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Thread: [Sub-mod] Edicts and Agents

  1. #1

    Default [Sub-mod] Edicts and Agents

    Unlimited Edicts Submod - Edicts, edicts everywhere!

    Limited Agents Submod - Lowered agent caps.

    Limited Agents + Unlimited Edicts - The above mods combined.
    Last edited by Dresden; April 12, 2014 at 02:01 PM.

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  2. #2
    Samraat Mahendra Maurya's Avatar Campidoctor
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    Default Re: [Sub-mod] Edicts and Agents

    This seems very Overpowered, does the AI also use this?

  3. #3

    Default Re: [Sub-mod] Edicts and Agents

    How many agents (from every kind) can we use in combined mods ?

  4. #4

    Default Re: [Sub-mod] Edicts and Agents

    The Edicts probably are overpowered, it was requested so I made it. The AI also has access, yes.

    For the Agents, its mostly 1 per type until the last imperium level (then its 2)

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  5. #5

    Default Re: [Sub-mod] Edicts and Agents

    Thanks for you answer. 1-2 type of agents enough IMO it is good idea.

  6. #6

    Default Re: [Sub-mod] Edicts and Agents

    Thank you for the limited agents. Much needed.

  7. #7
    Samraat Mahendra Maurya's Avatar Campidoctor
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    Default Re: [Sub-mod] Edicts and Agents

    Quote Originally Posted by Deaken View Post
    Thank you for the limited agents. Much needed.
    Indeed, thank you sir for a good sub-mod, this will make the game a lot less annoying! Is it save game compatible?

  8. #8

    Default Re: [Sub-mod] Edicts and Agents

    It is save compatible in that it will apply the cap, but any agents already built over the cap won't be deleted.

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  9. #9

    Default Re: [Sub-mod] Edicts and Agents

    So I played as the Arverni and found that my max of all agents was 0. I cannot build any agents. Is this intended?

  10. #10
    Black9's Avatar Biarchus
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    Default Re: [Sub-mod] Edicts and Agents

    Quote Originally Posted by PhillySouljah View Post
    So I played as the Arverni and found that my max of all agents was 0. I cannot build any agents. Is this intended?
    Yes. You have to hit a certain level of Fame in order to build agents.

  11. #11

    Default Re: [Sub-mod] Edicts and Agents

    The agent submod severely limits agents. You have to increase imperium to get any and for the most part the cap is 1 per. This option is for people who want very limited agent interaction in their campaigns.

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  12. #12
    Illuminato's Avatar Civis
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    Default Re: [Sub-mod] Edicts and Agents

    Thanks this was a great addition to my campaign, With DeI aggresive AI agents i was getting hit by 10 agents per turn.

  13. #13
    Armageddonn's Avatar Decanus
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    Default Re: [Sub-mod] Edicts and Agents

    I am using the Pack File Manager 3.1.8 and i cannot edit the values of the Unlimited Edicts Submod the table is red, why is that?

    Edit: the PFM required a schema update. fixed now
    Last edited by Armageddonn; February 16, 2014 at 10:49 AM.

  14. #14

    Default Re: [Sub-mod] Edicts and Agents

    the agent standalone link seems to broken =/

  15. #15

    Default Re: [Sub-mod] Edicts and Agents

    This is a great submod which brings the focus of the game back to armies and strategy (and away from random chance - and frustration).

    I never minded agents from R1 and M2. This is because their roles were specialised - and limited. They enhanced the game, not detracted from it. Would it be possible to make a submod to simplify agents, i.e.

    Spies are for spying.
    Champions are for training.
    Dignitaries are for spreading culture.

    Also I don't think they should be able to attack each other, and all should be invisible to the enemy until "spotted". Once spotted then they are either killed, or manage to escape (to the nearest friendly settlement). Infiltrating the same location again within the next X turns would be more difficult due to higher awareness of the hostile agent.

    With such an arrangement agent caps wouldn't be required.

  16. #16

    Default Re: [Sub-mod] Edicts and Agents

    I just make every enemy agent defect. LOL. I have around 30 agents, or more. Mostly spies.

    #sounnecessary

  17. #17

    Default Re: [Sub-mod] Edicts and Agents

    Anyone have a new link for the agent mod? This listed link is dead.

  18. #18
    kamikazee786's Avatar Senator
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    Default Re: [Sub-mod] Edicts and Agents

    are there any sub mods for dei that will increase the types of edicts available, i know that toon added a mod which added like 4 new edicts and refined the ones already in the game !
    If you work to earn a living, why then do you work yourself to death?

  19. #19

    Default Re: [Sub-mod] Edicts and Agents

    deleted
    Last edited by rjacko10; April 12, 2014 at 09:07 AM.

  20. #20

    Default Re: [Sub-mod] Edicts and Agents

    Even though the links are working, I changed the mod names so they load before the Steam version now.

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