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Thread: Qart-Hadast: Carthage Fully Expanded v3.4 (patch 16)

  1. #101

    Default Re: Qart-Hadast: Carthage Fully Expanded v2.1 (Carthage Now Starts with Full Territory for AI and Player, Multiple Territory Options Added 10/22/13)

    Added an optional version that incorporates my Seleucid mod so that both factions have their entire starting territories.

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  2. #102

    Default Re: Qart-Hadast: Carthage Fully Expanded v2.2 (Updated 10/24/13)

    v2.2:
    Modified Full version, Carthage+NC version and Seleukeia+Qart-Hadast version so that Carthage doesn't start at war with Turdetani. Also moved Southern Spanish army into the city.
    Added optional mod that takes away the bonus income from the African desert factions (and some other minor factions).

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  3. #103

    Default Re: Qart-Hadast: Carthage Fully Expanded v2.2 (Updated 10/24/13)

    What does itpy, 2tpy and 4tpy mean exactly? one player, two player, four player?
    Basil II Emperor of Byzantium, Bulgar Slayer


  4. #104
    Hellbent's Avatar Semisalis
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    Default Re: Qart-Hadast: Carthage Fully Expanded v2.2 (Updated 10/24/13)

    Quote Originally Posted by Leonidas View Post
    What does itpy, 2tpy and 4tpy mean exactly? one player, two player, four player?
    TPY = turns per year.

    Basically, it would take 2 turns for the year to change from 272 BC to 271 BC, for instance.

    This helps prolong characters' life spans.


  5. #105

    Default Re: Qart-Hadast: Carthage Fully Expanded v2.2 (Updated 10/24/13)

    Quote Originally Posted by Hellbent View Post
    TPY = turns per year.

    Basically, it would take 2 turns for the year to change from 272 BC to 271 BC, for instance.

    This helps prolong characters' life spans.
    Ahh ok thanks for the help. I extracted the file into the data/campaign/main_rome for the 4 turn per year but when I start the game it doesn't have Libya and NC under Carthage control. Am I doing something wrong?
    Basil II Emperor of Byzantium, Bulgar Slayer


  6. #106

    Default Re: Qart-Hadast: Carthage Fully Expanded v2.2 (Updated 10/24/13)

    @Leonida You need to choose one of the startpos.esf files (either 1tpy, 2tpy or 4tpy). Put that in your main_rome folder. Make sure to backup the original startpos.esf first.

    ----> Website -- Patreon -- Steam -- Forums -- Youtube -- Facebook <----

  7. #107

    Default Re: Qart-Hadast: Carthage Fully Expanded v2.2 (Updated 10/24/13)

    Quote Originally Posted by Dresden View Post
    @Leonida You need to choose one of the startpos.esf files (either 1tpy, 2tpy or 4tpy). Put that in your main_rome folder. Make sure to backup the original startpos.esf first.
    I have done exactly that, i.e. I placed the CL 2tpy startpos.esf file in the main_rome folder. Carthage did not receive Libya when starting the game. The game has vanilla settings.

  8. #108

    Default Re: Qart-Hadast: Carthage Fully Expanded v2.2 (Updated 10/24/13)

    Are you running any other mods? I just tested it and I had Libya to start.

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  9. #109

    Default Re: Qart-Hadast: Carthage Fully Expanded v2.2 (Updated 10/24/13)

    The only Mod I use is Radius_total_war_mod.pack

  10. #110

    Default Re: Qart-Hadast: Carthage Fully Expanded v2.2 (Updated 10/24/13)

    Unless you load this mod first, it won't work with Radious. He has a startpos in his pack that overrides this one. Or delete the startpos in his pack.

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  11. #111

    Default Re: Qart-Hadast: Carthage Fully Expanded v2.2 (Updated 10/24/13)

    Such a shame, Carthage still gets destroyed 9 out of 10 times in campaign in spite of your great work, Dresden! Did anyone have better luck with this?

