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Thread: [Official Submods] Collection of Official Submods

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  1. #1
    ♔Greek Strategos♔'s Avatar THE BEARDED MACE
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    Default Re: [Official Submods] Collection of Official Submods

    Quote Originally Posted by Dresden View Post
    The year starts in January, it has to start the season then too. January - March is winter. If you look at seasons, this is correct - Spring doesn't technically start until the end of March.

    Changing the numbers in the startpos may change the starting season but I think it will eventually revert to this system now. I think it makes sense, if you have 3 months per season how else would you divide it? Because each new year has to start in January with a new season I think.
    Quote Originally Posted by FrontierWolf View Post
    Ok, i see where you are coming from, but i have always had a problem with 21st Dec(approx) been midwinter and 21st June(approx) been Midsummer because they are so obviously not, especially here in the UK(saying that though the UK feels like it's in a constant 12 months of winter anyway). I have also been used to using a Submod fix by "Minion_J" which fixed the seasons/months to the way i like,but no worries i will try and wean myself off it..Thanks for your help.
    I also use 12tpy most of the time. What Dresden says is quite logical. It's actually a matter of getting used to it.

  2. #2

    Default Re: [Official Submods] Collection of Official Submods

    @Dresden, can the "2x Build/Tech Times and Costs" submod be used with the DeI 12 TPY and 24 TPY mods? Does it only change the build/tech times and costs?

  3. #3
    ♔Greek Strategos♔'s Avatar THE BEARDED MACE
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    Default Re: [Official Submods] Collection of Official Submods

    Quote Originally Posted by GJNelson View Post
    @Dresden, can the "2x Build/Tech Times and Costs" submod be used with the DeI 12 TPY and 24 TPY mods? Does it only change the build/tech times and costs?
    Welcome to the Forums buddy.
    I believe you could use them without issues indeed, since they only change what their title states.

  4. #4

    Icon6 Re: [Official Submods] Collection of Official Submods

    Quote Originally Posted by Greek strategos View Post
    Welcome to the Forums buddy.
    I believe you could use them without issues indeed, since they only change what their title states.
    Thanks for the reply and info! After doing a bit more research in these forums, I discovered a very good strategy guide to Divide et Impera gameplay and now am using just the 12 TPY submod with Divide et Impera.

    I really love this mod! I'm a returning RTW/RTR Platinum gamer and previously tried the R2TR3 mod before the P&P game update. I previously had a sign-on here with the username of Marcus Camillus, but in one of the reforms of the TWCenter, my old sign-on vanished from lack of use.

    Divide et Impera mod for Total War: Rome 2 has rekindled my love for this game and all things Roman and ancient history. Many thanks to your team for an awesome mod!

  5. #5
    ♔Greek Strategos♔'s Avatar THE BEARDED MACE
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    Default Re: [Official Submods] Collection of Official Submods

    Quote Originally Posted by GJNelson View Post
    Thanks for the reply and info! After doing a bit more research in these forums, I discovered a very good strategy guide to Divide et Impera gameplay and now am using just the 12 TPY submod with Divide et Impera.

    I really love this mod! I'm a returning RTW/RTR Platinum gamer and previously tried the R2TR3 mod before the P&P game update. I previously had a sign-on here with the username of Marcus Camillus, but in one of the reforms of the TWCenter, my old sign-on vanished from lack of use.

    Divide et Impera mod for Total War: Rome 2 has rekindled my love for this game and all things Roman and ancient history. Many thanks to your team for an awesome mod!

    That's nice to hear mate. Enjoy it.
    Make sure to visit our thread for tech and performance tips here and feel free to post for any help you may need.

    Cheers

  6. #6

    Default Re: [Official Submods] Collection of Official Submods

    Quote Originally Posted by GJNelson View Post
    but in one of the reforms of the TWCenter, my old sign-on vanished from lack of use.
    That's odd. My account is over a decade old, and it never vanished. I routinely didn't use it for several years.

