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Thread: [SUBMOD: a Slower Paced DeI Campaign] TESTUDO v.1.6 (DeI 1.2.5) + Custom Packs [upd: aug.07/19]

  1. #1
    Jake Armitage's Avatar Primicerius
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    Icon1 [SUBMOD: a Slower Paced DeI Campaign] TESTUDO v.1.6 (DeI 1.2.5) + Custom Packs [upd: aug.07/19]


    a SLOWER PACED DeI CAMPAIGN

    [ ] TESTUDO [ ]


    V.1.6

    Notes: post #586

    ! TESTUDO 1.6 is for GRAND CAMPAIGN only !
    ! TESTUDO 1.6 is for NORMAL DIFFICULTY only !
    ! TESTUDO 1.6 is NOT SAVE GAME COMPATIBLE !



    WHAT IS TESTUDO?
    Spoiler Alert, click show to read: 
    TESTUDO is a compilation of db and scripted features to make DeI more suitable to my likings.
    TESTUDO leads to a slower, tactical and more regional campaign with a hardened "on-the-edge" experience.
    Basically, it could be considered a "DeI Hardcore submod" overhaul and refinement.
    There are a lot of changed and added features inside TESTUDO to make a campaign properly harder and slower but still playable and enjoyable.

    WHY TESTUDO?
    Spoiler Alert, click show to read: 
    For a customizable harder and slower DeI campaign.
    With TESTUDO it will be difficult to have large amounts of gold. You'll have to plan you investments.
    You'll have to pay attention to PO, food, growth, cutural, population and many more issues.
    It is more strategical and tactical while playing in stratmap (no changes to battle system).
    Notice that also AI is slower, so it won't send you tons of armies.
    TESTUDO is my main DeI submod and includes PIGS, RPGu and VPS submods too.

    WHAT are all these packs for?
    Spoiler Alert, click show to read: 
    The basic reason for all these packs is to simplify the modding itself and divide features into categories.
    I'm sorry if they are many but I'll have an easier control and will save time too, this way.

    Most of the packs inside this thread are built for being modular, so anyone can choose his gameplay style (at start or by changing it during a campaign, just don't mix up different tpy versions during the same campaign). In any case it will be always harder and slower than DeI.

    > LIST OF 100% NEEDED PACKS TO PLAY TESTUDO:


    - @@_TESTUDO_TPY: 100% NEEDED PACK. With these you can choose between 4 and 12 tpy (it contains most of the db files and scripts). You'll have to load the official 12tpy submod too (not included into TESTUDO).

    - @@@_TESTUDO_Pick_faction: 100% NEEDED PACK. With these you can choose the Faction you want to play.

    - @@@@_TESTUDO_Paces (T/S/M/L/H):
    100% NEEDED PACK. With these you can choose between Tiny, Small, Medium, Large, Huge pace versions.
    (Better not to change them during a campaign, it might bug some events based on turns).
    Tiny is the briefer and easier (anyway harder and slower than DeI), Huge is the slower and harder.
    - Tiny is the most similar to DeI (4 tpy) - for players that doesn't like hardcore style and are looking for a different but manageable experience
    - Small is an halfway between Medium and Tiny (4 tpy) - you'll begin to feel something around you
    - Medium is the "classic" pack (prolonged 4 tpy or less slower 12 tpy) - just classic
    - Large is harder and longer (12 tpy) - you're actually feeling something
    - Huge is the hardest and longest (more realistic 12 tpy) - here we are, you'll have to take decisions pratically every month

    > LIST OF OPTIONAL PACKS (customizations)

    - @@@@@_TURTLE_Parts: OPTIONAL. With these packs you'll be able to customize different and specific features of the campaign (most of them work outside TESTUDO too)

    - @@@@@@_TURTLE_Weights: OPTIONAL. With these packs you'll be able to modify the campaign by choosing an overall easier or an overall harder version (you can't use them outside TESTUDO)


    Many combinations are allowed (at start or during a campaign, just don't mix up different tpy versions during the same campaign) for covering most of the hardcore/slower paced tastes!

    - Check DOWNLOAD section at #1 post for further details and download links
    - Check FEATURES section at #2 post for other further details
    - Check at #3 post for other other further details.

