nothing changed from the real RS: If you only look at how you have to handle your script, there is no difference between RS and this mod.
    Okay I take back what I said. I apologize. I did what you told me and everything went fine. Anyway, does it restore the script from the saved game where I last messed up the script?

  4. #4
    Primo's Avatar Protector Domesticus
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    Default Re: [RS 2.5] Four turns per year - New Version 1.2

    The tax rate has absolutely no influence on the script - I think you likely messed it just up. But as long it works fine for you ...

  5. #5
    Dean Martin's Avatar Tiro
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    Default Re: [RS 2.5] Four turns per year - New Version 1.2

    So yeah, about my Seleucid events problem. Activating the script through the menu screen does nothing. I even started again that campaign and i had the same issue. I think that this exact issue is because of 4 turns per year sub mod, i never had that issue before it's installation. But I may be wrong too because of the recent 2.5 beta patch, which im currently using.

    I have some problems with my current istallation because i can't enter and edit my preferences through launcher but on the other hand i don't have ctd's anymore so i think reinstalling is not an option because im afraid that those crashes can return.

    And as I said before i had the same issue in my previous roman campaign but i managed to bypass it.
    Last edited by Dean Martin; June 09, 2012 at 02:20 PM.


  6. #6
    Primo's Avatar Protector Domesticus
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    Default Re: [RS 2.5] Four turns per year - New Version 1.2

    Quote Originally Posted by Dean Martin View Post
    So yeah, about my Seleucid events problem. Activating the script through the menu screen does nothing. I even started again that campaign and i had the same issue. I think that this exact issue is because of 4 turns per year sub mod, i never had that issue before it's installation. But I may be wrong too because of the recent 2.5 beta patch, which im currently using.
    This submod can sometimes cause this problem. Why? Well, the script is activated differently at campaign start - and sometimes it doesn't activate properly. That can all happen in the normal RS, too.

    However, this submod extends script usage (all changes rely on the script to work properly) so you notice it immediatly if you mess the script up - it has an advantage, namely that you aren't far into your campaign till you realise you have to restart it.

    Now, solving it is actually pretty easy: Just deactivate the script in the first turn (by clicking on the advisor in the menu) , and then activate it again (click on a settlement).

    You can also make sure the background script isn't corrupted (I hate corrupted downloads). I attached the neccessary file to my post (assuming you want to play 3/1 summer/winter). Just unzip it, and put it in (your RS folder)/play_seleucid/data/scripts/show_me

    and select overwrite.

  7. #7

    Default Re: [RS 2.5] Four turns per year - New Version 1.2

    Twenty years into my 0-turn campaign with Rome, and I just want to say that everything is working very well, and I'm quite happy with this mod. I'm able to develop my characters much more thoroughly and I don't feel rushed to complete goals. Thanks!

  8. #8
    Silius Saurus's Avatar Biarchus
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    Default Re: [RS 2.5] Four turns per year - New Version 1.2

    IIRC the Europa Barbarorum Mod uses a 4TPY with three summer, one winter turn with the winter turns allowing only 1/2 movement of armies, which is brilliant. If you were planning a future update, I'm sure that they wouldn't mind if you borrowed from it.
    "If you're in a fair fight, you didn't plan it properly". -- Nick Lappos

  9. #9

    Default Re: [RS 2.5] Four turns per year - New Version 1.2

    Hey I just saw that I had version 1.1 since you had problems uploading 1.2. However, I'm already pretty deep into my campaign, and I do not want to restart. Are version 1.1 save games compatible with 1.2?

  10. #10

    Default Re: [RS 2.5] Four turns per year - New Version 1.2

    where is the v1.2 version? i only see the v1.1.

  11. #11
    Acheron's Avatar Libertus
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    Default Re: [RS 2.5] Four turns per year - New Version 1.2

    Game comes up as not responding as Sparta around 560 AUC, tried it about 5 times, any ideas, or anyone else experiencing this?
    'However long the night, the dawn will break'

  12. #12
    Tomahawk's Avatar Civis
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    Default Re: [RS 2.5] Four turns per year - New Version 1.2

    Thanks a lot! For me four turns per year is a minimum and any less is a gamebreaker.
    Edit: Doesn't seem to work as it should. After I load a game and click on a settlement, I don't get the one denari which confirms that the background script works and I don't get four turns per year either. Works fine after a new game, though.
    Last edited by Tomahawk; June 07, 2013 at 06:02 PM.

  13. #13

    Default Re: [RS 2.5] Four turns per year - New Version 1.2

    Playing Macedon, I get the bug where it jumps ahead 500 years and enables all of the events at the start of the second turn. The game starts at 94 S.E. with the advisor telling me that the script is not activated. I activate the script, get my 1 denari, and all that. After I hit 'end turn' for the first time, the second turn begins centuries later, with all of the events dropping. Any suggestions?

  14. #14

    Default Re: [RS 2.5] Four turns per year - New Version 1.2

    I guess I figured it out: the Macedon file background_scripts.txt uses the Roman calendar year (AUC). I'd need to find a handy way to subtract the appropriate difference between calendars, maybe in MS Word or Excel. Any suggestions?

  15. #15

    Default Re: [RS 2.5] Four turns per year - New Version 1.2

    Fixed it: just copied the Pontic calendar from the Pontus folder's background_scripts.txt for 4tpy, and pasted it into the appropriate space in the Macedon folder. Derp.

  16. #16

    Default Re: [RS 2.5] Four turns per year - New Version 1.2

    As the creator of ExpR I wish you my best for this mod
    Love it.

  17. #17

    Default Re: [RS 2.5] Four turns per year - New Version 1.2

    Yes, I love things like this!

  18. #18

    Default Re: [RS 2.5] Four turns per year - New Version 1.2

    Safe to assume this is not compatible with 2.6?

  19. #19

    Default Re: [RS 2.5] Four turns per year - New Version 1.2

    I, too, would like to see if this could be made compatible for the new RSII 2.6 patch by swapping/copying over some files ourselves or the author could do a legitimate update for this submod.

    It's hard to play TW games without 4 turn per year after playing so long with it. Thanks in advance.

  20. #20
    dimnjacar's Avatar Civis
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    Default Re: [RS 2.5] Four turns per year - New Version 1.2

    argh, we need that submod for 2.6 ASAP
    I'm drinking wine and eating cheese, and catching some rays, you know

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