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Thread: [Submod] Stop Barbarian Empires! (0.0.1)

  1. #61
    Linke's Avatar Hazarapatish
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    Default Re: [Submod] Stop Barbarian Empires! (0.0.1)

    There are new subcultures and religions.

  2. #62

    Default Re: [Submod] Stop Barbarian Empires! (0.0.1)

    would be interesting if we could work with those.

    can you guys confirm crash reports when allowing barbarians to sack or confederate?

  3. #63

    Default Re: [Submod] Stop Barbarian Empires! (0.0.1)

    This submod can be turned on and off without crashing any games. As the suebie if I want can start the game with this submod and then turn it off so that I can or any AI can acquire some territory and then turn it on again.

  4. #64

    Default Re: [Submod] Stop Barbarian Empires! (0.0.1)

    good to know.

    So, is it possible to add restrictions to sub-cultures too?
    the way it works now is just for cultures.

  5. #65

    Default Re: [Submod] Stop Barbarian Empires! (0.0.1)

    nice idea. if barb can not occupy enemy territory it should have some bonuses like cheaper units ( cost and/or unkeep ) for more/better and often raiding on enemy territory.
    Even with one region/province they should be tougher enemy to eliminate.
    Last edited by NiKuTa; January 01, 2015 at 01:19 PM.

  6. #66

    Default Re: [Submod] Stop Barbarian Empires! (0.0.1)

    So, is it possible to add restrictions to sub-cultures too?
    the way it works now is just for cultures.
    This would be amazing.
    Two things...Don't pre-order Attila & Map Modding Tools

  7. #67

    Default Re: [Submod] Stop Barbarian Empires! (0.0.1)

    I make a small sub-mod for your great idea.
    Barb units cost 10% lass and unkeep of this unit is -10%.
    It will give some boost for barb factions ( now they can't conquer a new lands).
    I'm thinking about give barb faction +1 (or 2) slot/s for unit recruits. Most of barb faction have only 1 territory so they recruit only a 2 units in on turn.

    Steam - http://steamcommunity.com/sharedfile.../?id=368520807

  8. #68

    Default Re: [Submod] Stop Barbarian Empires! (0.0.1)

    Quote Originally Posted by Linke View Post
    I changed so the barbarians would be able to sack in the table Dresden had changed so that the game does not crash when they take your settlements, they will still not loot though.
    https://www.mediafire.com/view/f11tl...n_empires.pack
    Is the updated version to allow barbarians to sack working/compatible with DeI 1.0

  9. #69
    Maetharin's Avatar Senator
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    Default Re: [Submod] Stop Barbarian Empires! (0.0.1)

    Ok guys, i have no idea about how to mod sub cultures, or any of DeI new cultures, i just compared dresdens all diplomatic options mod with the standart DeI values of that time...

    So does anyone of you have any idea if the new cultures are moddable? I´ll look into it today, but i have no idea right now how complicated it´s going to be...
    "Ceterum censeo Carthaginem delendam esse!"

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    "I concur!"

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  10. #70

    Default Re: [Submod] Stop Barbarian Empires! (0.0.1)

    I would love to know that too, limit some types of barbarians but not others for instances, give different options to different civilized sub-cultures, etc..

  11. #71

    Default Re: [Submod] Stop Barbarian Empires! (0.0.1)

    Could you tell me what this table change ??
    cai_personality_occupation_decision_priorities
    Code:
    default    1    occupation_decision_liberate    1    1    1    1
    default    1    occupation_decision_loot    1    1    1    1
    default    5    occupation_decision_occupy    5    5    5    5
    default    1    occupation_decision_raze    1    1    1    1
    default    1    occupation_decision_sack    1    1    1    1
    default    1    occupation_decision_vassal    1    1    1    1
    I see that you change this table? SO maybe you can help me.

  12. #72

    Default Re: [Submod] Stop Barbarian Empires! (0.0.1)

    I believe it has something to do with the AI decision making whether it should occupy (highest chance) or choose some other option, one column for each culture, but I dont know which belongs to which. If you put a 0 in all collumns in the Loot line, then the AI will never loot. I think thats how the original table was, dont remember.

