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Thread: Divide et Impera - People of Rome Submod [Updated Oct 30]

  1. #941
    Magnar's Avatar Artifex
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    Default Re: Divide et Impera - People of Rome Submod [Updated Oct 30]

    On the unit numbers, we (who created the mod) actually used a screadsheet to create the table in the scripts, but wihtout the spreadsheet you would need to do it manually

  2. #942

    Default Re: Divide et Impera - People of Rome Submod [Updated Oct 30]

    The other option would be to paste it into an editor and find/replace all in the document for each number. Wouldn't be that bad probably.

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  3. #943
    x187x BigEazyE's Avatar Libertus
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    Default Re: Divide et Impera - People of Rome Submod [Updated Oct 30]

    I'm having an issue with the population growth, I've started multiple new campaigns, across all dlcs, multiple factions, and every single time, by about the 20th turn, All my cities and towns have 200 1st class citizens, 2000 or less 2nd class, and about 60000 3rd class. Starting to get on my nerves, What can I do to fix this? I'm only using straight D.E.I mods and submods. and none conflict with one another, I'm almost positive anyways.
    Azure, Lord of the Eternal Blue Sky

  4. #944
    x187x BigEazyE's Avatar Libertus
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    Default Re: Divide et Impera - People of Rome Submod [Updated Oct 30]

    where exactly in the mod Do i edit the 1st class pop rates? i've opened it up with the pack file manager, but there is just SOOOO much text to sift through.
    Azure, Lord of the Eternal Blue Sky

  5. #945

    Default Re: Divide et Impera - People of Rome Submod [Updated Oct 30]

    /script/lib/manpower/population_modifiers

    Are you saying that all your populations drop/change by themselves to those numbers?

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  6. #946

    Default Re: Divide et Impera - People of Rome Submod [Updated Oct 30]

    Quote Originally Posted by Dresden View Post
    /script/lib/manpower/population_modifiers

    Are you saying that all your populations drop/change by themselves to those numbers?
    Dresden, I did not notice this before and I played plenty of campaigns, maybe because did not pay attention, but in my current Lustian campaign in HATG, it exactly how he described it in all cities.

  7. #947

    Default Re: Divide et Impera - People of Rome Submod [Updated Oct 30]

    I haven't made any changes to the submod recently so I don't know why it would be different now. In our 1.2 testing we have not seen this as far as I know - so hopefully this issue won't be in the 1.2 beta when we release soon.

    Edit - it could be the immigration changes I made a bit ago to fix the capitals losing so many pop. Perhaps now its in reverse, where they are leeching it from everywhere around them. Although I don't know why it hasn't been noticed in 1.2 - maybe its more pronounced in the DLC campaigns.

    edit 2 - you can test this out to see if it helps the situation http://www.mediafire.com/file/xtwnl9...opfixtest.pack (load it before all other mods)
    Last edited by Dresden; December 25, 2016 at 03:21 PM.

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  8. #948

    Default Re: Divide et Impera - People of Rome Submod [Updated Oct 30]

    Closing this thread, as this submod will soon be a part of the main mod in 1.2.

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  9. #949
    Flinn's Avatar His Dudeness of TWC
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    Default Re: Divide et Impera - People of Rome Submod [Updated Oct 30]

    It's with great pleasure that the Modding Awards Committee informs you that this mod has been awarded in the recent 2016 Modding Awards, as seen here! Please feel free to stop by and check the list of all the winners.

    Also, don't forget to check
    here for more details about how to promote the victory of your mod.

    If any question about please feel free to use the
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    Flinn,
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