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Thread: [REL] Historically plausible development minimod (in hibernation now)

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  1. #1
    Crappy's Avatar Civis
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    Default Re: [REL] Historically plausible development minimod, updated 12/13/2013 with modified peace settings

    Wow. It's amazing how much this mod helped add immersion to my campaign this time around. Great work, Yuki!

    Unfortunately, the Selecuids again had trouble with food, and now their armies are all dying of attrition. Is there somehow to help the AI out in regards to food production? Can we somehow increase the priority of the construction of food producing buildings, over say, temples (which they seem to have way too many of). I feel like the real issue here is the food at the end of the day, because time and time again, that seems to be what causes the large empires to die off, at least in my experience.

  2. #2

    Default Re: [REL] Historically plausible development minimod, updated 12/13/2013 with modified peace settings

    Yeah, I have noticed that tendency to build way too many temples too. I think there is a table somewhere that controls build priority that I can try to mess with. I had honestly forgot about it with all the other stuff on the list to tackle, so thanks for reminding me.

    I can also boost the bonus food back up to 100. I took it down to 60, but really the bonuses from extra food as so low that it should probably just be raised back to 100, in the hopes of pretty much avoiding the issue except for HUGE empires.

    It's probably going to be a day or two before I get a chance to do all this stuff and test it, but I'll push the higher priority changes (i.e., making peace system have less adverse impact on single factions) onto the released version as soon as possible, because I know some people are having a lack of challenge because of it. It's always a balancing act between pushing things too fast (which I did with the initial diplomacy) and taking the time to make sure they work right first. This is my first time really doing any serious modding so I'm still working out the proper balance.
    Last edited by yukishiro1; December 25, 2013 at 02:41 PM.

  3. #3

    Default Re: [REL] Historically plausible development minimod, updated 12/13/2013 with modified peace settings

    thanx a ton...😊 ....keep up the good work !


    Sent from my iPhone using Tapatalk

  4. #4
    Samraat Mahendra Maurya's Avatar Campidoctor
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    Default Re: [REL] Historically plausible development minimod, updated 12/13/2013 with modified peace settings

    could someone please upload this to another website other than steam, steam does not let me subscribe, it says i have subscribed already, but when i try to enable it via the mod manager, it does not detect it, moreover when i check the data folder, it is not present nor does it work in game

  5. #5

    Default Re: [REL] Historically plausible development minimod, updated 12/13/2013 with modified peace settings

    which version do you want?

  6. #6
    Samraat Mahendra Maurya's Avatar Campidoctor
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    Default Re: [REL] Historically plausible development minimod, updated 12/13/2013 with modified peace settings

    Quote Originally Posted by yukishiro1 View Post
    which version do you want?
    Hello, i desire to play as the Romans, so if you may, would you please upload the Roman version, it will be much appreciated! =D
    Thank you!

  7. #7

    Default Re: [REL] Historically plausible development minimod, updated 12/13/2013 with modified peace settings

    Hi yukishiro1, I don't want to bother you, but is it possible to get earlier, pre-dip, version? I really love my Suebi campaign with your mod, but peace atm breaks alot of fun, and I don't want to continue until update/or reverting to earlier version.

  8. #8

    Default Re: [REL] Historically plausible development minimod, updated 12/13/2013 with modified peace settings

    Quote Originally Posted by Go0lden_Archer View Post
    Hi yukishiro1, I don't want to bother you, but is it possible to get earlier, pre-dip, version? I really love my Suebi campaign with your mod, but peace atm breaks alot of fun, and I don't want to continue until update/or reverting to earlier version.
    Here's a generic verison without the diplomacy changes.

    In the meantime I am going to update all the versions to scale down the peace modifiers a little bit. Peace will still be easier than it was before, but not as easy as in the last release. I also took out the modified treaty values because they seemed to be messing things up more than they helped. After extensive testing I can't reliably show any impact at all on peace decisions based on event values. Until I figure out the system better I am not going to mess with it and am just going to work on other stuff. It's annoying because it seems like all the pieces are there to make the peace process much better but they just don't work as they seem like they ought to.
    Attached Files Attached Files
    Last edited by yukishiro1; December 26, 2013 at 02:38 PM.

