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Thread: [Feedback] Questions, Critiques and Requests for 1.2

  1. #7381

    Default Re: [Feedback] Questions, Critiques and Requests for 1.2

    Does the ammunition bonus from baggage train units stack? Like can I get 60% ammo increase with 4 trains in one army?

    edit: No they don't, but it would be cool if they did imo
    Last edited by Grabbin_Megroin; June 04, 2021 at 03:33 PM.

  2. #7382

    Default Re: [Feedback] Questions, Critiques and Requests for 1.2

    Hi everyone! During the game I and many Russian-speaking players faced such problem:
    - when you subscribe in Steam (three parts DeI), after translation of the scripts responsible for the system of population in the first part of (___divide_et_impera_010_part1.pack) into Russian language, and replace them the original file in the folder "workshop\contetnt\214950\362473569", when you hover over the population icons in the upper right corner of the panel Region to view is they don't work;
    - however, when downloading both parts the mod of Divide et Impera (https://www.twcenter.net/forums/show...dated-March-25) after the translation in the first part of the mod (_divide_et_impera_release_12_Part1.pack) into the Russian language of the scripts responsible for the population system, and replacing the original file of the 1st part of the mod in the folder "data", everything works correctly and corresponds to the screenshots specified here (https://divideetimperamod.com/population/).
    How can this be corrected so that when you subscribe to Steam on Divide et Impera (after translation of the scripts), the population system is in Russian language?

  3. #7383
    Jake Armitage's Avatar Artifex
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    Default Re: [Feedback] Questions, Critiques and Requests for 1.2

    Population system is totally custom, it's not affected by CA files.
    Probably the russian mod didn't translate the population system'?
    It's not so easy to do, many parts would have to be changed directly inside lua scripts and if you make an error without noticing... you'll bug the entire system

  4. #7384

    Default Re: [Feedback] Questions, Critiques and Requests for 1.2

    Quote Originally Posted by Jake Armitage View Post
    Population system is totally custom, it's not affected by CA files.
    Probably the russian mod didn't translate the population system'?
    It's not so easy to do, many parts would have to be changed directly inside lua scripts and if you make an error without noticing... you'll bug the entire system
    Jake, hi! I translated only those texts in scripts that indicated the need to translate them into another language ("NEEDS to be translated into another language"), and the names of the population classes and region for both the first parts with TWC (_divide_et_impera_release_12_Part1.pack) and when subscribing to Steam (___divide_et_impera_010_part1.pack) in the following scripts, replacing the original scripts in these files:
    - change Capital.lua;
    - population.lua;
    - supply_system.lua;
    - population_ui_tables.lua;
    - supply_system_regions.lua;
    - supply_system_values.lua.
    These scripts work when I run a DEI downloaded from TWC, but they don't work if I run the game when I subscribe to Steam.

  5. #7385
    Jake Armitage's Avatar Artifex
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    Default Re: [Feedback] Questions, Critiques and Requests for 1.2

    It probably is the steam manager? who knows.
    try to force it through mitch's manager, it works usually
    word file with istructions
    https://www.mediafire.com/file/di18t...a_mod.odt/file

  6. #7386

    Default Re: [Feedback] Questions, Critiques and Requests for 1.2

    Is it possible to recruit Spartan Thorax Hoplites once you subjugate Sparta? Or are there some units that are unavailable to recruit from subjugated factions?

  7. #7387
    Visarion's Avatar Alexandros
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    Default Re: [Feedback] Questions, Critiques and Requests for 1.2

    Any plans for making a mod that removes Population from all campaigns!?

  8. #7388

    Default Re: [Feedback] Questions, Critiques and Requests for 1.2

    Quote Originally Posted by Jake Armitage View Post
    It probably is the steam manager? who knows.
    try to force it through mitch's manager, it works usually
    word file with istructions
    https://www.mediafire.com/file/di18t...a_mod.odt/file
    Jake, hi! Downloaded from your link Mod Manager, installed it (I had an earlier version), spelled out the path to the folder with ‘Rome 2: Total War’, launched a game subscription from Steam (3 files DeI): all translated scripts by population, classes (file ___divide_et_impera_010_part1.pack) - works, checked on Sparta, Bospor, Atropatena, Maurya Empire. Thanks for the hint!

  9. #7389
    Jake Armitage's Avatar Artifex
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    Default Re: [Feedback] Questions, Critiques and Requests for 1.2


  10. #7390
    elementall's Avatar Libertus
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    Default Re: [Feedback] Questions, Critiques and Requests for 1.2

    Hello! I asked this question on steam, maybe they already did it, but I don't see it, in formation, when advancing to the battlefield, the only one who goes in battle formation (shield raised and with his eyes on the shield) is the centurion, the rest of the soldiers do not do it until they are close to the enemy units. this is normal?
    It's a detail, but it seems a bit strange ...
    By the way, as always great mod, I follow them since the first day I bought my copy of Rome II, I never played without their mod. Thank you for your great work!

    Click image for larger version. 

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    Last edited by elementall; June 17, 2021 at 12:50 PM.

  11. #7391

    Default Re: [Feedback] Questions, Critiques and Requests for 1.2

    Is there a submod that touches only reforms, bringing them to a closer to historical date? To each their own but I feel like Marian reforms in 240 BC is pretty silly, but basically inevitable even with an AI Rome. Ideally stretching them out by anywhere from 3-6 times would fit my preferences. If there isn't I'll try dabbling in modding to adjust them myself.

    Feel free to move to another thread if appropriate, this isn't meant as a suggestion to change your mod to my tastes, but simply submod recommendation. Thanks in advance.
    FREE THE NIPPLE!!!

  12. #7392
    KAM 2150's Avatar Artifex
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    Default Re: [Feedback] Questions, Critiques and Requests for 1.2

    That would not work as only ingame reform we can really put a date on was first Carthaginian one. Rest are just general names for changes that happened in various places often in span of decades if not more.

    Also you will never even reach marian reform if you try to get it closer to Marius timeframe, you can conquer whole map two or three times before it will happen.
    Official DeI Instagram Account! https://www.instagram.com/divideetimperamod/
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  13. #7393

    Default Re: [Feedback] Questions, Critiques and Requests for 1.2

    Found what I'm looking for with a Testudo module, should fit my needs pretty well.
    FREE THE NIPPLE!!!

  14. #7394
    Jake Armitage's Avatar Artifex
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    Default Re: [Feedback] Questions, Critiques and Requests for 1.2

    mmhhh, those testudo modules are old and will miss some important stuff added recently.
    I would advice not to use them
    I'll see to do what you need during the weekend

  15. #7395

    Default Re: [Feedback] Questions, Critiques and Requests for 1.2

    Well I could always cross check the add-on and the mod's files and make changes there, no need for you to do anything.
    FREE THE NIPPLE!!!

  16. #7396

    Default Re: [Feedback] Questions, Critiques and Requests for 1.2

    Stumbled upon a discussion about the alliances and join war against mechanic in Rome II,
    https://www.reddit.com/r/totalwar/co..._option_makes/

    Just out of curiosity, would it be possible to remove the join war against mechanic? And how would this affect the game in general or AI wise? Sometimes I get frustrated how easy it is to go "backdoor war" against a certain faction without its allies joining the conflict.

  17. #7397
    Jake Armitage's Avatar Artifex
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    Default Re: [Feedback] Questions, Critiques and Requests for 1.2

    yes it's removable via script and you can make the removal dependable on conditions

  18. #7398

    Default Re: [Feedback] Questions, Critiques and Requests for 1.2



    question: does the >-25 PO requirement also apply to the province in which the supply depot is in?
    does Rome act as a supply depot?
    do sea regions count as a region? like a supply depot in Sicily could supply armies operating in north Africa?
    and isnt >-25 a bit too harsh? I know git good but if you're trying to expand more or less historically ie not min maxing and conquering everything asap , and using a turn mod etc , you will quickly accrue this artificial difficulty maluses to PO. thus most of my provinces are <-60 PO and often around -90 so i have to deal with rebellions and only turn taxes on during spring/summer . this means the supply line system essentially will never work for me

  19. #7399
    Visarion's Avatar Alexandros
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    Default Re: [Feedback] Questions, Critiques and Requests for 1.2

    Hi guys! Do you think I can use textures from DEI for my mod?

    Steam Workshop::Visarion Total War Public Alpha.pack (steamcommunity.com)

  20. #7400

    Default Re: [Feedback] Questions, Critiques and Requests for 1.2

    I am playing Ptolemaioi (Imperator Augustus) with DEI mod, in beginning i can recruit Chariots bodyguard, why later some general bodyguard's can't recruit Chariots or elephant?
    and another question, my family tree can't adopt other noble , only can recruit Greek and Carthage noble ,Ptolemaic noble can't be recruit? is this a bug?
    I do the research realize you can marry Mark in beginning but I in 134 turns already and have 5 kids, if I marry Mark in beginning something will different?

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