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Thread: [Official Submod] Turns per Year Options

  1. #1

    Default [Official Submod] Turns per Year Options

    Updated for 1.05a:

    These submods are now also available as part of the DeI Official Submod Collection on Steam.

    Load these mods before DeI (should happen automatically with Steam Mod Manager due to alphabetical name):

    Turns Per Year Submods - These simply change the TPY, nothing else. No promises as to balance or gameplay, simply here for your convenience if you prefer these options. I am also not sure how seasons will react to some of these.

    DeI TPY 1

    DeI TPY 2

    DeI TPY 4 (Basic DeI setting)

    DeI TPY 12

    DeI TPY 24


    Other Submods

    1TPY Build and Research Submod - Decreases Build and Research times.

    4TPY Build, Research and Cost Submod - Increases Build times, research times and unit/building costs.

    12TPY Build, Research and Cost Submod - For the truly masochistic, further increase to build/research/cost
    Last edited by Dresden; July 13, 2015 at 09:44 PM.

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  2. #2
    Libertus
    Join Date
    Apr 2011
    Location
    US East Coast
    Posts
    87

    Default Re: [Sub-mod] Turns per Year Options

    Hey, thanks for the work you guys do. Any hope of a 2 tpy version with the build and research times etc. adjusted in the distant future? Obviously a non-priority but something that would be wonderful. I could try peeking through the .pack but I'll probally finish when 0.8 comes out lol. I managed to get hegmonia compatible with STIM though so who knows.

  3. #3

    Default Re: [Sub-mod] Turns per Year Options

    Big thanks! Long awaited for this mod.

  4. #4

    Default Re: [Sub-mod] Turns per Year Options

    DeI is currently set with 2TPY build times, etc. It just has TPY set to 4.

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  5. #5
    Libertus
    Join Date
    Apr 2011
    Location
    US East Coast
    Posts
    87

    Default Re: [Sub-mod] Turns per Year Options

    ohh awesome, i may just jump on this now then, thanks

  6. #6
    Libertus
    Join Date
    Apr 2011
    Location
    US East Coast
    Posts
    87

    Default Re: [Sub-mod] Turns per Year Options

    All seems to working well with 2 tpy.There are still 4 seasons but 2 tpy but thats hardly a true issue. Thanks

  7. #7

    Default Re: [Sub-mod] Turns per Year Options

    Interesting, it doesn't alternate Summer/Winter ? I thought the seasons in 2TPY alternated those.

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  8. #8
    Libertus
    Join Date
    Apr 2011
    Location
    US East Coast
    Posts
    87

    Default Re: [Sub-mod] Turns per Year Options

    You know what, my fault. When I checked it I was using a saved game that I edited the save file and I tied another handful of things. So when I quickly checked it with a clean new game with just dei and the 2tpy the first turn was spring so I assumed it was still all 4 seasons. Turn 2 is summer and then 3 is winter and sticks to the two from then on.

  9. #9

    Default Re: [Sub-mod] Turns per Year Options

    Hey Dresden, is this savegame compatible? Are you uploading this to the steam workshop?
    Thanks Mate

  10. #10

    Default Re: [Sub-mod] Turns per Year Options

    This isn't save compatible, but if you want to change your save here is a tutorial: http://www.twcenter.net/forums/showt...1#post13270783

    ----> Website -- Patreon -- Steam -- Forums -- Youtube -- Facebook <----

  11. #11

    Default Re: [Sub-mod] Turns per Year Options

    Thanks Dresden I've been avoiding modding but I may give it a go now. If I modify my save game to two turns per year will it automatically run between summer and winter only, or do I need to modify anything else?

    Cheers Mate

  12. #12

    Default Re: [Sub-mod] Turns per Year Options

    Quote Originally Posted by Dresden View Post
    This isn't save compatible, but if you want to change your save here is a tutorial: http://www.twcenter.net/forums/showt...1#post13270783
    Hey mate I did as instructed on your tutorial, used EditSf 1.1.1, followed step by step but then when I was loading my campaign it did not work. Do I need to have PFM installed? Do I need to modify the save game in the actual savegames folder, because what I did was to create a backup folder, modify the file there and then copy the modified file to the savegames folder.

    Any help would be great

    Cheers Mate

  13. #13

    Default Re: [Sub-mod] Turns per Year Options

    If you only edited the turns per year number in your save game, it should load properly and function with the new turns per year (unless something has changed recently, I havent made this change in a long time).