  9. #9

    Default Re: [REL] Historically plausible development minimod, updated 12/13/2013 with modified peace settings

    Quote Originally Posted by yukishiro1 View Post
    Here's a generic verison without the diplomacy changes.

    In the meantime I am going to update all the versions to scale down the peace modifiers a little bit. Peace will still be easier than it was before, but not as easy as in the last release. I also took out the modified treaty values because they seemed to be messing things up more than they helped. After extensive testing I can't reliably show any impact at all on peace decisions based on event values. Until I figure out the system better I am not going to mess with it and am just going to work on other stuff. It's annoying because it seems like all the pieces are there to make the peace process much better but they just don't work as they seem like they ought to.
    Awesome, you updated the mod and it works great again!


    I've tested it a bit, and thing are finally looking up. Antigonidai invaded Magna Graecia which was partially controled by Carthage right after your mod updated. And then all hell broke loose. Royal Scythia which was just fine, in peace with everyone started loosing ground on the western borders (Pannonia) and more and more factions declared war to it. Carthage which was in peace for more then 70 turns recieved a deadly blow from Antigonidai and Cessetani in both Magna Graecia and Africa. And lots of small wars and "Faction destroyed" messaged, and I still can make peace which is good! Though I'd lowered it down a bit more, as most factions are still eager to sign peace treaties with me if I declare war on them, even if they have more power on that "Balance of power" bar.


    P.S. How can I make my spies "see" all of the map, thus revealing everything? I really want to see how things are going on east and southeast.

  10. #10

    Default Re: [REL] Historically plausible development minimod, updated 12/13/2013 with modified peace settings

    I've been experiencing something odd while using this sub mod, Etruscan league is not recruiting any men and epirus can only reach 15/20 for a stack even if it says they are mustering no extra unit count is shown and next turn no new units are recruited. anyone else having this problem?

  11. #11

    Default Re: [REL] Historically plausible development minimod, updated 12/13/2013 with modified peace settings

    Quote Originally Posted by Anonter View Post
    I've been experiencing something odd while using this sub mod, Etruscan league is not recruiting any men and epirus can only reach 15/20 for a stack even if it says they are mustering no extra unit count is shown and next turn no new units are recruited. anyone else having this problem?
    That's odd. Etruscan League should be able to recruit just like anyone else, and Epirus shouldn't be having that problem as long as it has regions left. I'll check it out.

    edit: Etruscan league recruits normally for me playing as them, but when I play as Rome they don't seem to recruit. I have no idea why that would be; this version doesn't have any AI changes at all, and the recruitment changes arn't by faction. Other factions recruit fine using the new system, so I have no idea why the Etruscan League doesn't seem to want to do so. The only thing I can think of is that it has something to do with their city type not being recognized. I'll take a look at the files. But etruscans don't have a unique city type, do they? And even if they did, that should have stopped me recruiting when playing as them, not just the AI...

    edit2: Nothing wrong with the files. In my game, the Etruscans have inexplicably parked their only army on transports just outside Arminium, doing nothing all game, even though they are at war with Liguria, and therefore should be defending Velathri, not Arminium. And they certainly shouldn't be sitting in boats. I do not understand why that is happening.
    Last edited by yukishiro1; December 26, 2013 at 03:16 PM.

  12. #12
    Black9's Avatar Biarchus
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    Default Re: [REL] Historically plausible development minimod, updated 12/13/2013 with modified peace settings

    Quote Originally Posted by yukishiro1 View Post
    That's odd. Etruscan League should be able to recruit just like anyone else, and Epirus shouldn't be having that problem as long as it has regions left. I'll check it out.

    edit: Etruscan league recruits normally for me playing as them, but when I play as Rome they don't seem to recruit. I have no idea why that would be; this version doesn't have any AI changes at all, and the recruitment changes arn't by faction. Other factions recruit fine using the new system, so I have no idea why the Etruscan League doesn't seem to want to do so. The only thing I can think of is that it has something to do with their city type not being recognized. I'll take a look at the files. But etruscans don't have a unique city type, do they?
    Salt?