  12. #112

    Default Re: Qart-Hadast: Carthage Fully Expanded v2.2 (Updated 10/24/13)

    The only thing I can think is to force some of the african tribes to be client states with Carthage, and maybe even some of the Spanish tribes?

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  13. #113

    Default Re: Qart-Hadast: Carthage Fully Expanded v3.0 (new version using manual region trading 11/1/2013)

    Version 3.0
    - Used new method to make the mod with manual region trading.
    - Fixed first turn garrisons missing.
    - Fixed Chapter Missions not working.
    - Nova Carthago and Libya armies present at start (but won't last long).
    - Weird intra-faction Carthage trade route I can't seem to get rid of for now (shouldn't cause any issues, if it does let me know). I have tried to delete all the trade route managers governing this but it still displays, so I left it as is.


    Future ideas:
    -Getting rid of NC/Libya's starting armies.
    -Fixing the weird trade route between Carthage and Gadir.
    -Increasing positive diplomatic attitudes between African tribes and Carthage, and Spanish tribes and Carthage (possibly make Carthage last longer).
    -Adding more starting armies eventually (if that is possible).
    Last edited by Dresden; October 31, 2013 at 11:13 PM.

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  14. #114

    Default Re: Qart-Hadast: Carthage Fully Expanded v3.0 (new version using manual region trading 11/1/2013)

    Quote Originally Posted by Dresden View Post
    Version 3.0
    - Used new method to make the mod with manual region trading.
    - Fixed first turn garrisons missing.
    - Fixed Chapter Missions not working.
    - Nova Carthago and Libya armies present at start (but won't last long).
    - Weird intra-faction Carthage trade route I can't seem to get rid of for now (shouldn't cause any issues, if it does let me know). I have tried to delete all the trade route managers governing this but it still displays, so I left it as is.


    Future ideas:
    -Getting rid of NC/Libya's starting armies.
    -Fixing the weird trade route between Carthage and Gadir.
    -Increasing positive diplomatic attitudes between African tribes and Carthage, and Spanish tribes and Carthage (possibly make Carthage last longer).
    -Adding more starting armies eventually (if that is possible).

    Sounds great and promising!!

  15. #115

    Default Re: Qart-Hadast: Carthage Fully Expanded v3.0 (new version using manual region trading 11/1/2013)

    Added Optional mod that makes Carthage friendlier with Spanish/African tribes.
    Updated Seleukeia+Qart-Hadast mod using new region trading.

    ----> Website -- Patreon -- Steam -- Forums -- Youtube -- Facebook <----

  16. #116

    Default Re: Qart-Hadast: Carthage Fully Expanded v3.0 (new version using manual region trading 11/1/2013)

    Oh GReat You fixed it finally!! Are you going to add the fix for the Chapter objectives to the other mods too
    Last edited by jedi7000nathan; November 01, 2013 at 05:03 PM.

  17. #117

    Default Re: Qart-Hadast: Carthage Fully Expanded v3.0 (new version using manual region trading 11/1/2013)

    Yes, I already got Seleucids fixed. Hegemonia will be next (should only take me a day or so hopefully, without any unforeseen errors).

    ----> Website -- Patreon -- Steam -- Forums -- Youtube -- Facebook <----

  18. #118

    Default Re: Qart-Hadast: Carthage Fully Expanded v3.0 (new version using manual region trading 11/1/2013)

    good news been waiting for that problem to be fixed

  19. #119

    Default Re: Qart-Hadast: Carthage Fully Expanded v3.0 (new version using manual region trading 11/1/2013)

    Dresden if u r doing hegemonia pehpas u will expadnd Parthia (whole starting province) and Macedon (whole thracia) too?

  20. #120

    Default Re: Qart-Hadast: Carthage Fully Expanded v3.0 (new version using manual region trading 11/1/2013)

    Historically neither Macedon nor Parthia had conquered those lands the point in history the game takes place

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