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  1. #1
    SharpEyed's Avatar Be Fair and Thankful!
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    Default Re: Climate Change Mod

    Quote Originally Posted by dagnar View Post
    idk why but this DOES NOT work for me. i download it like any other mod and when i play i see the difference in the chart but base ferility in scandza stays at 2 and nowhere does any levels increase. it just changes the color sceme from a yellow to ginger kid crotch red.. idk what to do
    because you have to start a new game to see it working.

  2. #2

    Default Re: Climate Change Mod

    i tried that and its the same. scandza base fertility is 2 at start of new game. i reallly dont know what it is. i tried 4 ypt 12 ypt (which dsnt let me play at all) and then the submodded radious version.. i just dont know .. haha. i mean if any tips at all man it would be awesome cuz i really dislike this ice age ..

  3. #3
    Magnar's Avatar Artifex
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    Default Re: Climate Change Mod

    All mods should be updated in the next day or 2.

    This one takes the longest to update.

  4. #4
    Decanus
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    Default Re: Climate Change Mod

    [Deleted Dumb Question]

    Thanks for all your efforts!

  5. #5

    Default Re: Climate Change Mod

    I assume the 12 turns climate mod automatically changes the turns to 12 too, and I don't need your other mod, right?

  6. #6
    Magnar's Avatar Artifex
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    Default Re: Climate Change Mod

    Quote Originally Posted by Murderin View Post
    I assume the 12 turns climate mod automatically changes the turns to 12 too, and I don't need your other mod, right?
    thats correct

  7. #7

    Default Re: Climate Change Mod

    Hi,

    any idea when we will get an update to make it compatible with the Celts dlc?

  8. #8

    Default Re: Climate Change Mod

    Quote Originally Posted by HungerStrike View Post
    Hi,

    any idea when we will get an update to make it compatible with the Celts dlc?
    It was already updated and works fine with the celts.

  9. #9
    Senator
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    Default Re: Climate Change Mod

    No, it does not, at least for me. With the mod the Celtic factions do not appear as campaign factions. Without it all is fine.

  10. #10

    Default Re: Climate Change Mod

    I just tested it, both the 4 and 12 turn per year versions work fine with the celts.

  11. #11

    Default Re: Climate Change Mod

    It was not working for me either with the mod installed, however after deleting the mod and re-downloading it everything works fine.

  12. #12

    Default Re: Climate Change Mod

    Working fine for me with 12tpy.
    Thank you very much, a great contribution making Attila a better game.

  13. #13
    SharpEyed's Avatar Be Fair and Thankful!
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    Default Re: Climate Change Mod

    hey Magnar, thx for the mod

    I would like to ask a question, is this mod also will change (lower) the snow that covers almost whole world, especially after 420 AD?

  14. #14
    Magnar's Avatar Artifex
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    Default Re: Climate Change Mod

    Quote Originally Posted by SharpEyed View Post
    hey Magnar, thx for the mod

    I would like to ask a question, is this mod also will change (lower) the snow that covers almost whole world, especially after 420 AD?
    no it doesnt affect that at all

  15. #15
    SharpEyed's Avatar Be Fair and Thankful!
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    Default Re: Climate Change Mod

    Quote Originally Posted by Magnar View Post
    no it doesnt affect that at all
    ah :/

    well thx for the answer, have a good one

  16. #16
    SharpEyed's Avatar Be Fair and Thankful!
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    Default Re: Climate Change Mod

    actually i forgot to ask this

    well im about to start a new campaign, and wanna use the mod finally, but this mod also does changes on buildings, so I think it's not compatible with Radious in that

    Edit:
    but hmmm I think I can do some copy paste and delete ofc - phew finally done.

    I can share Radious compatible version (4tpy) here and in Radious Sub-mod section if you dont mind (ofc will mention ur name in different color and/or bold - giving credits as Sum.)
    Last edited by SharpEyed; April 26, 2015 at 12:24 PM.

  17. #17
    Magnar's Avatar Artifex
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    Default Re: Climate Change Mod

    Quote Originally Posted by SharpEyed View Post
    actually i forgot to ask this

    well im about to start a new campaign, and wanna use the mod finally, but this mod also does changes on buildings, so I think it's not compatible with Radious in that

    Edit:
    but hmmm I think I can do some copy paste and delete ofc - phew finally done.

    I can share Radious compatible version (4tpy) here and in Radious Sub-mod section if you dont mind (ofc will mention ur name in different color and/or bold - giving credits as Sum.)
    you can ofc put any version you've edited or compatible with other mods in this thread

  18. #18
    SharpEyed's Avatar Be Fair and Thankful!
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    Default Re: Climate Change Mod

    Quote Originally Posted by Magnar View Post
    you can ofc put any version you've edited or compatible with other mods in this thread
    Ok thx, and also I will open a thread in Sub-mod section for other ppl to see, but will direct them here so I hope it's not a problem.

    Anyway, so this one is Radious compatible (4 tpy), he already changed vanilla Building effects so I took them and divided by 2.
    Then copy paste and delete stuff.

    Download
    Last edited by SharpEyed; April 26, 2015 at 05:04 PM.

  19. #19

    Default Re: Climate Change Mod

    Any 24tpy version?

  20. #20
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    Default Re: Climate Change Mod

    Quote Originally Posted by Glycerius View Post
    Any 24tpy version?
    no, and none planned for that length of campaign , though it is fairly easy to modify it to be 24tpy

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