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Thread: did i break it??

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  1. #1

    Default did i break it??

    i have already implemented some of the submods into the main dei pack file. witch i think i have to a degree broken something but don't understand how. i changed the campaign movement to be less -16 instead of 20 i believe it was before. i change all the mercenary units to cost 50% more to recruit but 50% less to maintain and changed the overall amount of cost for recruiting and upkeep by about a quarter but i changed that back to what it was originally the game became far too easy. sorry for this being long winded just explaining what i have done.

    the scripts for the reforms that allow you to research the purple icon only allow me to research it once. i played as sparta and at the beginning of the campaign i could research it to upgrade one of my hoplite units this gave me imperium level 2 and new hoplite unit. when the "actual" reform happens and you get a text and image pop up telling you about it two units were to be replaced. they don't replace them but can be recruited with the old units and i can not do the one turn research on the purple tech tree icon to implement the reform.

    one other issue i am having is with training fields building or whatever it is called that you can build in your main cities or capital cities will not give any experience whatsoever even building tear level 4 of that building does nothing for units or generals. i thought this might be normal because it trained your garrison units and not your recruited army units but i did not have the opportunity to check this. this happened in the city philippopolis (or how ever its spelt sorry ).

  2. #2

    Default Re: did i break it??

    The purple research tech is supposed to only be researched one time. The reforms will unlock at different imperium levels and turn numbers. If they aren't working properly, you either have a mod that conflicted with scripts or the scripts were bugged.

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  3. #3
    FlashHeart07's Avatar Praepositus
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    Default Re: did i break it??

    On a small side note. I usually wouldnt suggest implementing submods into the main DeI files. And there are two reasons for this.
    1. Every time the mod is updated your changes will disappear and you have to implement them again.
    2. Its also alot easier for you to switch between them if they are kept as separate files and will make it easier to both update and make changes to the submods without having tons of other tables in the file. At least to me its alot more simple to keep things apart.

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