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Thread: [Official Submod] Turns per Year Options

  1. #161

    Default Re: [Official Submod] Turns per Year Options

    Quote Originally Posted by Dresden View Post
    Updated in preparation for 1.0
    Hey Dresden, just wanted to report that the 4x build,research, etc. seems to be causing a ctd on Parthia's turn.

  2. #162

    Default Re: [Official Submod] Turns per Year Options

    Somehow Rome has huge expense penalty at the start of "4x build,research" version updated for 1.0. Looks like I would go bankrupt in 3 turns with the existing armies and raising taxes to high.
    Was this the intent?

  3. #163

    Default Re: [Official Submod] Turns per Year Options

    I will have to investigate it when I get a free moment.

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  4. #164

    Default Re: [Official Submod] Turns per Year Options

    Happy New Year, and looking forward to any updates! Keep up the great work!

  5. #165

    Default Re: [Official Submod] Turns per Year Options

    Does anyone know how to change building and research times. I like to play 1 tpy and taking 8 years to build barracks seems to long.

    Thanks

  6. #166
    KaerMorhen's Avatar Vicarius
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    Default Re: [Official Submod] Turns per Year Options

    Honestly I'd gladly see 12TPY Build, Research and Cost Submod, cause imho 12TPY is the best tpy to play.

  7. #167

    Default Re: [Official Submod] Turns per Year Options

    Quote Originally Posted by F@32 View Post
    Somehow Rome has huge expense penalty at the start of "4x build,research" version updated for 1.0. Looks like I would go bankrupt in 3 turns with the existing armies and raising taxes to high.
    Was this the intent?
    Also experiencing this issue; additionally the 4turn/construction/expense submod is now consistently crashing the game in version 1.02.

  8. #168

    Default Re: [Official Submod] Turns per Year Options

    Updated 4TPY build/cost mod for 1.02

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  9. #169

    Default Re: [Official Submod] Turns per Year Options

    Any chance for a 12TPY Build, Research and Cost Submod ?

  10. #170

    Default Re: [Official Submod] Turns per Year Options

    Why IA does not work with 12 and 24 ? Still 4 :/. Please 24 ^^.

  11. #171
    kruma's Avatar Civis
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    Default Re: [Official Submod] Turns per Year Options

    Dresden, the expenses increase in the mod is an intended effect or something is not right? I can barely sustain an army of 15 units and that without cavalry which costs around 500, not to mention mercenaries...The game actually is really challenging like this, which I like, but I think it is still a bit too expensive.

  12. #172

    Default Re: [Official Submod] Turns per Year Options

    OK, I guess it will prevent early blitz for Rome on hard campaign difficulty.
    Trade becomes crucial. I will disband some of the army and try to build up the economy first then.

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    EDIT 1: These are the unit costs:

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    Last edited by F@32; January 02, 2015 at 10:22 AM.

  13. #173

    Default [Official Submod] Turns per Year Options

    I concur I'm playing with Ptolemaic empire and getting my ass kicked by cyrenia in what is a war of attrition because I can't afford more than one army even after extorting trade agreements with every possible faction

    Edit: I like the challenge and I took the mod off and I think the units become way too cheap but perhaps an incremental decrease in cost would be ideal

  14. #174

    Default Re: [Official Submod] Turns per Year Options

    Quote Originally Posted by Veltegez View Post
    Any chance for a 12TPY Build, Research and Cost Submod ?
    You mean have buildings be x12 time to build? And research? That would be a little extreme I think?

    Quote Originally Posted by Harry-TW View Post
    Why IA does not work with 12 and 24 ? Still 4 :/. Please 24 ^^.
    These mods only affect the main campaign. The mini-campaigns have their own TPY settings.

    Quote Originally Posted by kruma View Post
    Dresden, the expenses increase in the mod is an intended effect or something is not right? I can barely sustain an army of 15 units and that without cavalry which costs around 500, not to mention mercenaries...The game actually is really challenging like this, which I like, but I think it is still a bit too expensive.
    I left it as it was in previous versions but I can change it.

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  15. #175

    Default Re: [Official Submod] Turns per Year Options

    Updated
    4TPY Build/Research/Cost - lowered unit upkeep/costs

    Added a 12TPY build/research cost

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  16. #176
    kruma's Avatar Civis
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    Default Re: [Official Submod] Turns per Year Options

    Quote Originally Posted by Dresden View Post
    Updated
    4TPY Build/Research/Cost - lowered unit upkeep/costs

    Added a 12TPY build/research cost
    Great. Will try right away the lowered costs!

  17. #177
    Krixux's Avatar Ordinarius
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    Default Re: [Official Submod] Turns per Year Options

    Awesome !
    I also fell 12 t/y is the way ....
    Only that max 300 turn CA (hardcoded iirc) is well ...there...
    btw do not make it more expensive at 12 t/y , ... is already a "sweet pain" as is
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  18. #178
    SilverCohort's Avatar Civis
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    Default Re: [Official Submod] Turns per Year Options

    Last edited by SilverCohort; January 02, 2015 at 11:13 PM.

  19. #179

    Default Re: [Official Submod] Turns per Year Options

    Outstanding! This is a perfect balance of the tough yet reasonable cost/research time!

  20. #180

    Default Re: [Official Submod] Turns per Year Options

    Does the 4TPY Build, research, and cost submod also decrees army movement? I was also wonder how much does it actually slow the game down. Basically will a game actual last till At least AD because the only thing I hate about 4TPY is that the Campaign only really lasts till maby a little after 200 BCE.

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