  13. #13

    Default Re: [REL] Historically plausible development minimod, updated 12/13/2013 with modified peace settings

    Nope, salt files are fine. And like I said, I can recruit playing as them with no problem. So it's not a problem with the files. It's bad AI. Once I finish testing Epirius' recruiting abilities I will fire it up without the minimod and see if it makes any difference.

    edit: Estrucans do the same stupid thing whether or not this minimod is enabled. It's something to do with either DeI generally or patch 8.1. Nothing to do with this minimod as far as I can tell.
    Last edited by yukishiro1; December 26, 2013 at 03:44 PM.

  14. #14

    Default Re: [REL] Historically plausible development minimod, updated 12/13/2013 with modified peace settings

    Epirus seems fine in my tests. It has one army of 16 now, recruited normally. It hasn't gone above that yet but that's because that army is involved in fighting and it's always been in forced march or in enemy territory since it got to 16.

  15. #15

    Default Re: [REL] Historically plausible development minimod, updated 12/13/2013 with modified peace settings

    There's a mod on the workshop for it.

    http://steamcommunity.com/sharedfile.../?id=192133650

    I would really not reccommend using it in a normal campaign because it messes a lot of stuff up if all factions can you see and therefore declare war on you. The way I do it is I save the game when I want to take a look, quit, reload with the mod, and then take a look. Then I go back to the old save without the mod when I want to continue it.

  16. #16

    Default Re: [REL] Historically plausible development minimod, updated 12/13/2013 with modified peace settings

    Quote Originally Posted by yukishiro1 View Post
    There's a mod on the workshop for it.

    http://steamcommunity.com/sharedfile.../?id=192133650

    I would really not reccommend using it in a normal campaign because it messes a lot of stuff up if all factions can you see and therefore declare war on you. The way I do it is I save the game when I want to take a look, quit, reload with the mod, and then take a look. Then I go back to the old save without the mod when I want to continue it.
    Thanks, now few screenies throughout the campaign so far

    Turn 80 (Right before diplomatic update)

    Turn 217 (Mostly the time of the first diplomatic update)

    Turn 243 (30 turns after second diplomatic update)


    Now, I think it's needless to say, but I never had map like this in my playthourghs, and it's my 8th campaign. For the first time EVER I see Egypt growing THAT BIG, hell, it's first time ever that I see Egypt that far in game! And Seleucids, in my last campaign as Rome I've wintessed their rise and fall couple of times, but even tho I've tried to help them a bit, they never really hold on their own, and now THIS! I'd give you more rep if I could, but it says that I need to spread some around first =/

    Anyway, thanks for mod, now I'm really exited to get "down there" onto those southeast empires.

  17. #17

    Default Re: [REL] Historically plausible development minimod, updated 12/13/2013 with modified peace settings

    I'm glad to see the mod continuing to basically function that many turns into the game. Now if I can just get rome to expand a bit more compared to the others I'd be pretty happy with it.

    I am going to take my time with the next release. I've learned that pushing things out too quickly doesn't really help anyone in the long run. The plan is mainly to refine the basic parameters themselves and also to experiment a bit with AI priorities to see if I can get expansion to happen more naturally and factions to also guard their home provinces a little more effectively at the same time.

    I also want to figure out why my faction changes for unplayable factions arn't working like they did before patch 8. It is really annoying not being able to add diplomatic penalties to some of the minor factions, particularly in the east, as it's a natural way to help Parthia expand in the right way. Parthia tends to shack up with all the eastern satrapies and that has the unintended effect of making it hard for Parthia to expand anywhere.
    Last edited by yukishiro1; December 26, 2013 at 06:20 PM.

  18. #18

    Default Re: [REL] Historically plausible development minimod, updated 12/13/2013 with modified peace settings

    Here's the rome version. I'll add download links for all of them to the main post later today or tomorrow since it's going to stay as this version for a couple days at least.
    Attached Files Attached Files

  19. #19
    Samraat Mahendra Maurya's Avatar Campidoctor
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    Default Re: [REL] Historically plausible development minimod, updated 12/13/2013 with modified peace settings

    Quote Originally Posted by yukishiro1 View Post
    Here's the rome version. I'll add download links for all of them to the main post later today or tomorrow since it's going to stay as this version for a couple days at least.
    Thank you very much! Your mod ill really enhance the DEI experience!

  20. #20

    Default Re: [REL] Historically plausible development minimod, updated 12/13/2013 with modified peace settings

    Could you upload the latest Antigonidai version?

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