  13. #73
    Maetharin's Avatar Senator
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    Default Re: [Submod] Stop Barbarian Empires! (0.0.1)

    @NiKuTa: pretty much what Peregrinus wrote...

    Ok i have to say, i have no freaking idea how the DeI devs have implemented all these new custom cultures...
    And i have yet to find out how to mod any of this...

    Maybe we could give all the factions we don´t want to be able to do smth. a certain culture but a fitting subculture, as far as i have gathered, the new egyptian subculture is still a hellenic culture...

    I had in mind to take away the ability to conquer from any greek faction, so i´d have to take away these options from the greek cultures in the culture_settlement_occupation_options table, but this would take away all of that for the hellenized factions, like the ptolemaics, seleucids and antagonids...

    My idea would be to create new subcultures for the, let´s say roman culture, name them Macedonic, Syrian and Egyptian and have them have the same settlement occupation options as the romans do...
    Or maybe give all the factions we don´t want to expand, like the greeks, gallics, germans, arabians, aso..., the barbarian culture and create subcultures for all of them...

    Two different ways, same result...
    The way I plan to do it depends on how difficult it would be to create a new subculture...

    I´ll PM Dresden about this idea, I´ll let you know as soon as i know more!
    "Ceterum censeo Carthaginem delendam esse!"

    Marcus Porcius Cato Censorius

    "I concur!"

    ​Me

  14. #74

    Default Re: [Submod] Stop Barbarian Empires! (0.0.1)

    Well that sounds very complicated

    yea I was hoping Dresden or another DEI team member would help out and tell us if this is easily doable or not.

  15. #75
    Maetharin's Avatar Senator
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    Default Re: [Submod] Stop Barbarian Empires! (0.0.1)

    Ok i got my hopes dashed by dresdens reply, no easy fix for lazy old me...

    New subcultures apparently bug up the game, and adding custum cultures is complicated as hell...
    I´ll see if I can get any more info out of dresden, but i think this is going to take awhile to learn...

    Best regards
    "Ceterum censeo Carthaginem delendam esse!"

    Marcus Porcius Cato Censorius

    "I concur!"

    ​Me

  16. #76

    Default Re: [Submod] Stop Barbarian Empires! (0.0.1)

    yea, i was just hoping there would be some way to use the new sub-cultures in the occupation options table

    thanks for your efforts, hope there's a way, if not i think there's not much else we can do for this mod.

  17. #77
    Maetharin's Avatar Senator
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    Default Re: [Submod] Stop Barbarian Empires! (0.0.1)

    I´ve asked dresden on how he´d do it, maybe he has an idea
    "Ceterum censeo Carthaginem delendam esse!"

    Marcus Porcius Cato Censorius

    "I concur!"

    ​Me

  18. #78

    Default Re: [Submod] Stop Barbarian Empires! (0.0.1)

    Can't wait to try this.

  19. #79

    Default Re: [Submod] Stop Barbarian Empires! (0.0.1)

    Would you give me permission to upload this mod, giving you the credit? I think it would be a popular mod on steam.

  20. #80

    Default Re: [Submod] Stop Barbarian Empires! (0.0.1)

    So just a breakdown really quick that may help. There are 3 "culture" settings.

    1.) Overall culture. This is rom_Barbarian, rom_Roman, rom_Hellenistic and rom_Eastern. This determines most aspects of the game, such as occupation options and buildings. These are assigned by subculture. In other words, each subculture is assigned to a certain one of the 4 overall cultures.

    2.) Subculture. These are assigned in the faction table and determine your diplomatic options, character skills, and many other parts.

    3.) Religion (culture). This is the actual culture of a given faction, such as Egyptian, Persian, Parni, etc. in 1.0. These are completely different from the above 2 and are set in the startpos. They are dependent on temples/buildings and affect public order.

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