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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

    Which trailer?

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  2. #2

    Default Re: [Official Submods] Collection of Official Submods

    So I have a question. Do these sub mods also change the AI as well as myself? Like for example I got the "Reduced Unit Cost/Upkeep" and "No public Order Penalty for Garrisoned Armies" mods.

  3. #3

    Default Re: [Official Submods] Collection of Official Submods

    Dresden, I love your work, had your mods like forever in most TW games, now then I WANT DEI. But the gladiator unit recruitment has no Gladiatrices units, I know before anyone jumps on me, I like them and always have used them. So please, Dresden, give me back my Gladiatrices.

    edit: nm, I fixed it myself.
    Last edited by Agrippa; December 15, 2019 at 11:53 PM.

  4. #4
    Centenarius
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    Default Re: [Official Submods] Collection of Official Submods

    Would it be possible to get a version of the No Major Faction Bonuses submod that left Carthage as the only major faction to get the bonuses? I would love to see Carthage put up a good fight while the other major factions have to really struggle. In other words, I'd like to see Carthage as the premier Mediteranean power during my campaigns as any other faction. If it is a simple tweak I can do it if someone could guide me onto what to change in the official submod.

  5. #5
    Jake Armitage's Avatar Artifex
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    Default Re: [Official Submods] Collection of Official Submods

    It is not very difficult to do but it will require to script in lua, so I'll put less time into doing the modifications (10 mins at max) rather than explaining how to.
    I can do it tomorrow probably, more or less 24hrs from now.

  6. #6
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    Default Re: [Official Submods] Collection of Official Submods

    Thank you Jake. It will be nice to see Carthage as a real threat to the Mediteranean.

  7. #7
    Jake Armitage's Avatar Artifex
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    Default Re: [Official Submods] Collection of Official Submods

    here it is:
    https://www.mediafire.com/file/xfgdj...ly01.pack/file

    It is 100% based on the No Major Faction Bonuses submod but it returns values to carthago only.
    Keep in mind there are other ways too to refine what you're searching for.
    Try it for now and let me know if you need something else.
    Combatible with anything inside DeI ( not recommend for testudo or AoH)

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

    Thanks again Jake. I'll start a new campaign tonight with it!

  9. #9

    Default Re: [Official Submods] Collection of Official Submods

    Sub-mods like no supply and PO Garrison are not working for me.

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

    they are not compatible, it will work one or the other depending on which one is loaded first

    go to (DeI TWC 1st pack): campaigns > main_rome > scripting.lua 8GC campaign only, for other campaign go to another campaign folder)

    scroll down till the bottom and you'll find:
    Code:
    ------------------------------------------------------------------------------------------------------------------ -- Start Population scripts magnar + Litharion
    ------------------------------------------------------------------------------------------------------------------
    local population = require "lua_scripts.population"
    --------------------------------------------------------------------------------------------------------------------
    
    -- Start external scripts of DEI
    -- Selea, Litharion
    
    --------------------------------------------------------------------------------------------------------------------
    local reforms = require "lua_scripts.reforms";
    local army_caps = require "lua_scripts.army_caps";
    local saka_reform = require "lua_scripts.saka_reform";
    local gc_scripts  = require "lua_scripts.gc_scripts";
    local gc_start_scripts  = require "lua_scripts.gc_first_turn_setup";
     local auto_resolve  = require "lua_scripts.auto_resolve_bonus";
    local PublicOrder  = require "lua_scripts.PublicOrder";
    local supply_system  = require "lua_scripts.supply_system";
    local historical_events = require "lua_scripts.historical_events";
    local SeleucidRebels = require "lua_scripts.SeleucidRebels";
    local changeCapital = require "lua_scripts.changeCapital";
    
    local money = require "lua_scripts.money";
    these are the custom callbacks for DeI scripts
    you can deactivate them by putting "--" before
    so, for PO and supply
    Code:
    ------------------------------------------------------------------------------------------------------------------ -- Start Population scripts magnar + Litharion
    ------------------------------------------------------------------------------------------------------------------
    local population = require "lua_scripts.population"
    --------------------------------------------------------------------------------------------------------------------
    
