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Thread: [Official Submods] Collection of Official Submods

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  1. #1

    Default Re: [Official Submods] Collection of Official Submods

    Is female barb generals compatible with ancestral beta and your patch for it?

  2. #2

    Default Re: [Official Submods] Collection of Official Submods

    @Dresden
    Is the "Reduced Unit Variation for Increased Graphical Performance" still useful after all these years, or the units have changed? If not, will it ever be updated? The last Rome 2 beta update seems more performance heavy, it would be good having something that increase performance.

  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 RomanSpoon View Post
    @Dresden
    Is the "Reduced Unit Variation for Increased Graphical Performance" still useful after all these years, or the units have changed? If not, will it ever be updated? The last Rome 2 beta update seems more performance heavy, it would be good having something that increase performance.
    Welcome to the Forums.
    AFAIK it's not updated. You could find tweaks and performance tips on my sig (just click on it). Feel free to post there if you need any other help.

    Cheers.
    Last edited by ♔Greek Strategos♔; July 14, 2018 at 01:25 PM.

  4. #4

    Default Re: [Official Submods] Collection of Official Submods

    In theory all current submods should be compatible with the Ancestral beta update.

    The reduced graphical lag one hasn't been updated in a long time, I just havent had time to do it. You could use it but there will be some issues like some missing weapons, etc.

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  5. #5

    Default Re: [Official Submods] Collection of Official Submods

    Hi team. What's the guidance about 4TPY Build/Research/Cost Submod with the latest release? I see them on Steam and under vanilla Campaign Mods in forums.
    Last edited by F@32; July 18, 2018 at 06:14 PM.

  6. #6
    ♔Greek Strategos♔'s Avatar THE BEARDED MACE
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    Default Re: [Official Submods] Collection of Official Submods

    Eh what do you mean guidance ?

  7. #7

    Default Re: [Official Submods] Collection of Official Submods

    Quote Originally Posted by ♔Greek Strategos♔ View Post
    Eh what do you mean guidance ?
    I was wondering if it messes with the current difficulty settings. I am plying N/N as Baktria with 4TPY Research/Build/Cost model and struggling to maintain 1.5 stacks while owning 7 settlements.
    Observing that one settlements AI nations have 2 stacks.

    From Dresden back in 2015:
    The AI will always have bonuses, especially on higher difficulties. That is one of the only sure ways to keep them viable and a challenge.

    The 4TPY cost mod is not really something I would suggest anyway, DeI is well balanced I think for what it is without the need for it. I provided it because it was requested.
    1. Is this submod compatible with the latest DeI?
    2. Do you recommend 4TPY or Hardcore mode instead?

    My mod manager order after I downloaded forum release files (how I hate that stupid mod manager):

    • @@fixpack123dPATCH20.pack
    • Rome Total War Music
    • Wonders of the Ancient World - DeI
    • _divide_et_impera_release_12_Part1.pack
    • _divide_et_impera_release_12_Part2.pack
    • Dresden_4TPY_Tech_Build_Cost_Mod.pack


    I don't think the last one is the right DeI version as my level 2 coin building now shows the price of 17K. LINK.
    OK, I think the right one is here: http://www.mediafire.com/file/ak9wv2...st_submod.pack


    Cheers
    Last edited by F@32; July 19, 2018 at 02:28 PM.

  8. #8
    Foederatus
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    Default Re: [Official Submods] Collection of Official Submods

    Well, could you please update the Reduced Unit Variation Mod within the next time?

  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 aloaaloaaloa View Post
    Well, could you please update the Reduced Unit Variation Mod within the next time?
    Not gonna happen soon AFAIK.

  10. #10

    Default Re: [Official Submods] Collection of Official Submods

    does the 2tpy mod not work with the beta?

  11. #11

    Default Re: [Official Submods] Collection of Official Submods

    In theory most of the submods should be compatible with the beta, I think

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  12. #12
    Jake Armitage's Avatar Artifex
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    Default Re: [Official Submods] Collection of Official Submods

    Talking about this, and sorry if double asking, but could be that 12tpy (and others tpy of course) needs to be updated since they change startpos things as latest DeI 1st pack (talking about TWC, not steam)?
    Dunno, never worked on startpos, so could be that they do not overwrite the same thing.
    Let me know, please.
    Last edited by Jake Armitage; August 19, 2018 at 07:51 AM.

  13. #13

    Default Re: [Official Submods] Collection of Official Submods

    The latest update didn't edit any startpos files other than the new RoR DLC so they should be okay.

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  14. #14
    Jake Armitage's Avatar Artifex
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    Default Re: [Official Submods] Collection of Official Submods

    Ok, thx

  15. #15

    Default Re: [Official Submods] Collection of Official Submods

    Are "All factions playable submods" not working with the new actualization? Or maybe Im doing something wrong.

  16. #16

    Default Re: [Official Submods] Collection of Official Submods

    They should work as far as I know.

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  17. #17

    Default Re: [Official Submods] Collection of Official Submods

    Updated/added the following submods:

    Original Wrath of Sparta campaign has now been updated for the newest mod version.

    No PO Garrison submod has been updated so that fleets no longer cause a public order negative.

    The Gladiator recruitment submod has been updated to be more compatible with future releases.

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  18. #18
    Celtichugs123's Avatar Senator
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    Default Re: [Official Submods] Collection of Official Submods

    Hey,

    Is the 2 Turn Per Year Submod (here or on Steam) still compatible? I usually love 4 Turns Per Year, but when your rig is getting older each year and Rome 2's notorious slow turn times, I'd rather have less turns per year

    Many thanks!

    Edit: After looking through this thread and others, I believe I found the answer. However, could a dev still confirm? Thank you and apologies if the answer was staring me in the face the entire time...
    Last edited by Celtichugs123; August 27, 2018 at 12:48 PM.
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  19. #19

    Default Re: [Official Submods] Collection of Official Submods

    Hi folks. Does 2x Cost / Research time mod apply to AI? I'm struggling on N/N in my Bactria campaign. Barely can maintain 2.5 stacks while facing nations with 6-12 stacks... No other submods. Cheers.

  20. #20
    FlashHeart07's Avatar Praepositus
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    Default Re: [Official Submods] Collection of Official Submods

    Quote Originally Posted by F@32 View Post
    Hi folks. Does 2x Cost / Research time mod apply to AI? I'm struggling on N/N in my Bactria campaign. Barely can maintain 2.5 stacks while facing nations with 6-12 stacks... No other submods. Cheers.
    Yes. But the AI will often be making a lot more money than you anyway. My suggestion would be to use the softcore submod until you get a hang of the game and then just remove it when it gets too easy. Your problem as I see it, is diplomacy and finances

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