    ----> Website -- Patreon -- Steam -- Forums -- Youtube -- Facebook <----

  14. #14

    Default Re: [Sub-mod] Turns per Year Options

    Quote Originally Posted by Dresden View Post
    If you only edited the turns per year number in your save game, it should load properly and function with the new turns per year (unless something has changed recently, I havent made this change in a long time).
    I did not touch any other values. On your tutorial the other 2 values on campaing_calendar where 0, on mine 3 and 271 I think, but I am not sure what that means :/

  15. #15

    Default Re: [Sub-mod] Turns per Year Options

    Make sure you changed the values that are present when you click on Campaign Calendar, not the ones that are under it when expanded.

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  16. #16

    Default Re: [Sub-mod] Turns per Year Options

    Quote Originally Posted by Dresden View Post
    Make sure you changed the values that are present when you click on Campaign Calendar, not the ones that are under it when expanded.
    I didn't touch any other values. Could it be a conflict with any other submods, I am using?:

    1. "No forced March"-Divide et Impera submod http://steamcommunity.com/sharedfile.../?id=222837517
    2. a_2tpy_dei_submod
    3. DeI BoW units Re-Add http://steamcommunity.com/sharedfile.../?id=227493933
    4. DeI Onagers Re-Enabled http://steamcommunity.com/sharedfile.../?id=227777019
    5. Ranged Rebalance [Submod for DEI]http://steamcommunity.com/sharedfiles/filedetails/?id=227487331
    6. ROME VERSION: Historical Development Sub-mod for Divide et Impera http://steamcommunity.com/sharedfile.../?id=205895315
    7. No Forced March!http://steamcommunity.com/sharedfile.../?id=215698876
    8. Authentic Ancient World - Naval Pack I Beta (for Divide et Impera) http://steamcommunity.com/sharedfile.../?id=230137632
    9. Aztecs Lighting Mod - Version 3 http://steamcommunity.com/sharedfile.../?id=227227391
    10. Better AI Recruitment for DeI and Vanilla http://steamcommunity.com/sharedfile.../?id=225694896
    11. Car_dei_unit_pack
    12. the 4 parts of Divide et Impera (modded by ItLeonard to be used with his Legions mod)
    13. R2:TW GEM - Graphic Enhancement Mod 4.2.1 http://steamcommunity.com/sharedfile.../?id=187199741
    14. The 5 parts of the LEGIONS MOD http://steamcommunity.com/sharedfile.../?id=227601825
    15. Improved Hoplite Phalanx Formation Mod http://steamcommunity.com/sharedfile.../?id=227540323
    16. Movable Polybolos Mod http://steamcommunity.com/sharedfile.../?id=227541542
    17. num_inf
    18. Iyerbeth's Reduced Squalor Mod http://steamcommunity.com/sharedfile.../?id=199896962
    19. stepperaid

    what is the meaning of the 2 other rows of values on campaign_calendar? They are currently set at 3 and 275, I reckon the latter is the number of turns so far, but I dunno about the second. I tried changing the second value from 3 to 2 too, in case there was a relationship where the second row value should be lower than the first one but that did not work either.

    I appreciate if you can give the heads up, but no pressure I don't want to take much of your time and the amazing work you guys are doing, anyways thanks

  17. #17

    Default Re: [Sub-mod] Turns per Year Options

    Ok I got it working, it was as I thought initially; the value of the second row is the season, and it seems that it cannot be higher than the first row value (tpy). The savegames I tried to mod were winter saves (value=3). I moded a savegame on spring (value=0) and is working fine now with 2tpy

  18. #18

    Default Re: [Sub-mod] Turns per Year Options

    Updated with more options and for DeI 0.8. WARNING: Do not use until 0.8 releases (it won't load).

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  19. #19

    Default Re: [Sub-mod] Turns per Year Options

    Dresden, is there any possibility of your previous TPY mod (with movement, research, building cost alterations) being compatible for DEI. I found that version today with much excitement but found that with DEI running as well, the modifiers of unit omvement etc are overruled in some way. Are the two mods ever likely to co-exist?? would love to enjoy your great mod more!

  20. #20

    Default Re: [Sub-mod] Turns per Year Options

    Quote Originally Posted by grint View Post
    Dresden, is there any possibility of your previous TPY mod (with movement, research, building cost alterations) being compatible for DEI. I found that version today with much excitement but found that with DEI running as well, the modifiers of unit omvement etc are overruled in some way. Are the two mods ever likely to co-exist?? would love to enjoy your great mod more!
    Oh interesting!! I'd love a turn per year option where movement range is much shorter, so I guess 12 turns per year would be a natural choice. A marching range of about 35 kilometers average, all depending on terrain of course. Just sort of get a realistic range, but not be able to hop between city to city like you can now. Atleast take a turn to land inbetween two cities, next turn be able to reach it. Something like that. Basically slow down everything

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