    -- Start external scripts of DEI
    -- Selea, Litharion
    
    --------------------------------------------------------------------------------------------------------------------
    local reforms = require "lua_scripts.reforms";
    local army_caps = require "lua_scripts.army_caps";
    local saka_reform = require "lua_scripts.saka_reform";
    local gc_scripts  = require "lua_scripts.gc_scripts";
    local gc_start_scripts  = require "lua_scripts.gc_first_turn_setup";
    local auto_resolve  = require "lua_scripts.auto_resolve_bonus";
    -- local PublicOrder  = require "lua_scripts.PublicOrder";
    -- local supply_system  = require "lua_scripts.supply_system";
    local historical_events = require "lua_scripts.historical_events";
    local SeleucidRebels = require "lua_scripts.SeleucidRebels";local changeCapital = require "lua_scripts.changeCapital";
    local money = require "lua_scripts.money";
    do an external pack with only the script and load it before dei
    Last edited by Jake Armitage; March 18, 2020 at 02:03 PM.

  11. #11

    Default Re: [Official Submods] Collection of Official Submods

    But I could swear I used them together plenty of times. I also find it odd that they are not compatible considering they are small sub-mods that do not deal with the same thing, I mean why should I just pick one when there is so many in the first page, it should be able to mix them at will.

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

    I can't verify now how the no PO submod works, mabe it just put the PO effects to 0 via db

    mix them at will: man, read my answer and you'll get the answer.
    submods aren't like colors, if you take yellow and red you'll have brown but, for Rome 2 mods, in some cases (since the informatical logic is built this way) yellow will remain yellow and red red, no brown anywhere because of the overwriting

  13. #13

    Default Re: [Official Submods] Collection of Official Submods

    Quote Originally Posted by Jake Armitage View Post
    I can't verify now how the no PO submod works, mabe it just put the PO effects to 0 via db

    mix them at will: man, read my answer and you'll get the answer.
    submods aren't like colors, if you take yellow and red you'll have brown but, for Rome 2 mods, in some cases (since the informatical logic is built this way) yellow will remain yellow and red red, no brown anywhere because of the overwriting
    Jake, you make it sound like the difference between incomplete dominance and co-dominance in genetics.

    Incomplete dominance: white flower + red flower = pink flower

    Co-dominance: white flower + red flower = white and red spots flower

  14. #14

    Default Re: [Official Submods] Collection of Official Submods

    Thanks for helping.

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

    besides the fact that yellow + red makes orange and not brown... I think I misplaced yellow with green in some pat of my brain actually...

  16. #16
    Jake Armitage's Avatar Artifex
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    Default Re: [Official Submods] Collection of Official Submods

    yup, something like that...

  17. #17

    Default Re: [Official Submods] Collection of Official Submods

    Okay so me and another player installed DEI and no Sup submod, to play CO-OP, and the no Sup submod just doesn't work for both of us, its turned on but still the supply mechanic is still in the game,so what do I do?
    Last edited by The Despondent Mind; March 24, 2020 at 04:29 AM.

  18. #18
    Jake Armitage's Avatar Artifex
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    Default Re: [Official Submods] Collection of Official Submods

    scroll down the pages in the main dei forum, or do a search with "multiplayer" things like that
    there a was a thread a couple of months ago about the matter.
    can't search it now 'cause I'm with a crappy notebook without mouse and every interaction with it it's a pain

    or go to dei's discord channels https://discord.gg/Wez6GSY
    there is a channel dedicated to mp, I think you'll surely find someone able to help you
    Last edited by Jake Armitage; March 24, 2020 at 06:03 AM.

  19. #19

    Default Re: [Official Submods] Collection of Official Submods

    Thanks again!

  20. #20

    Default Re: [Official Submods] Collection of Official Submods

    Hetairoi Kataphraktoi - by KAM
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