    PLAYABLE FACTIONS (30 for now)
    Spoiler Alert, click show to read: 

    CAMPAIGN SAMPLES (till turn 630)
    Spoiler Alert, click show to read: 

    ROME 200 turns 1.6 HUGE version

    FACTIONS

    TURN 50



    TURN 100



    TURN 150



    TURN 200



    DIPLOMACY

    TURN 50



    TURN 100



    TURN 150



    TURN 200



    -----

    raven63 Hayk campaign (Huge) at turn 200





    raven63 Hayk campaign (Huge) at turn 630









    "Festina lente" ("Rush slowly")
    - Emperor Augustus -




    @@@ DOWNLOAD TESTUDO_1.6 [upd: aug.07/19]

    - Play it at NORMAL DIFFICULTY (both for campaigns and battles)
    - For GRAND CAMPAIGN only
    - NOT SAVE GAME COMPATIBLE

    -
    TESTUDO 1.6 already includes PIGS, RPGu and VPS submods
    - Do NOT USE ANY OTHER MOD with TESTUDO (except for graphical - you can't use Gerula's -, tpy, battle mods)
    - Do NOT MIX UP 4tpy packs with 12tpy packs
    - For a 12TPY CAMPAIGN load the OFFICIAL DeI 12TPY SUBMOD too

    - Check # 2 post for descriptions
    - Check # 3 post for various things

    Spoiler Alert, click show to read: 



    - INSTRUCTIONS -

    1) Choose one of the @@_TESTUDO_TPY packs
    2) Choose one of the @@@_TESTUDO_Pick_Faction packs
    3) Choose one of the @@@@_TESTUDO_Paces (T/S/M/L/H) packs

    4) OPTIONAL:
    Choose one or more of the @@@@@_TURTLE_Parts packs
    5)
    OPTIONAL: Choose one of the @@@@@@_TURTLE_Weights packs

    < Then >

    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 TESTUDO




    - EXAMPLE -

    Packs are sorted by loading order, the higher the number the higher their position (so they overwrite parts of other packs).
    1) is to be put under everything else and above DeI packs, the numbers of "@" are their position so they should be ordered automatically.
    Remember to revert to the old mod manager: https://www.twcenter.net/forums/show...nd-Mod-Manager

    > EXAMPLE OF 100% NECESSARY PACKS

    1) @@_TESTUDO_1.6_TPY_12

    2) @@@_TESTUDO_1.6_ROME

    3) @@@@_TESTUDO_HUGE_12tpy

    > EXAMPLE OF OPTIONAL PACKS (will be loaded after TESTUDO packs to properly overwrite values).
    By default the @@@@_TESTUDO_HUGE_12_tpy pack contains all the HUGE TURTLE_Parts (so, if you want to customize some TURTLE_Parts, then use a pack which is not HUGE).
    You may prefer starting with TESTUDO packs only.
    After you learn the TESTUDO submod style then you can start customizing it as you prefer with both TURTLE_Parts or TURTLE_Weights.

    4_01) @@@@@_TURTLE_01_Parts_Movement_-15
    4_02) @@@@@_TURTLE_03_Parts_Technology_MEDIUM

    4_03) @@@@@_TURTLE_06_Parts_Experience_LARGE
    4_04) @@@@@_TURTLE_08_Parts_Population_SMALL

    5) @@@@@@_TURTLE_Weights_LIGHT_12tpy





    TESTUDO


    TO PLAY TESTUDO YOU MUST HAVE AT LEAST ONE PACK FROM THE FIRST 3 RED PACKS (TPY, Pick_Faction and Paces - T/S/M/L/H)
    THEN YOU CAN CHOOSE THE OPTIONALS (TURTLE Parts - TURTLE_Weights) TO CUSTOMIZE TESTUDO

    @@_TESTUDO_TPY (100% NEEDED PACK) Common features and turn per year packs
    Spoiler Alert, click show to read: 
    4tpy or 12 tpy? Pick one of the two.
    Packs contain most of the db tables and scripts.


    @@_TESTUDO_1.6_TPY_4: https://www.mediafire.com/file/accao9h72dm9rty/@@_TESTUDO_1.6_TPY_4.pack/file

    @@_TESTUDO_1.6_TPY_12: https://www.mediafire.com/file/al9v5...Y_12.pack/file
    (It requires DeI official 12tpy submod)

    @@@_TESTUDO_Pick_Faction (100% NEEDED PACK) Faction packs
    Spoiler Alert, click show to read: 
    Inside the folder you'll find different packs for all the TESTUDO playable factions (30 for now). Pick one.
    Packs contain the RPGu feature and part of the TESTUDO_Stances.

