Page 38 of 46 FirstFirst ... 1328293031323334353637383940414243444546 LastLast
Results 741 to 760 of 913

Thread: [Official Submods] Collection of Official Submods

  1. #741

    Default Re: [Official Submods] Collection of Official Submods

    Does the AI play with supply and population in mind even if you have it disabled? I've realized the AI expands very slowly and the armies they field could be min maxed better. It took forever for Rome to get to Carthage and I'm already conquering almost all of Hispania and Germania. In contrast it didn't take long at all for Carthage to lose its territories to rebellions and enemies

    I'm wondering because if that's how it is then I will use the supply and population features next playthrough so I can play at the AI's pace

    Quote Originally Posted by Inferuz View Post
    Does the AI play with supply and population in mind even if you have it disabled? I've realized the AI expands very slowly and the armies they field could be min maxed better. It took forever for Rome to get to Carthage and I'm already conquering almost all of Hispania and Germania. In contrast it didn't take long at all for Carthage to lose its territories to rebellions and enemies

    I'm wondering because if that's how it is then I will use the supply and population features next playthrough so I can play at the AI's pace
    For reference I'm playing as the Iceni and after conquering Britain I waited until turn 30 when I had the necessary technologies to hire the best troops to invade Europe (no artillery)

    Quote Originally Posted by Jake Armitage View Post
    technology, building construction and unit upkeep are doubled (x2), compared to DeI vanilla
    thanks
    Last edited by ♔Greek Strategos♔; June 06, 2019 at 06:11 AM. Reason: Merged posts.

  2. #742

    Default Re: [Official Submods] Collection of Official Submods

    If you have the pop and supply systems disabled they don't affect the AI.

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

  3. #743

    Default Re: [Official Submods] Collection of Official Submods

    Quote Originally Posted by Dresden View Post
    If you have the pop and supply systems disabled they don't affect the AI.
    Nice. Then it does affect the AI. Would one see AI armies traveling with supply wagon units?

  4. #744
    ♔Greek Strategos♔'s Avatar THE BEARDED MACE
    took an arrow to the knee

    Join Date
    Feb 2008
    Location
    Athens, Greece
    Posts
    11,588

    Default Re: [Official Submods] Collection of Official Submods

    Quote Originally Posted by Inferuz View Post
    Reduced Unit Variation for Increased Graphical Performance
    Some units may be missing weapons or have some issues with these - haven't been updated in a long time.
    Reduced Variation for Romans/Greeks


    Reduced Variation for All Units

    I can confirm that Reduced Variation for All Units works well with the latest version of the game and it massively increased my fps during battles. I haven't found missing weapons and gear yet. It probably has absolutely nothing to do with this but my end turn time went down from 45 seconds to 29 seconds

    Pardon my lack of perception but by "it does what the title says" does it mean that 2x Build/Tech Times and Costs makes the current build and tech times twice as long, or that the current times (default 4 turns) are x4 and this reduces it?
    AFAIK these submods aren't updated and they probably do nothing.

    @Dresden?

  5. #745

    Default Re: [Official Submods] Collection of Official Submods

    Quote Originally Posted by ♔Greek Strategos♔ View Post
    AFAIK these submods aren't updated and they probably do nothing.

    @Dresden?
    They massively improved my performance and as the author said some posts earlier them being outdated makes some textures disappear so you see one or two invisible men with visible swords running.

  6. #746

    Default Re: [Official Submods] Collection of Official Submods

    Quote Originally Posted by ♔Greek Strategos♔ View Post
    Did you just assume his gender?
    ah...yes: scholar and gentlethem.

  7. #747
    ♔Greek Strategos♔'s Avatar THE BEARDED MACE
    took an arrow to the knee

    Join Date
    Feb 2008
    Location
    Athens, Greece
    Posts
    11,588

    Default Re: [Official Submods] Collection of Official Submods

    Quote Originally Posted by Inferuz View Post
    They massively improved my performance and as the author said some posts earlier them being outdated makes some textures disappear so you see one or two invisible men with visible swords running.
    You'll probably have more than 1-2 missing texture occassion, since we pretty much added tons of new stuff lately.

  8. #748

    Default Re: [Official Submods] Collection of Official Submods

    probably

  9. #749

    Default Re: [Official Submods] Collection of Official Submods

    Is the PO Garrison mod current?

