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Thread: 2TPY & 4TPY Build, Research, Recruitment, Cost, Growth and Movement Mods v2.0 (Patch 17)

  1. #121

    Default Re: 2TPY & 4TPY Build, Research, Recruitment, Cost, Growth and Movement Mods v1.5 (Fully updated patch 5 10/18/13)

    Fixed 4TPY Build, Research, Recruit and Cost Mod to not have army movement changes.

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  2. #122

    Default Re: 2TPY & 4TPY Build, Research, Recruitment, Cost, Growth and Movement Mods v1.5 (Fully updated patch 5 10/18/13)

    Nice, clean and fast... what else?
    Thanks

  3. #123
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    Default Re: 2TPY & 4TPY Build, Research, Recruitment, Cost, Growth and Movement Mods v1.5 (Fully updated patch 5 10/18/13)

    Could you tell me how to halve all research times for all factions please? Also how to reduce research times for a specific tech - e.g siege towers? for all factions?

  4. #124

    Default Re: 2TPY & 4TPY Build, Research, Recruitment, Cost, Growth and Movement Mods v1.5 (Fully updated patch 5 10/18/13)

    Go to the technologies_table and change the Research Points required column. If you want to half them all, select the entire column and right click. Choose Apply expression to selected cells, then type in x/2. If you want to double them x*2, etc.

    If you want to edit a specific technology, find that tech in the table and change only its Research Points Required.

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  5. #125
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    Default Re: 2TPY & 4TPY Build, Research, Recruitment, Cost, Growth and Movement Mods v1.5 (Fully updated patch 5 10/18/13)

    Thanks - but when i try to save the file (Rome2_data.pack) it says i can only save mods and movie packs and when i start up the game the tech research times are unchanged.

    I tried extracting the tech_table file using pack manager, but when i then try to open it to edit it and use browse it doesn't show up - though it's in the folder when i just look using windows.

    How do i extract the right table and make it into a mod pack file or even a movie pack file?

  6. #126

    Default Re: 2TPY & 4TPY Build, Research, Recruitment, Cost, Growth and Movement Mods v1.5 (Fully updated patch 5 10/18/13)


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  7. #127
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    Default Re: 2TPY & 4TPY Build, Research, Recruitment, Cost, Growth and Movement Mods v1.5 (Fully updated patch 5 10/18/13)

    Thanks - i found that eventually and got it to work. The thing that was throwing me was that pack file manager was saving the new mod file to a separate folder with the same name as my mod inside the Rome II folder - and i kept looking in the Rome II folder and the Rome II/data folder and not seeing it.

  8. #128

    Default Re: 2TPY & 4TPY Build, Research, Recruitment, Cost, Growth and Movement Mods v1.5 (Fully updated patch 5 10/18/13)

    Dresden, I just tried the 4TPY version of your mod through the steam workshop and while army movement are reduced by 50% as announced, it seems that agents movements aren't changed at all... or maybe I have a conflict with another mod but I can't see which one could cause a conflict. I use: your 4TPY mod, your diplomacy mod, your Hegemonia mod, TTT and Silven's mod (STIMM and STEP) plus a few graphics-only mods.

  9. #129

    Default Re: 2TPY & 4TPY Build, Research, Recruitment, Cost, Growth and Movement Mods v1.5 (updated 11/6/13)

    Update 11/6:
    - Added Replenishment optional mods.
    - Released an Overhaul mod that incorporates these TPY changes and most of my other mods: http://www.twcenter.net/forums/showthread.php?629110-

    Edit: @Dzib You are using the 4TPY Hardcore mod? Agent movement should be reduced by 75%. It might be conflicting with Silven's Mod, he changes a lot of tables.

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  10. #130

    Default Re: 2TPY & 4TPY Build, Research, Recruitment, Cost, Growth and Movement Mods v1.5 (updated 11/6/13)

    Yes, it's the 4TPY version, but I guess it's Silven's mod you're right. Anyway, not a problem since I think it's more realistic for a single individual to be able to travel much further than a full army with all its logistic

    One question, not related to your mods (or maybe an idea for another mod ), do you think it's possible to deactivate some specific actions of agents in a mod? I think that military training of champions and poisoning of spies are OP...

  11. #131
    Vimes's Avatar Semisalis
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    Default Re: 2TPY & 4TPY Build, Research, Recruitment, Cost, Growth and Movement Mods v1.5 (Fully updated patch 5 10/18/13)

    Quote Originally Posted by Dresden View Post
    If you use the mods from this page, they don't have the startpos change (they don't change the turns per year number). If you use the ones on Steam, they do change the turns per year number.
    Having just found this mod I am wanting to give it a try, so thanks for creating and sharing it. Noting the above about the startpos change I am looking on the Steam workshop for...

    4TPY Build, Research, Recruit and Cost Mod - Build times, Research times, Recruit times, Building costs and Recruitment costs quadrupled from vanilla values.

    and / or

    2TPY Build, Research, Recruit and Cost Mod - Build times, Research times, Recruit times, Building costs and Recruitment costs doubled from vanilla values.

    So having either of the above choices through Steam I can then decide which to try out first.

    But I can't seem to find those exact ones, maybe I just have my thick head on today..?

    Also would the ones on Steam be compatible with your ... "And any or none of these:" extras to add, if wanted....?

    Thanks for your help.

  12. #132

    Default Re: 2TPY & 4TPY Build, Research, Recruitment, Cost, Growth and Movement Mods v1.5 (updated 11/6/13)

    @Vimes I don't have those specific mods on Steam. I had to make some choices or I would go crazy . On Steam, its either just TPY, TPY Build/Research, or my Hardcore version (which is everything).

    You can use the optional mods with my Build/Research mods on Steam. Or, if you want the specific mod from this site, grab the startpos zip file and use one of those to change the turns per year.

    So, if you use the mods from this site, make sure to grab the startpos also.

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  13. #133

    Default Re: 2TPY & 4TPY Build, Research, Recruitment, Cost, Growth and Movement Mods v1.5 (updated 11/7/13)

    Added 2TPY and 4TPY Hardcore Mods without the startpos change (in case you want to use them with a different startpos mod).

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  14. #134
    Vimes's Avatar Semisalis
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    Default Re: 2TPY & 4TPY Build, Research, Recruitment, Cost, Growth and Movement Mods v1.5 (updated 11/6/13)

    Quote Originally Posted by Dresden View Post
    @Vimes I don't have those specific mods on Steam. I had to make some choices or I would go crazy . On Steam, its either just TPY, TPY Build/Research, or my Hardcore version (which is everything).

    You can use the optional mods with my Build/Research mods on Steam. Or, if you want the specific mod from this site, grab the startpos zip file and use one of those to change the turns per year.



    ...ah thanks for the information, I did not appreciate that and just concentrated on what I had quoted.
    So, if you use the mods from this site, make sure to grab the startpos also.

  15. #135
    billydilly's Avatar Senator
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    Default Re: 2TPY & 4TPY Build, Research, Recruitment, Cost, Growth and Movement Mods v1.5 (updated 11/7/13)

    Quote Originally Posted by Dresden View Post
    Added 2TPY and 4TPY Hardcore Mods without the startpos change (in case you want to use them with a different startpos mod).
    Ahaa! Does this mean that I could use the Meaningful Resources (which is 2TPY-mod) with this? That would be fantastic!
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  16. #136

    Default Re: 2TPY & 4TPY Build, Research, Recruitment, Cost, Growth and Movement Mods v1.5 (updated 11/7/13)

    @billydilly In theory, yes. I believe he edits some db files but probably not the same ones as I do. Would be a cool combo because the meaningful resources is a great mod!

    Edit: Although, if he doesn't edit the turns per year you would have to manually do that in his mod pack. Its an easy change.
    Last edited by Dresden; November 08, 2013 at 12:12 PM.

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  17. #137
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    Default Re: 2TPY & 4TPY Build, Research, Recruitment, Cost, Growth and Movement Mods v1.5 (Fully updated patch 5 10/18/13)

    I still haven't play Rome 2, but as i remember from Kingdoms - Stainless Steel, movement of any units was not so much even for 12tpy, if look at range of movement as real range (for month, for example). So there are a question, why redused some movement ranges, is it real and how it touch strategic balance? Here are would be very nice if all changes in that important mod would be described - why, from the author point of view, those changes needed. About building times, i remember that i had o lot of time thinking about building times in SS when doing 12tpy and read much historical documents, and, in general, when i did it, building times was close to the same range as for 2tpy, so there are a question, why those just quadrupted from vanillas, is it real and needed? About research, i understand that it's hard to determine real times, at least i do not have idea how it should be. About recruitment, i think, it's must be depends mainly from cost of units, not from time of recruitment. About cost, i dunno have idea how it depends from tpy (so there again a question - why it's quadrupted). And another question - do the mod from this page (i mean hardcore 4tpy) have correspond generals and agents ageing? Sry for my english. And thanks for the mod.
    Last edited by Danya82; November 09, 2013 at 06:37 AM.

  18. #138
    ♔Greek Strategos♔'s Avatar THE BEARDED MACE
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    Default Re: 2TPY & 4TPY Build, Research, Recruitment, Cost, Growth and Movement Mods v1.5 (updated 11/7/13)

    Hey Dresden...
    I suppose the 2-4 turns per year is compatible with Radious separate mods right??? not his overhaul pack...

    Cheers...

  19. #139

    Default Re: 2TPY & 4TPY Build, Research, Recruitment, Cost, Growth and Movement Mods v1.5 (updated 11/7/13)

    The turns per year startpos will be compatible. The individual mod changes may or may not be, depending on the mod. For the most part they should be, but for his mods that affect units, buildings and technologies, they won't be.

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  20. #140
    ♔Greek Strategos♔'s Avatar THE BEARDED MACE
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    Default Re: 2TPY & 4TPY Build, Research, Recruitment, Cost, Growth and Movement Mods v1.5 (updated 11/7/13)

    Quote Originally Posted by Dresden View Post
    The turns per year startpos will be compatible. The individual mod changes may or may not be, depending on the mod. For the most part they should be, but for his mods that affect units, buildings and technologies, they won't be.
    I'm using all his mods except that it changes research and buildings, so I'll probably be ok using yours 2 turns per year startpos amd 2 turns per year research and building...
    Thanks mate...

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