  7. #7

    Default Re: [Official Submods] Collection of Official Submods

    Updated No supply/population submods for latest update - otherwise the new seleucid rebel script wont work

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  8. #8

    Default Re: [Official Submods] Collection of Official Submods

    would you be able to put in brackets () at the side of each sub mod what are compatible with latest dei patch so we all know please
    like this

    2x Build/Tech Times and Costs (1.2.2e Compatible)

  9. #9
    ♔Greek Strategos♔'s Avatar THE BEARDED MACE
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    Default Re: [Official Submods] Collection of Official Submods

    Quote Originally Posted by TheNewKing View Post
    would you be able to put in brackets () at the side of each sub mod what are compatible with latest dei patch so we all know please
    like this

    2x Build/Tech Times and Costs (1.2.2e Compatible)
    I believe most of them are compatible now. Except the less variation ones, though I'm not 100% sure about them.

  10. #10

    Default Re: [Official Submods] Collection of Official Submods

    Quote Originally Posted by TheNewKing View Post
    would you be able to put in brackets () at the side of each sub mod what are compatible with latest dei patch so we all know please
    like this

    2x Build/Tech Times and Costs (1.2.2e Compatible)
    That wouldn't quite be feasible, because 1. it's a lot of work to constantly update that list and 2. they're never quite sure until people report problems with a particular submod, and that is unforeseeable so the list wouldn't be right. The general answer is "submods should work with the most up to date version, unless they're not updated or there's a problem we haven't found yet". The thing is, of course, the modders don't know. They change the pack files and expect things to work, but they don't test each and every submod.

  11. #11

    Default Re: [Official Submods] Collection of Official Submods

    Is the "2x Build/Tech Times and Costs" effect going across the board, even for AI?

    I've been looking into ways to slow down AI on AI steamroll, and so far the march & engage submod is helping, but AI Rome has still managed to conquer upper Greece in 60 turns in my playthrough.

    Any submod suggestions to make this happen?

  12. #12

    Default Re: [Official Submods] Collection of Official Submods

    Quote Originally Posted by k966 View Post
    Is the "2x Build/Tech Times and Costs" effect going across the board, even for AI?

    I've been looking into ways to slow down AI on AI steamroll, and so far the march & engage submod is helping, but AI Rome has still managed to conquer upper Greece in 60 turns in my playthrough.

    Any submod suggestions to make this happen?
    Yes, I've written a submod specifically for this purpose.
    http://www.twcenter.net/forums/showt...s-appreciated*

  13. #13

    Default Re: [Official Submods] Collection of Official Submods

    Yes it affects the AI but that won't really change their expansion. You need to get something like cultural tensio or one of those submods.

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  14. #14
    Seljuq Prince's Avatar Civis
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    Default [Official Submods] Collection of Official Submods

    Ignore, first post looked different in tapatalk for some reason.
    Last edited by Seljuq Prince; December 16, 2017 at 04:21 AM.

  15. #15

    Default Re: [Official Submods] Collection of Official Submods

    Hi, can you update the Reduced Unit Variation for Increased Graphical Performance mod? i need that submod to run DEI in my pc u.u

  16. #16
    ♔Greek Strategos♔'s Avatar THE BEARDED MACE
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    Default Re: [Official Submods] Collection of Official Submods

    Quote Originally Posted by thepiza View Post
    Hi, can you update the Reduced Unit Variation for Increased Graphical Performance mod? i need that submod to run DEI in my pc u.u
    Dresden will probably update it when he finds the time.
    In the meantime you could try this thread for tips running the game with better performance.

  17. #17
    Meraun's Avatar Decanus
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    Default Re: [Official Submods] Collection of Official Submods

    Are the Garriosn Pentaly und 12 Tpy compatible with 1.2?

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  18. #18
    ♔Greek Strategos♔'s Avatar THE BEARDED MACE
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    Default Re: [Official Submods] Collection of Official Submods

    Quote Originally Posted by Meraun View Post
    Are the Garriosn Pentaly und 12 Tpy compatible with 1.2?
    12 Tpy yeap. Not sure about the other one though.

  19. #19

    Default Re: [Official Submods] Collection of Official Submods

    All submods listed under 1.2 are compatible with 1.2 unless stated otherwise.

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  20. #20
    Lun's Avatar Libertus
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    Default Re: [Official Submods] Collection of Official Submods

    When using the more factions mod for Macedonian wars, Ptolemies are not playable. Is there a way to fix this?

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