Page 43 of 46 FirstFirst ... 183334353637383940414243444546 LastLast
Results 841 to 860 of 913

Thread: [Official Submods] Collection of Official Submods

  1. #841
    Jake Armitage's Avatar Artifex
    Patrician

    Join Date
    Apr 2011
    Location
    apartment 6
    Posts
    4,694

    Default Re: [Official Submods] Collection of Official Submods

    here, it will always be compatible with anything
    http://www.mediafire.com/file/7eof4v0v6u64zq7/file

  2. #842

    Default Re: [Official Submods] Collection of Official Submods

    Quote Originally Posted by Jake Armitage View Post
    here, it will always be compatible with anything
    http://www.mediafire.com/file/7eof4v0v6u64zq7/file
    It doesn't work, I check for Pergamon , hoplites are still 183/110, General 400.

  3. #843
    Jake Armitage's Avatar Artifex
    Patrician

    Join Date
    Apr 2011
    Location
    apartment 6
    Posts
    4,694

    Default Re: [Official Submods] Collection of Official Submods

    the only reason why it doesn't work is that your steam manager is not reading it

  4. #844

    Default Re: [Official Submods] Collection of Official Submods

    Quote Originally Posted by Jake Armitage View Post
    the only reason why it doesn't work is that your steam manager is not reading it
    What to do. It doesn't work in the workshop,and the one you threw off above doesn't work either.

  5. #845
    Jake Armitage's Avatar Artifex
    Patrician

    Join Date
    Apr 2011
    Location
    apartment 6
    Posts
    4,694

    Default Re: [Official Submods] Collection of Official Submods

    1) steam manager, not always but most of the times
    2) mitch mod manager - check post #1136 https://www.twcenter.net/forums/show...g-09-20/page57
    3) wh2 mod manager https://github.com/Kaedrin/warhammer-mod-manager
    4) user script http://www.twcenter.net/forums/showt...-txt-quot-File

  6. #846

    Default Re: [Official Submods] Collection of Official Submods

    Quote Originally Posted by Jake Armitage View Post
    1) steam manager, not always but most of the times
    2) mitch mod manager - check post #1136 https://www.twcenter.net/forums/show...g-09-20/page57
    3) wh2 mod manager https://github.com/Kaedrin/warhammer-mod-manager
    4) user script http://www.twcenter.net/forums/showt...-txt-quot-File
    It worked earlier, but not now, because of that, any ideas?

  7. #847
    Jake Armitage's Avatar Artifex
    Patrician

    Join Date
    Apr 2011
    Location
    apartment 6
    Posts
    4,694

    Default Re: [Official Submods] Collection of Official Submods

    yeah, you're right, for some reason I can't explain that pack wasn't working...

    this is fine though (tested it)
    http://www.mediafire.com/file/dhg7bt7v2ysmkqo/file

  8. #848
    Jake Armitage's Avatar Artifex
    Patrician

    Join Date
    Apr 2011
    Location
    apartment 6
    Posts
    4,694

    Default Re: [Official Submods] Collection of Official Submods

    BOT too have upkeep 20%?

    are you asking if AI has -20% for the upkeep?
    No, player only
    Giving upkeep penalties to AI wouldn't have much sense, just worsen their possibility to act correctly during the campaign

  9. #849

    Default Re: [Official Submods] Collection of Official Submods

    Jake Armitage
    Good day, you have a mod capture point does not solve the battle for the villages..Is there a similar sub mod for cities? Because in some cities, the point is located in the middle of the city, behind the inner ring of walls, and there is no tactical protection for it. For example, this is if the victory point would be in Babylon, not in the center of the inner citadel , but in front of it. Or Londinium would have a point between 1 and 2 walls

  10. #850
    Jake Armitage's Avatar Artifex
    Patrician

    Join Date
    Apr 2011
    Location
    apartment 6
    Posts
    4,694

    Default Re: [Official Submods] Collection of Official Submods

    no, I have no idea about that

  11. #851

    Default Re: [Official Submods] Collection of Official Submods

    Dear DEI Team,

    I vaguely recall a sub-mod for player reforms to trigger after turn dates only, and not turn date & imperium level. But I cannot find it.

    Does such a mod exist? If not, would it be difficult to make?

    Thank you.

  12. #852

    Default Re: [Official Submods] Collection of Official Submods

    Haven't tested it but this should mostly do the trick http://www.mediafire.com/file/xdbffc...rium.pack/file

    It gives reforms Imperium 1/2/3 requirements. So, if a faction has 2 reform levels it will be 1 and 2.

    ----> Website -- Patreon -- Steam -- Forums -- Youtube -- Facebook <----

  13. #853

    Default Re: [Official Submods] Collection of Official Submods

    Thank you Dresden.

  14. #854

    Default Re: [Official Submods] Collection of Official Submods

    Hi everyone, trying to find a mod for turning out Civil wars (giving obscene amounts of loyalty to other parties). I'm in the middle of civil war right now and would like to switch to empire and turn the mod on once I deal with it for RP purposes. Seems that all mods I've found over workshop do not work, anyone stumbled upon working one / is able to create one ?

    Cheers !

  15. #855

    Default Re: [Official Submods] Collection of Official Submods

    Updated TPY, Settlers and Hardcore submods for 1.2.7

    ----> Website -- Patreon -- Steam -- Forums -- Youtube -- Facebook <----

  16. #856
    Nikron's Avatar Senator
    Join Date
    Mar 2007
    Location
    Marbella, Spain
    Posts
    1,488

    Default Re: [Official Submods] Collection of Official Submods

    Any More Playable Factions for Rise of the Republic please? I'd like to try the Messapians.

  17. #857

    Default Re: [Official Submods] Collection of Official Submods

    I can't access 4tpy/research/build/recruitment mod on steam however I try to access it. Is it just me or is there something going on?

  18. #858

    Default Re: [Official Submods] Collection of Official Submods

    Steam wanted me to agree to the workshop EULA for the 10000th time on my secondary account...sorry about that.

    ----> Website -- Patreon -- Steam -- Forums -- Youtube -- Facebook <----

  19. #859

    Default Re: [Official Submods] Collection of Official Submods

    I'm sorry if this is posed elsewhere, but I wasn't able to to find it - does the old Wrath of Sparta mod still work? I tried to do AFP Macedonian Wars and I'm getting CTD, so then I tried to see what happens with the old WOS, and that also has CTD. Any thoughts? I tried loading both mods above the main mod. Thanks

    [UPDATE] Never mind. I got them both to to work by deactivating all other mods.
    Last edited by Callicles; May 02, 2021 at 08:10 AM.

  20. #860

    Default Re: [Official Submods] Collection of Official Submods

    Quote Originally Posted by Dresden View Post
    Steam wanted me to agree to the workshop EULA for the 10000th time on my secondary account...sorry about that.
    Forgot to thank you! Works great and I am having the time of my life!

    The historic event popups (the one you can click in the upper right corner that shows up time to time) are wonderful. I just reading about how for example Phyrrus was doing IRL after I had crushed him in game.
    I know seasons and age is tied to a lot of stuff and you cant for example get a 12tpy seasons and 4tpy aging.
    But is it possible for the historic text events?

    Like if a text is coded to fire at 270bc can you adjust it so the dates in the code is compensated for 4tpy? 272->260bc is 48 turns in the game instead of 12. Can thus the historic events be made to fire at 268bc?


    I might be bongling the examples but my point is if there is a possibility to get the fantastic historic text popup events the team has written to mesh well with the 4tpy mod?

Tags for this Thread

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •