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Thread: [REL] Yarkis' Submod Corner

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  1. #1

    Default Re: [REL] Yarkis' Submod Corner

    Quote Originally Posted by LevinS89 View Post
    Simply load all your mods after DEI right?
    In the CA mod manager submods have to come BEFORE DeI.

  2. #2
    Black9's Avatar Biarchus
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    Default Re: [REL] Yarkis' Submod Corner

    They'll load before by default in the launcher, but if you're using Mitch's mod manager then load them before.

  3. #3
    Armageddonn's Avatar Decanus
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    Default Re: [REL] Yarkis' Submod Corner

    Yarkis will you update your mods when 0.7 version comes out?

  4. #4

    Default Re: [REL] Yarkis' Submod Corner

    In the CA mod manager submods have to come BEFORE DeI.
    I´m using Mitch's Mod Manager, and since there were no conflicts between the files I downloaded (less attrition, less food penalties) I figured I could load them before or after DEI regardless. But I'll load DEI last now!

  5. #5
    Kurisu Paifuaa's Avatar Biarchus
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    Default Re: [REL] Yarkis' Submod Corner

    Quote Originally Posted by LevinS89 View Post
    I´m using Mitch's Mod Manager, and since there were no conflicts between the files I downloaded (less attrition, less food penalties) I figured I could load them before or after DEI regardless. But I'll load DEI last now!
    Watch out for conflicts between mods where both use partial tables.

    Mitch's MM conflict check only flags tables with the same name... not the case for table fragments which may alter the same records, yet are uniquely named.

    @Yarkis -- Do you know how these are handled in R2? I vaguely recall with Shogun (or before) that the priority was different for fragments... possibly alphabetical.

  6. #6

    Default Re: [REL] Yarkis' Submod Corner

    It's the same in S2 and R2: Mods that come first alphabetically load last. Not very intuitive, but that's how it is.

  7. #7

    Default Re: [REL] Yarkis' Submod Corner

    Is it possible to completely remove prolongation effect of agents actions? I've tried to rebuild captured settlement, but in few turns after few successful agent actions I'm having -40 time to rebuild them.. While it's fine for player, as we can just restart the process, AI can't... Here's what nearly resurrected Armenia got from their Pontus 'friends'..

  8. #8

    Default Re: [REL] Yarkis' Submod Corner

    None of these mods seem to be working for me with latest patch 1.8?
    Last edited by auboy; January 15, 2014 at 09:49 PM.

  9. #9

    Default Re: [REL] Yarkis' Submod Corner

    Yarkis can you let us know which sub mods (if any) will require updates for DeI v0.7. For the time being I've removed all of the ones I'm using except for the agent mod since nothing is mentioned in the list of changes for v0.7 which would affect it.

    Thanks

  10. #10

    Default Re: [REL] Yarkis' Submod Corner

    All javelins have a 'hidden' fire damage now (without the graphical effects).
    They actually have visual effect - soldiers killed by javelins start to burn like if they'd be killed by fire missiles... Is there any way to remove this weirdness without deleting the whole submod?

  11. #11

    Default Re: [REL] Yarkis' Submod Corner

    Harder Economy Submod don't work with v.0.71a

  12. #12

    Default Re: [REL] Yarkis' Submod Corner

    Harder Economy Submod don't work with v.0.71a

  13. #13

    Default Re: [REL] Yarkis' Submod Corner

    Hi, Yarkis! i installed your agents mod yesterday and haven`t noticed no changes, enemy`s agents still having high level of success. playing on VH. can you tell me how much does it decrease their abilities? or maybe problem is the way i`ve installed it (using user script)?

  14. #14

    Default Re: [REL] Yarkis' Submod Corner

    Hi Yarkis,good mod mate,

    I have a question,in "DeI - Preliminary Naval Battle Submod" ¿the stats of the units (archers,slingers,javelins) in naval battles do not affect stats in land battle?

    I think the missile units in naval battles should be less deadlier than in land battles, for example for the rocking of the boat.

    Ty and sorry for my bad english.

    Regards!
    Last edited by lurumagno; January 30, 2014 at 12:11 PM.

  15. #15

    Default Re: [REL] Yarkis' Submod Corner

    Is your naval battle mod updated for DeI 0.7f and patch 9?
    Thanks mate

  16. #16

    Default Re: [REL] Yarkis' Submod Corner

    If you want to remove the "hidden" fire damage, use pack file manager, open up db, scroll down to projectile tables and find the incendiary table, remove the word low and leave it blank for the javelin armed units.

  17. #17

    Default Re: [REL] Yarkis' Submod Corner

    Hey Yarkis I have a question, which tables effect the growth of provinces. I know you already tripled them in your harder economy mod but I would like to lengthen them even further. Thanks for your time.

  18. #18

    Default Re: [REL] Yarkis' Submod Corner

    Hey Yarkis i made a trom 3 sub mod. It uses the unanime5 expanded japan mod. Can i upload it?. Sorry for posting this here but i could not find any resent reply in trom 3

  19. #19

    Default Re: [REL] Yarkis' Submod Corner

    Do any of these sub mods work with DeI 0.8d?

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