In mod folder you can find FARLauncher. Load it and use numbers to get result you need.
As for banners, try to use Cleaner.bat
In mod folder you can find FARLauncher. Load it and use numbers to get result you need.
As for banners, try to use Cleaner.bat
everything works, except wrong banners
Probably its your modification. I good remember i was working on banners and this problem shouldn't appear. Try to install submod somewhere like desktop(where it will not affect your mod). Then copy folder banners to your submod data folder. Press replace all and use cleaner again. Say the results.
Squalor is controlled through the settlement_mechanics file. This is a question I have been kicking around in my head for awhile now, is how to have two capitals. I do not think you can have a script adjusting the "distance to capital" for a specific faction. That is actually a very good question which I will refer to "higher authorities" on how best to resolve this question.
Last edited by MIKE GOLF; April 22, 2019 at 01:32 AM.
Isn't it possible to fix this with a second degree equation? like y = x²+10 ?
With a function like this it is possible to set 2 points where the squalor/corruption are zero, and from both point start to rise when to go further from them etc.
Example:
admire my paint skills!
Spoiler Alert, click show to read:
This would require to work with absolute values tough.
note: i have absolutely no idea if equations are something that can be used in medieval modding... I just tought its all mathemetics so why not? :p
I will pose this question to Gigantus, if anyone would know the answer to this question then he would.
What you guys are thinking of? How to set 2 capitals per one faction? I'm not sure it's possible, smth like engine limitations.
What is the formula used in the script to determine the distance to capital effects?
Is it possible to link "distance to capital" to a building? If so, a "Court House" or something like that would/could the trick.
Also, like in Civilization 4, they have a second capital building, the Agora, which can make a city work as a capital. Also, they have Court House and some higher tier buildings that can decrease the "Distance to capital".
Also, might a big increase in "Law" may be a work around?
Create a building tree in each "legendary" city that allows it to build more powerful administration...basically add more admin options then a person could just move their capital to a smaller city...really this is common in the real earth. A smaller city manages the state business and the larger city has most of the commerce.
hi!
how this mod should been instlled? simply overvrite the data? and it works for mos 1.62?
Thx!!
It should install over MOS 1.61, it does not work with MOS 1.62. Jox is working on making compatible with MOS 1.62 as we speak.
Oh actually MG working on it, i just help him
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DCI: Last Alliance - WIP Second Age mod | DCI: Tôl Acharn - mighty Dúnedain Counter Invasions |
Additional Mercenary Minimod - more mercs; for TATW and DCI | Family Tree minimods - lore improvements | Remade Event Pictures - enhance cultures trough images |
Favorite TATW compilation: Withwnars Submod Collection
Patron of Mank, Kiliç Alì, FireFreak111, MIKEGOLF & Arachir Galudirithon, Earl of Memory
Good news,
We with MG have finished 99% of upgrading this submod for current version of MOS(1.62).
Submod is already working, I wanna make some new impovements, same as MG, and, of course, all possible bug fixes!
Regards.
Will it work with Directors newest version?
Im 99% sure no. Also I know MG has did his own Mos 1.62.1 version and since he is a member of MOS he is able to make it an official(imo?).
So RK submod will be compatible with MG's latest patch and if MG decide to include director's stuff, of course it will be compatible. If not, we'll think about make special release complatible with dIRECT0R's release.
okay thank you
Yeah i just hate to reinstall MOS all the time, so i might just need to make a separate folder for this mod and Directors edition in the meantime then