Page 16 of 46 FirstFirst ... 6789101112131415161718192021222324252641 ... LastLast
Results 301 to 320 of 913

Thread: [Official Submods] Collection of Official Submods

  1. #301

    Default Re: [Official Submods] Collection of Official Submods

    Added Flashheart's baggage train ammo submod to the official collection - http://www.mediafire.com/file/8jtota...trainammo.pack

    It gives baggage trains an ability to replenish ammunition in combat.

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

  2. #302

    Default Re: [Official Submods] Collection of Official Submods

    Quote Originally Posted by Dresden View Post
    You can use the increased build/tech/cost submod along with a TPY submod.
    Thank you very much.

  3. #303

    Default Re: [Official Submods] Collection of Official Submods

    Updated to fix crash issue with IA AFP submod

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

  4. #304

    Default Re: [Official Submods] Collection of Official Submods

    Quote Originally Posted by Dresden View Post
    Updated to fix crash issue with IA AFP submod
    What updated here ?

  5. #305

    Default Re: [Official Submods] Collection of Official Submods

    The submod wouldn't work, now it does.

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

  6. #306
    King-Of-Xanadu's Avatar Libertus
    Join Date
    Nov 2011
    Location
    United States of America
    Posts
    70

    Default Re: [Official Submods] Collection of Official Submods

    Is there a population mod that only effects Mercenaries? I don't understand why Mercs, who were supposed to be a separate force that could be hired by anyone, are tied to the same population mechanics of your general armies.

  7. #307

    Default Re: [Official Submods] Collection of Official Submods

    Quote Originally Posted by King-Of-Xanadu View Post
    Is there a population mod that only effects Mercenaries? I don't understand why Mercs, who were supposed to be a separate force that could be hired by anyone, are tied to the same population mechanics of your general armies.
    I think you're wrong. Mercenaries came from population.

  8. #308

    Default Re: [Official Submods] Collection of Official Submods

    Mercenaries are drawn from foreigner population which makes sense. Unless they are the same culture as you, then yes they come for your people.

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

  9. #309
    King-Of-Xanadu's Avatar Libertus
    Join Date
    Nov 2011
    Location
    United States of America
    Posts
    70

    Default Re: [Official Submods] Collection of Official Submods

    I don't mean to be a bother, but how do I install the no Population mod? I have never done this before and when I installed it, I couldn't move it and the game crashed as it was loading. If it is any easier, do you have that mod on Steam?

    *Slams Head against table for how impossible Syracuse is in DeI mod.*

  10. #310

    Default Re: [Official Submods] Collection of Official Submods

    You place it in the data folder. In Mod manager you click "enable out of date mods" then make sure that mod is checked.

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

  11. #311

    Default Re: [Official Submods] Collection of Official Submods

    Could the unlimited Edicts be updated to work properly with 1.2? Currently it removes imperium levels altogether which seems to break the systems relying on imperium such as diplomacy and reforms :/

  12. #312

    Default Re: [Official Submods] Collection of Official Submods

    I love this mod. I ended up with 2 whole campaigns without crashes and took advantage of it to compliment everyone.

    Question:

    I love the classic Greek period, mod Macedonian war is up to date?(1.2.1 c)

    Grazie

  13. #313

    Default Re: [Official Submods] Collection of Official Submods

    Its up to date

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

  14. #314

    Default Re: [Official Submods] Collection of Official Submods

    Quote Originally Posted by Dresden View Post
    The submod wouldn't work, now it does.
    No, I mean what you updated ? I don't understand.

  15. #315
    Katsumoto's Avatar Quae est infernum es
    took an arrow to the knee

    Join Date
    Feb 2009
    Posts
    11,783

    Default Re: [Official Submods] Collection of Official Submods

    Is it possible at all to change turns per year during a campaign? Starting with 1TPY and changing to 4TPY for example. I think I remember reading something about editing the save file? Thanks in advance.

  16. #316

    Default Re: [Official Submods] Collection of Official Submods

    Yes, I have a tutorial on that in the rome 2 workshop. Magnar probably has a video tutorial on it too. Its 1 number in the save, very easy to change.

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

  17. #317
    Katsumoto's Avatar Quae est infernum es
    took an arrow to the knee

    Join Date
    Feb 2009
    Posts
    11,783

    Default Re: [Official Submods] Collection of Official Submods

    Thanks, I'll have a look. Would it be compatible with the historical family members submod too?

  18. #318

    Default Re: [Official Submods] Collection of Official Submods

    The historical family is set for 4TPY right now. Once its in the main mod, the submods for each TPY will have adjusted settings for it.

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

  19. #319

    Default Re: [Official Submods] Collection of Official Submods

    Is it just me or does the supply baggage train ammo mod not work? The baggage train unit has the special ability to resupply ammo for units within a certain radius and when I do it the units ammo goes back to full however they are never able to actually use their ammo again once depleted and refilled....(Says it's full after resupply but they cannot fire)

  20. #320

    Default Re: [Official Submods] Collection of Official Submods

    Quote Originally Posted by gnosis89 View Post
    Is it just me or does the supply baggage train ammo mod not work? The baggage train unit has the special ability to resupply ammo for units within a certain radius and when I do it the units ammo goes back to full however they are never able to actually use their ammo again once depleted and refilled....(Says it's full after resupply but they cannot fire)
    It doesn't work for me either, though on my end it doesn't show them gaining ammo at all.

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
  •