    @@@_TESTUDO_1.6_Pick Faction:
    http://www.mediafire.com/file/xojsn5...ction.zip/file

    @@@@_TESTUDO_Paces (T/S/M/L/H) (100% NEEDED PACK) Campaign pace version packs
    Spoiler Alert, click show to read: 
    Better not to change these packs during the same campaign.
    NEVER change these packs between different tpy during the same campaign.
    T/S/M/L/H pace version.


    @@@@_TESTUDO_1.6_HUGE_12tpy: http://www.mediafire.com/file/7sxyib...2tpy.pack/file
    @@@@_TESTUDO_1.6_LARGE_12tpy: http://www.mediafire.com/file/worpjf...2tpy.pack/file
    @@@@_TESTUDO_1.6_MEDIUM_12tpy: http://www.mediafire.com/file/ref0hp...2tpy.pack/file

    @@@@_TESTUDO_1.6_MEDIUM_4tpy: http://www.mediafire.com/file/s6iw3q...4tpy.pack/file
    @@@@_TESTUDO_1.6_SMALL_4tpy: http://www.mediafire.com/file/4pslkv...4tpy.pack/file
    @@@@_TESTUDO_1.6_TINY_4tpy: http://www.mediafire.com/file/i0cuu5...4tpy.pack/file



    TURTLE_Parts

    OPTIONAL
    (Most of the packs ARE COMPATIBLE outside TESTUDO)


    @@@@@_TURTLE_Parts (OPTIONAL) Use one or more of the TURTLE_Parts to customize specific features
    Spoiler Alert, click show to read: 
    Most of these packs work outside TESTUDO too.
    You can mix them up as you wish (also between different T/S/M/L/H versions).
    Inside TESTUDO, you can combine any TURTLE_Parts with TURTLE_Weights.
    Basically, TURTLE_Parts are the components of the TESTUDO_Paces (T/S/M/L/H) packs.


    -----

    @@@@@_TURTLE_01_Parts_Movement: http://www.mediafire.com/file/nt4k94...ement.zip/file
    (Compatible with anything, even vanilla Rome 2)

    -----

    - UPDATED (1.6)
    @@@@@_TURTLE_02_parts_Buildings: http://www.mediafire.com/file/tlj882...dings.zip/file

    (Compatible with DeI, PIGS, RPGU, VPS, Dardo's Cultural Tension)

    -----

    @@@@@_TURTLE_03_Parts_Technology: http://www.mediafire.com/file/b5scyj...ology.zip/file
    (Compatible with DeI and any DeI submod)

    -----

    @@@@@_TURTLE_04_Parts_CulturalTensio: http://www.mediafire.com/file/tqqy76...ensio.zip/file
    (If you're not playing TESTUDO, it's better to use Dardo's version whenever possible, otherwise it's always compatible with DeI and any DeI submod)

    -----

    - UPDATED (1.6)
    @@@@@_TURTLE_05_Parts_Environment: http://www.mediafire.com/file/o4vbhp...nment.zip/file

    (You can't use these packs outside TESTUDO)

    -----

    @@@@@_TURTLE_06_Parts_Experience: http://www.mediafire.com/file/97ah42...ience.zip/file
    (Compatible with anything, even vanilla Rome 2)

    -----

    @@@@@_TURTLE_07_Parts_Reforms: http://www.mediafire.com/file/567kme...forms.zip/file
    (Compatible with DeI and any DeI submod)

    -----

    - UPDATED (1.6)
    @@@@@_TURTLE_08_Parts_Population: http://www.mediafire.com/file/857la7...ation.zip/file

    (compatible with DeI and any DeI submod)






    TURTLE_Weights

    OPTIONAL
    (Packs are NOT COMPATIBLE outside TESTUDO)


    @@@@@@_TURTLE_Weights (OPTIONAL) Use one of the TURTLE_Weights to change the overall difficulty
    Spoiler Alert, click show to read: 
    You can't use these packs outside TESTUDO.
    Inside TESTUDO, you can combine any TURTLE_Weights with TURTLE_Parts.
    Do not mix up 4tpy packs with 12tpy packs during the same campaign.