  10. #750
    Dago Red's Avatar Primicerius
    Join Date
    Nov 2006
    Location
    "Great is the guilt of an unnecessary war" ~John Adams
    Posts
    3,095

    Default Re: [Official Submods] Collection of Official Submods

    Quote Originally Posted by Dresden View Post

    Old Wrath of Sparta Campaign
    This submod changes out our custom Macedonian Wars campaign for the original Wrath of Sparta campaign.
    Original WoS Submod
    Can't get this original WoS fix to work. What am I doing wrong? I have placed in the data folder, loaded/activated in mod manager, even added an "@" for good measure. But the Makedonian Wars in the Roman period keeps loading. Want to revert and play the earlier time frame campaign (it's why I bought the DLC) but I tried a couple campaigns the way you boys had it set up first.

    PS.
    The launcher shows an additional mod with a nonsensical name like QJBHJLSJKUBDKHGSYDVSJD etc in the launch order now. It wasn't there before as far as I know and does not show in the mod manager!

    EDIT: Fixed. There was another Rome II launcher update, I noticed when I let steam online. Once this completed everything worked.

  11. #751
    ♔Greek Strategos♔'s Avatar THE BEARDED MACE
    took an arrow to the knee

    Join Date
    Feb 2008
    Location
    Athens, Greece
    Posts
    11,588

    Default Re: [Official Submods] Collection of Official Submods

    Quote Originally Posted by u811515 View Post
    Is the PO Garrison mod current?
    Not sure. I'll have to check it.

    Quote Originally Posted by Dago Red View Post
    Can't get this original WoS fix to work. What am I doing wrong? I have placed in the data folder, loaded/activated in mod manager, even added an "@" for good measure. But the Makedonian Wars in the Roman period keeps loading. Want to revert and play the earlier time frame campaign (it's why I bought the DLC) but I tried a couple campaigns the way you boys had it set up first.

    PS.
    The launcher shows an additional mod with a nonsensical name like QJBHJLSJKUBDKHGSYDVSJD etc in the launch order now. It wasn't there before as far as I know and does not show in the mod manager!

    EDIT: Fixed. There was another Rome II launcher update, I noticed when I let steam online. Once this completed everything worked.
    Are you using the latest launcher's beta buddy?
    Last edited by ♔Greek Strategos♔; July 16, 2019 at 05:41 AM. Reason: Fixed Typo.

  12. #752

    Default Re: [Official Submods] Collection of Official Submods

    Does the mod order for the dynamic combat speed matter how high up or low it is in the order for it to work?

  13. #753
    ♔Greek Strategos♔'s Avatar THE BEARDED MACE
    took an arrow to the knee

    Join Date
    Feb 2008
    Location
    Athens, Greece
    Posts
    11,588

    Default Re: [Official Submods] Collection of Official Submods

    Quote Originally Posted by armen View Post
    Does the mod order for the dynamic combat speed matter how high up or low it is in the order for it to work?
    If you place it higher then it'll overwrite any other mod's changes.

  14. #754

    Default Re: [Official Submods] Collection of Official Submods

    Quote Originally Posted by ♔Greek Strategos♔ View Post
    If you place it higher then it'll overwrite any other mod's changes.
    And if it's placed low it will be overridden by mods placed above it?

  15. #755
    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 packs above others will overwrite the lower packs regarding common things between the two, otherwise nothing is changed.

  16. #756

    Default Re: [Official Submods] Collection of Official Submods

    Updated TPY submods for new release.

    I will probably be moving various submods to a new Steam location soon since they are on an old account currently.

    AFP submods should be compatible but need to be updated and will hopefully be getting some love soon too

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

  17. #757

    Default Re: [Official Submods] Collection of Official Submods

    Oh, so the current AFP version doesn't have the new Dacian capital yet?

  18. #758

    Default Re: [Official Submods] Collection of Official Submods

    Quote Originally Posted by Dresden View Post
    Updated TPY submods for new release.
    Where are those ? On the first page still read ''FOR 1.2 version''.....

  19. #759

    Default Re: [Official Submods] Collection of Official Submods

    The links have been updated. 1.2.5 is still a 1.2 version...

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

  20. #760

    Default Re: [Official Submods] Collection of Official Submods

    The cheat submods still don't work. But everything else is. Good job

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
  •