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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

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

  2. #2
    Jake Armitage's Avatar Artifex
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    Default Re: [Official Submods] Collection of Official Submods


  3. #3

    Default Re: [Official Submods] Collection of Official Submods

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

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  4. #4

    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?

  5. #5

    Default Re: [Official Submods] Collection of Official Submods

    probably

  6. #6

    Default Re: [Official Submods] Collection of Official Submods

    Is the PO Garrison mod current?

  7. #7
    Dago Red's Avatar Primicerius
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    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.

  8. #8
    ♔Greek Strategos♔'s Avatar THE BEARDED MACE
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    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.

  9. #9

    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?

  10. #10
    ♔Greek Strategos♔'s Avatar THE BEARDED MACE
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    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.

  11. #11

    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?

  12. #12
    Jake Armitage's Avatar Artifex
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    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.

  13. #13

    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

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  14. #14

    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''.....

  15. #15

    Default Re: [Official Submods] Collection of Official Submods

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

  16. #16

    Default Re: [Official Submods] Collection of Official Submods

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

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  17. #17

    Default Re: [Official Submods] Collection of Official Submods

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

  18. #18

    Default Re: [Official Submods] Collection of Official Submods

    Hello, I was wondering if somebody could direct me to a mod which significantly cuts down (at most by half) building/research times? Note that I play on the Steam version.

    Thanks!

  19. #19
    Jake Armitage's Avatar Artifex
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    Default Re: [Official Submods] Collection of Official Submods

    you can use the DeI hardcore official submod (doubles quite everything):
    https://www.twcenter.net/forums/show...ftcore-Submods


    or you can go to:
    https://www.twcenter.net/forums/show...-upd-aug-07-19
    go to TESTUDO #1 post
    go to DOWNLOAD
    go to TURTLE_Parts
    pick both TURTLE_Parts_Building and TURTLE _Parts_Technology, you have 5 ranges to pick from.

  20. #20

    Default Re: [Official Submods] Collection of Official Submods

    Quote Originally Posted by Jake Armitage View Post
    you can use the DeI hardcore official submod (doubles quite everything):
    https://www.twcenter.net/forums/show...ftcore-Submods


    or you can go to:
    https://www.twcenter.net/forums/show...-upd-aug-07-19
    go to TESTUDO #1 post
    go to DOWNLOAD
    go to TURTLE_Parts
    pick both TURTLE_Parts_Building and TURTLE _Parts_Technology, you have 5 ranges to pick from.
    Thanks for the reply! But I mean I want to play a mod where building and tech times are less, like instead of 8 turns to build, 4 turns. Those two mods seem to increase, even up to double, the tech/buildings times hehe. Also for the Turtle mod, it seems really cool but I don't think I am hardcore enough yet to play it.

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