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Thread: [Official Submod] Turns per Year Options

  1. #41

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

    Quote Originally Posted by Dresden View Post
    Added a submod that increases build, research times and costs.
    Hey Dresden I just tried the 4tpy build, research, cost mod and it seems that the cost is still set to 2tpy. I may be wrong but I thought I would bring it to your attention.

  2. #42
    Barune's Avatar Miles
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    Default Re: [Official Sub-mod] Turns per Year Options

    Very neat and nice work Dresden as usual. 12/24 TPY (haven't decided yet) has me interested. I think it would be neat with the season effects if they lasted more then one turn, Therefore having more magnitude. Perhaps i'll have to DL PFM and tinker around and figure out how to adjust the building times etc. I'd ask you to make a version but i know you guys are crazy busy right now
    Last edited by Barune; March 29, 2014 at 03:38 AM.

  3. #43

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

    Quote Originally Posted by loukylouk View Post
    Hey Dresden I just tried the 4tpy build, research, cost mod and it seems that the cost is still set to 2tpy. I may be wrong but I thought I would bring it to your attention.
    Did you check in game or in the mod file? I used the difficulty table to change the costs.

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  4. #44

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

    Quote Originally Posted by Dresden View Post
    Did you check in game or in the mod file? I used the difficulty table to change the costs.
    I checked in game. I started a new campaign and I play on very hard.

  5. #45

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

    Is it normal for armies to have the less movement during the spring? I m using the 4tpy with increased costs, research times etc.

  6. #46
    Barune's Avatar Miles
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    Default Re: [Official Sub-mod] Turns per Year Options

    Quote Originally Posted by Veltegez View Post
    Is it normal for armies to have the less movement during the spring? I m using the 4tpy with increased costs, research times etc.
    As quoted by Dresden from another thread about the Base DEI mod.

    "To fix transports, we doubled land movement then added a negative movement to all seasons on land. This allows transports to move properly again."

    Perhaps this is what you're talking about.

  7. #47

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

    OK i will explain this more (and try to use better wording as english is not my native language).

    First of all I tried with this mod enabled (4tpy with increased costs) and with normal "unmoded" DeI and the results were the same. So this is not a problem of this mod, and this posts should probably move to the bug section.

    I understand what Dresden explains as I can see the green movement bars is not in full capacity at the beginning of each season/turn.

    The movement penalty from season effects is not applied at the same season but at the next one.

    So let's say we have a autumn with -25% movement penalty. The next turn is a winter with -50% penalty but my armies have -25% movement. Spring comes with a -20% and my armies movement is hindered by -50%. The next summer they have -20% movement ... etc ... the movement and seasons are not synchronised.

    Is this a bug or is it meant to be that way?

    Btw there are some rare instances were at an area (i ve seen this in magna grecia) when i select a city there is no icon for seasonal effects and the next turn my armies have 100% movement range.

  8. #48

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

    Thanks for the bug report. I need to fix those parts of the new movement system.

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  9. #49

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

    Hi, thanks for everything!
    I'm trying to change my savegames from 4 to 12 turns for year but in your tutorial you have these numbers: 1 0 0 while i have: 4 2 26.
    I need to change only the first value to 12 leaving unchanged the others two?

  10. #50

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

    Yes, in theory that should work.

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  11. #51

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

    Updated for 0.85.

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  12. #52
    Manningham's Avatar Civitate
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    Default Re: [Official Sub-mod] Turns per Year Options

    Since you are releasing a 4 tpy build/research times submod, would it also make sense to slow down faction reforms? The only part of DeI that makes me uncomfortable is the speed with which reforms are achieved..
    "It don't matter to Jesus"
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  13. #53
    Joysong's Avatar Miles
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    Default Re: [Official Sub-mod] Turns per Year Options

    with the new update more turn per year doesnt work anymore. its only spring time for 8 turns

  14. #54

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

    Well that is bizarre, I wonder why 8TPY does that.

    Edit: Can't seem to figure out why 8TPY doesn't work with seasons.
    Last edited by Dresden; April 05, 2014 at 02:06 PM.

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  15. #55
    Joysong's Avatar Miles
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    Default Re: [Official Sub-mod] Turns per Year Options

    Quote Originally Posted by Dresden View Post
    Well that is bizarre, I wonder why 8TPY does that.

    Edit: Can't seem to figure out why 8TPY doesn't work with seasons.
    12 years works fine.

  16. #56

    Default Re: [Official Submod] Turns per Year Options

    Dresden by chance can I get one of you to upload a 12tpy or 24 tpy mod to Steam tried to use link here and modify folder but for some reason they are not working for me

  17. #57

    Default Re: [Official Submod] Turns per Year Options

    I'm curious, is it possible to switch up the seasons for 2tpy? Instead of summer/winter, have spring/fall? Also, I noticed that the dei grand campaign still begins with spring, and since CA implemented seasons into the grand campaign now, I think vanilla might begin in summer. That's besides the point; the current 2tpy extreme polar weather effects gives me a headache in trying to manage public order in some regions. However, I suppose that could be the realistic effect...

    Anyhow, maybe look into the vanilla starting season for the gc; you might be able to adjust the 2tpy (and all others) to at least start in summer.

  18. #58

    Default Re: [Official Submod] Turns per Year Options

    @JerStone Just drop the pack in your Rome 2 data folder and make sure you have the outdated mods option checked in your Mod Manager.

    @YouEnjoy Unfortunately, I haven't figured out how to make 2TPY have other seasons.


    Update
    - 12 and 24 TPY now line up better with months/seasons.

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  19. #59

    Default Re: [Official Submod] Turns per Year Options

    12 tpy sounds very appealing to me. Thanks
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  20. #60

    Default Re: [Official Submod] Turns per Year Options

    Quote Originally Posted by Dresden View Post
    Update
    - 12 and 24 TPY now line up better with months/seasons.
    How did you do that?

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