    LIGHT: overall easier version
    HEAVY: overall harder version


    @@@@@@_TURTLE_Weights_LIGHT_12tpy: http://www.mediafire.com/file/hv5jjk...py_A.pack/file
    @@@@@@_TURTLE_Weights_HEAVY_12tpy: https://www.mediafire.com/file/sl7lj...2tpy.pack/file

    @@@@@@_TURTLE_Weights_LIGHT_4tpy: https://www.mediafire.com/file/rk29j...4tpy.pack/file
    @@@@@@_TURTLE_Weights_HEAVY_4tpy: https://www.mediafire.com/file/lib4e...4tpy.pack/file









    silver drachma from Aegina (Greece), 404–340 BC



    CONTINUE >

    Last edited by Jake Armitage; October 21, 2019 at 03:19 PM.

  2. #2
    Jake Armitage's Avatar Primicerius
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    Default Re: [SUBMOD] TURTLE alpha (for DeI 1.2 beta)


    < CONTINUE


    POST UPDATED FOR THE RELEASED 1.6







    OTHER SUBMODS INCLUDED
    Spoiler Alert, click show to read: 


    PIGS
    PIGS is included into TESTUDO
    Spoiler Alert, click show to read: 
    Check PIGS thread for further infos:
    http://www.twcenter.net/forums/showt...-upd-mar-12-19


    RPGu

    RPGu is included into TESTUDO
    Spoiler Alert, click show to read: 
    Check RPGu thread for further infos:
    http://www.twcenter.net/forums/showt...-upl-apr-08-19


    VPS
    VPS is included into TESTUDO
    Spoiler Alert, click show to read: 
    Check VPS thread for further infos:
    https://www.twcenter.net/forums/show...ESTERS-NEEDED!

    CULTURAL TENSIO
    (TURTLE_Parts_CulturalTensio)

    A custom TESTUDO version based on tullyccro's kulturkampf and Joysong/Dardo21 Cultural Tensio

    STRAT MOVEMENT
    (TURTLE_Parts_Movement)

    A custom TESTUDO version based on DonKanallje's Reduced movement range for land units (dont'use DonKanallje's packs, they are obsolete)
    Spoiler Alert, click show to read: 
    Original thread link:
    http://www.twcenter.net/forums/showt...movement+range

    There are now 13 packs for armies (from +30 to -30 with a 5 pace) you can choose from, depending on personal taste and faction chosen.
    - Armies and Navies are now together.
    - New features have been added, like reduction to seasonal and regional penalties. You'll move slightly better now.
    - Load only one pack, you can load the pack above any other mod you have (be sure it is loaded at least before DeI or any DeI fixpack).

    +30 armies / 0 navies: vanilla Rome 2 without DeI
    +25 armies / -5 navies
    +20 armies / -10 navies
    +15 armies / -15 navies
    +10 armies / -20 navies: vanilla DeI
    +05 armies / -25 navies
    00 armies / -30 navies

    -05 armies / -35 navies: already inside TESTUDO TINY pack
    -10 armies / -40 navies: original DonKanallje's - already inside TESTUDO SMALL pack
    -15 armies / -45 navies: already inside TESTUDO MEDIUM pack
    -20 armies / -50 navies: already inside TESTUDO LARGE pack
    -25 armies / -55 navies: already inside TESTUDO HUGE pack
    -30 armies/ -60 navies

    -------


    CUSTOM SCRIPTED FEATURES
    Spoiler Alert, click show to read: 


    BEGINNER'S LUCK / TESTUDO TIMELINE
    A script that will make your life easier for the first part of the game (check pop up messages coming out on the first spring)
    After some time the script will transform into penalties.
    Also, you'll get slight growing penalties to battle stats

    Spoiler Alert, click show to read: 
    The event turn is different between 4tpy and 12 tpy

    Spoiler Alert, click show to read: 






    ECONOMY

    Scripted penalties to economical features depending on number of regions owned.
    Spoiler Alert, click show to read: 




    CIVIC
    Scripted penalties to civic features depending on number of regions owned.
    Spoiler Alert, click show to read: 




    CULTURE
    Simple script giving an effect to armies depending on region's majority/minority culture.
    Spoiler Alert, click show to read: 






    STANCES
    This is a partial overhaul of the army stances.
    I was quite tired of being always on patrol stance (that gives you gdp and PO bonuses), so I've managed something particular.
    Spoiler Alert, click show to read: 
    It is quite complicated to explain the process, anyway it is intuitive while playing and it has been fully tested:

