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Thread: [Official Submods] Collection of Official Submods

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  1. #1
    Jake Armitage's Avatar Artifex
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    Default Re: [Official Submods] Collection of Official Submods

    Sorry, I should start paying more attention to people's post...
    I can do them tomorrow if you want, it's simple.
    What do you want, 50% or 66%?
    Last edited by Jake Armitage; August 10, 2019 at 09:39 AM.

  2. #2

    Default Re: [Official Submods] Collection of Official Submods

    Quote Originally Posted by Jake Armitage View Post
    Sorry, I should start paying more attention to people's post...
    I can do them tomorrow if you want, it's simple.
    What do you want, 50% or 66%?
    Hehe no problem!

    And 50% would be great, thanks man!

    Also I uh, don't know how to mod the game unless it's through the steam workshop (am big noob)

  3. #3

    Default Re: [Official Submods] Collection of Official Submods

    Quote Originally Posted by Jake Armitage View Post
    Sorry, I should start paying more attention to people's post...
    I can do them tomorrow if you want, it's simple.
    What do you want, 50% or 66%?
    And just one quick question, would the submod be save game compatible? If not, I have no problem waiting for you to make it, I totally get that these kinds of things take time, but if so I think I'll start playing a campaign, I can't wait to try out the new patch! Thanks again!

  4. #4

    Default Re: [Official Submods] Collection of Official Submods

    Loaded question.

    Is it possible to create a submod that increases research, reduces troop movement based off what TPY mod there is? But a proper ratio of what it should be reduced by.

    Specifically the 12 TPY. The build time I dont have a big issue with.

    I can make it myself if someone points me to where it's located.

  5. #5

    Default Re: [Official Submods] Collection of Official Submods

    Quote Originally Posted by BooBooLovesAll View Post
    Loaded question.

    Is it possible to create a submod that increases research, reduces troop movement based off what TPY mod there is? But a proper ratio of what it should be reduced by.

    Specifically the 12 TPY. The build time I dont have a big issue with.

    I can make it myself if someone points me to where it's located.
    ....Was about to ask the same thing basically, but for 24TPY

  6. #6
    Ygraine's Avatar Campidoctor
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    Default Re: [Official Submods] Collection of Official Submods

    Quote Originally Posted by chadwicknight View Post
    ....Was about to ask the same thing basically, but for 24TPY
    Need to edit things like rough terrain movement, season movement effects etcetera too, otherwise you'll barely be able to move - especially if you scale it to 24 TPY. And stuff like movement increases from skills, ancillaries and tech will be near useless if the base movement is severely downscaled. 5% of 100 is something, 5% of 30 not so much.
    (2nd position - Gameplay Mods-category - 2016 Modding Awards.)

  7. #7

    Default Re: [Official Submods] Collection of Official Submods

    Quote Originally Posted by Ygraine View Post
    Need to edit things like rough terrain movement, season movement effects etcetera too, otherwise you'll barely be able to move - especially if you scale it to 24 TPY. And stuff like movement increases from skills, ancillaries and tech will be near useless if the base movement is severely downscaled. 5% of 100 is something, 5% of 30 not so much.
    Ok got it.

    Let's say then movement/research/build just a little scaled up?

  8. #8

    Default Re: [Official Submods] Collection of Official Submods

    Updated the No Major Faction Bonuses submod, it was waaaaaay out of date.

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  9. #9

    Default Re: [Official Submods] Collection of Official Submods

    Quote Originally Posted by Dresden View Post
    Updated the No Major Faction Bonuses submod, it was waaaaaay out of date.
    Is it present in the Steam Workshop? The one with pretty weird preview pic?

  10. #10
    Jake Armitage's Avatar Artifex
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    Default Re: [Official Submods] Collection of Official Submods

    Sorry, totally forgot about that pack, here it is:
    https://www.mediafire.com/file/j8m8x...0%25.pack/file

    Should be 100% compatible from next building constructed and next turn for techs.

  11. #11

    Default Re: [Official Submods] Collection of Official Submods

    Quote Originally Posted by Jake Armitage View Post
    Sorry, totally forgot about that pack, here it is:
    https://www.mediafire.com/file/j8m8x...0%25.pack/file

    Should be 100% compatible from next building constructed and next turn for techs.
    Thank you so much! Hmm, as a Steam user though I have no idea how to implement this into the game... does anybody know how?

  12. #12

    Default Re: [Official Submods] Collection of Official Submods

    Quote Originally Posted by Jake Armitage View Post
    Sorry, totally forgot about that pack, here it is:
    https://www.mediafire.com/file/j8m8x...0%25.pack/file

    Should be 100% compatible from next building constructed and next turn for techs.
    I've tried it too and it doesn't work. It's a shame because this is one crucial submod that should be added to the collection

  13. #13

    Default Re: [Official Submods] Collection of Official Submods

    Quote Originally Posted by Jake Armitage View Post
    Sorry, totally forgot about that pack, here it is:
    https://www.mediafire.com/file/j8m8x...0%25.pack/file

    Should be 100% compatible from next building constructed and next turn for techs.
    Thanks! Can't wait to try it out

  14. #14

    Default Re: [Official Submods] Collection of Official Submods

    Quote Originally Posted by chadwicknight View Post
    Thanks! Can't wait to try it out
    Let us know if you get it to work, and if so, how you did!

  15. #15
    Jake Armitage's Avatar Artifex
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    Default Re: [Official Submods] Collection of Official Submods

    A) Put the chosed packs into the data folder (..\Steam\SteamApps\common\Total War Rome II\data)
    B) Remember to revert to the old manager: https://www.twcenter.net/forums/show...nd-Mod-Manager
    C) Start Rome II
    D) In Mod Manger, check "Enable Out of Date Mods"
    E) Make sure all chosed packs are checked green. Their load order should be ok. It is given by the number of @, the more they are the more previous the mod is loaded/must be loaded
    F) Play

  16. #16

    Default Re: [Official Submods] Collection of Official Submods

    I did everything exactly as you say to do but I can't get it to work sadly.

    As for opting into the beta for the old manager, I did that, but the launcher looks the same as the new one, I wonder if that has anything to do with it?

  17. #17
    Jake Armitage's Avatar Artifex
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    Default Re: [Official Submods] Collection of Official Submods

    Take the pack and do a steam submod (with your username) then subscribe, try this way.

  18. #18

    Default Re: [Official Submods] Collection of Official Submods

    Hmm I did that, following the instructions from this website: https://wiki.totalwar.com/w/Steam_Wo...Steam_Workshop, and it just gave me errors, and didn't work in game. I also tried both launchers.

    Oh well, RIP I guess lol, thanks for trying though.

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

    Sorry guys, yeah, the pack isn't working.
    Reason is that I put a "%" into pack title and probably is having some windows issue to be recognized as a file.

    Here it is, works for me
    https://www.mediafire.com/file/82x0b...h_50.pack/file

  20. #20

    Default Re: [Official Submods] Collection of Official Submods

    It works! You just saved me and many other guys a whole lot of time with the campaign. Thank you very very much, Jake!

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