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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 Magnar View Post
    both versions of this have now been updated.
    Good, thanks

    I'll prepare Radious one in a short while, but I've noticed that you halved the effects of some Last Roman (starts with bel_) buildings, which shouldn't happen
    Last edited by SharpEyed; September 30, 2015 at 06:34 AM.

  2. #2
    Magnar's Avatar Artifex
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    Default Re: Climate Change Mod

    Quote Originally Posted by SharpEyed View Post
    Good, thanks

    I'll prepare Radious one in a short while, but I've noticed that you halved the effects of some Last Roman (starts with bel_) buildings, which shouldn't happen
    ah, i didnt even look for that. will fix

    EDIT: cant see any bel building effects changed
    Last edited by Magnar; September 30, 2015 at 08:24 AM.

  3. #3
    SharpEyed's Avatar Be Fair and Thankful!
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    Default Re: Climate Change Mod

    Quote Originally Posted by Magnar View Post
    cant see any bel building effects changed
    Ok, to name them:

    bel_bld_camp_food_meat_2
    bel_bld_camp_food_grain_2
    bel_bld_all_agriculture_livestock_2
    bel_bld_all_agriculture_grain_2
    bel_bld_all_agriculture_generic_1

    (and their other levels)

  4. #4
    SharpEyed's Avatar Be Fair and Thankful!
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    Default Re: Climate Change Mod

    Okay Radious version is updated too,
    Enjoy

    Download


  5. #5

    Default Re: Climate Change Mod

    Thank you, Magnar! I think you should also edit Ma'rib dam fertility boost. Currently when I start Himyar campaign, I suffer famine. So I think you should change Ma'rib dam fertility boost from 5 to 10.

  6. #6

    Default Re: Climate Change Mod

    Magnar, you forgot to change Ma'rib dam fertility. If it is 5 (highest possible) in vanilla version, then you should change it to 10, because your fertility scale is 2 times higher. You understand my point?

  7. #7
    SharpEyed's Avatar Be Fair and Thankful!
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    Default Re: Climate Change Mod

    I think he is right Magnar.

    To make your job easier it's under the buildings again, called "att_bld_eos_marib_dam"
    Being different than others this doesn't provide any food production, this is directly increasing the fertility level by 5 (if not damaged that is).

  8. #8
    Magnar's Avatar Artifex
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    Default Re: Climate Change Mod

    Ah thats annoying.

    I just assumed that all the fertility effects had the word fertility in them like they used to.

    Will update in a couple days.

  9. #9
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    Default Re: Climate Change Mod

    Uploading the new version now

  10. #10

    Default Re: Climate Change Mod

    So I enable the mod and when I click Grand Campaign the game crashes. Any ideas?

  11. #11
    Magnar's Avatar Artifex
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    Default Re: Climate Change Mod

    Quote Originally Posted by BboyPhoenix View Post
    So I enable the mod and when I click Grand Campaign the game crashes. Any ideas?
    are you using any other mods?
    anyone else have the same issue?

  12. #12
    SharpEyed's Avatar Be Fair and Thankful!
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    Default Re: Climate Change Mod

    Idk what was I thinking.. It's only a text, shouldn't be causing problems.. Well that Dam effect shouldn't also.
    Which leaves an only one thing, startpos, I guess.
    Last edited by SharpEyed; October 06, 2015 at 05:19 PM.

  13. #13
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    Default Re: Climate Change Mod

    Quote Originally Posted by SharpEyed View Post
    Yea, since you've asked I've tested it and got the crash while loading a new campaign

    Most likely it has to do with "fertility_levels.loc" table (yeah LR campaign values again^^), I wanted to try again after fix it but that table, or w/e that is, so hard to edit, for some reason what I write (as a new row) gets deleted etc, so I couldn't do it.

    Changed the name of the table, but it didn't do the trick either. so idk what's going on.

    Edit:
    Idk what was I thinking.. It's only a text, shouldn't be causing problems.. Well that Dam effect shouldn't also: Removed and nope didn't work.
    Which leaves an only one thing, startpos, I guess.
    can you send me the startpos again and ill redo it? maybe the file you upped before was corrupted?

  14. #14
    SharpEyed's Avatar Be Fair and Thankful!
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    Default Re: Climate Change Mod

    I think now I get what's wrong, most likely CA have messed with the startpos with the latest update/hotfix or whatever it was.
    This is frustrating. And now I don't have a startpos that has all dlcs playable, which sounds weird, I know

    Just when we thought, ok this time we done it, "surprise!"

  15. #15

    Default Re: Climate Change Mod

    To answer your previous question no, I don't use any other mods. Do I need do have the version with Empire of the Sands? By the way, don't know if that helps, but my mod manager still says that this was made for a previous version of the game, so it says it's outdated. But that doesn't make sense. Sorry if I'm confusing you.

  16. #16

    Default Re: Climate Change Mod

    Now with the new version you uploaded I am stack at the first image with the name Attila when the game starts, before even the intro video before the main menu. Man this is a headache I don't understand why it happens.

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

    if someone with the dlc could give me the startpos again ill remake the mod

  18. #18

    Default Re: Climate Change Mod

    Quote Originally Posted by Magnar View Post
    if someone with the dlc could give me the startpos again ill remake the mod
    I'll PM you it.

  19. #19

    Default Re: Climate Change Mod

    My game is up to date, I have all DLCs, the only mod I'm using is Climate Change Mod and everything works perfectly for me.

  20. #20
    SharpEyed's Avatar Be Fair and Thankful!
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    Default Re: Climate Change Mod

    Now that's weird, then the problem is only happening to the players that doesn't have all DLC's?
    Guess that's the reason why I haven't gotten such feedback on my thread yet.

    But what the?!

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