Last edited by ♔Greek Strategos♔; March 14, 2017 at 03:11 PM.
Obviously gameplay is a matter of taste, everyone has his preferences.
About reducing movement, I can say (as it has already been said by other people) that it greatly improves the strategic way of planning invasions and defence.
Plus i didn't notice great changes about AI behaviours, it just still moves towards its objective, only in more turns.
So you don't need to make it compatible with other ones seperately, I see...
Ι'll just use the one you made for hardcore and I'm also using the Hard Pop and 12tpy. I don't think I'll have any issues but If you manage to test the latest version you uploaded though, please let me know.
Cheers
Edit:@Dresden do you think this will work ???
Last edited by ♔Greek Strategos♔; March 14, 2017 at 03:26 PM.
The pack i posted in #117 does not work.
It seems I'll have to learn how to add personalized tabs.
I've always avoided watching Magnar's tutorials on youtube, maybe one day
but not today
I assume there's a way to check for navies in the vicinity of your transports (for the supply system). Would it be possible to apply huge movement bonuses at the same time? So you'd embark your troops on turn 1, move your navy next to them, and on turn 2 they both zoom away?
Of course this wouldn't help the AI, but they're not in a rush to cross the sea due to supply concerns.
EDIT: Though now that I think about it, you could game the system by moving back onto land and keeping all the extra movement.
Last edited by Kolaris8472; March 15, 2017 at 09:06 PM.
Could we have an updated release now DEI 1.2.1 is out of beta guys ???
I haven't seen the creator around for some time, so anyone able and available to properly update it ???
Cheers
Last edited by ♔Greek Strategos♔; May 22, 2017 at 08:45 AM.
Im not sure why but it doesnt work with the new version :/
Doesn't work how?
I'm using the same table for my own edits in Data Venia and it works just fine in 1.2.1.
This is from Don's mod:
0
False
rom_force_campaign_mod_movement_range
in_all_your_armies
-10
0
True
rom_force_campaign_mod_movement_range
in_all_your_armies
-10
This is from the main DeI mod:
0
False
rom_force_campaign_mod_movement_range
in_all_your_armies
10
0
True
rom_force_campaign_mod_movement_range
in_all_your_armies
10
Last edited by ♔Greek Strategos♔; May 22, 2017 at 09:10 PM.
Will this mod still work with the newest version of DeI? Is it perfectly stable as well?
Also, wants the double time stance for fleets taken away for a specific reason? I'm always quite flustered how fleets take just as long (when having transports) as land movement so I like the idea of it being added, just curious at what cost?
How subtle is the change in movement distance? I started a new campaign after installing this submod and didn't notice much of a difference.
This seems to work with the latest version of DeI. Movement points are reduced. Or do only some aspects not work, which I'm not noticing?
Yes it works. Just a start a new game. The changes are not save game compatible.
Many thanks to the author for this work!
Can you make a mod where movement is reduced by twice more than this mod?
Here is an updated version of DonKanallje's reduced movement since I'm quite sure his files overwrites some minor effects from latest DeI updates
It's quite a long time that he's offline so I'm updating it.
All credits to him.
DeI vanilla movement range: 10 effect value
DonKanallje's: -10 effect value
Download: http://www.mediafire.com/file/4sjjb3...vement-10.pack
as per requested by Hattter: -30 effect value
Download: http://www.mediafire.com/file/h68jdo...vement-30.pack
Last edited by Jake Armitage; October 15, 2017 at 08:32 PM.