    ACTIVE STANCE:
    Activated when you'll be in normal stance outside garrison.
    It considers the army as an active one, ready to fight, patrolling region etc...
    You'll get bonuses to PO and banditry but maluses to upkeep, recruit cost, food, growth, replenishment etc...
    Effects are based on unit quantity inside an army (1/2 - 3/4 - 5/6 - 7/9 - 10/13 - 14/17 - 18/19 - >=20).
    Notice that effects take place the turn after you exit from garrison or you recruit units.
    Replenish will be low, really low playing Huge. To replenish you'll have to garrison or fortify.
    ACTIVE STANCE is mostly made for increasing PO and decreasing banditry thanks to an economical cost (has some other features too).
    It will be always active, it will deactivate only when garrisoned. Passive and Fortify have been recalibrated accordingly

    REPLENISH STANCE:
    Activated with the old patrol stance, it will help you with replenishment but raise army upkeep

    FORTIFY STANCE:
    As DeI's, but recalibrated with new features
    General into Fortify Stance will gain +1 exp per turn

    GARRISON STANCE:
    As DeI's, but recalibrated with new features

    RAID STANCE:
    As DeI's, but recalibrated with new features (you'll suffer attrition now)

    AMBUSH STANCE:
    As DeI's, but recalibrated with new features

    AI Stances will be the same as DeI. Only player's will change.

    Spoiler Alert, click show to read: 






    ARMY
    Bonuses to player reagrding army/fleet cap.
    It will be useful to use RPG units which are essential to balance the campaign
    Spoiler Alert, click show to read: 




    AI
    Scripted bonuses/maluses to AI regarding specific factions and effects for a better campaign balance

    -------


    CHANGED DEI SCRIPTS
    Spoiler Alert, click show to read: 
    REFORMS
    (TURTLE_Parts_Reforms)
    Spoiler Alert, click show to read: 
    Changed turns for Reforms

    Spoiler Alert, click show to read: 

    POPULATION
    (TURTLE_Parts_Population)
    Spoiler Alert, click show to read: 
    Rebalanced population quantity, both for starting numbers and % values per turn.

    AUTORESOLVE
    Spoiler Alert, click show to read: 
    I've changed quite a lot of things regarding the autoresolve script.
    Want to see how this new script will work.

    SELEUCID REBELLIONS
    Spoiler Alert, click show to read: 
    Changed turns for Rebellions depending on TESTUDO_Paces (T/S/M/L/H)

    GC SCRIPT
    Spoiler Alert, click show to read: 
    Since the Campaign is longer I've raised the probability for the Rome/Carthago escalation.


    -------

    OTHER TESTUDO FEATURES
    Spoiler Alert, click show to read: 
    BUILDINGS
    (TURTLE_Parts_Buildings)
    Spoiler Alert, click show to read: 
    Increased buildings' costs, times and changed many effects' values

    - lowered gdp coming from buildings
    - raised construction time
    - raised construction cost
    - added demolition cost based on building level
    - changed many building effects regarding a lot of things
    - raised building conversion cost and time
    - all values set to 0 for ruined buildings
    - raised culture given by temples
    - +1 PO from lvl 1 temples

    TECHNOLOGY
    (TURTLE_Parts_Technology)
    Spoiler Alert, click show to read: 
    Increased research time and changed many technology effects

    ENVIRONMENT
    (TURTLE_Parts_Environment)
    Spoiler Alert, click show to read: 
    Basically, makes turns more interesting since there are more variables.

    - slightly raised army xp for AI
    - slightly raised building cost
    - rebalanced mercenary cost (less cost more upkeep)
    - slightly lowered gdp from taxes
    - lowered gdp from trading
    - slightly lowered gdp from slaves
    - slightly lowered PO
    - slightly lowered Food

    - -1 recruitment points (you shouldn't be able to recruit units when you'll have only a region in a province, except for home region. In this case use the Military Adminstration Intrigue or deply the Auxiliary RPGu)

    - lowered some attrition % values (i.e. plague attrition is halved)
    - lowered plague event and related % variables (turns raised to 3 for 12 tpy)
    - lowered fire effects and related % variables (turns raised to 3 for 12 tpy)
    - lowered flood effects and related % variables (turns raised to 3 for 12 tpy)
    - lowered earthquake effects and related % variables (turns raised to 3 for 12 tpy)
    - lowered pirates' spawnings rates and raised turns

    - changed every occupation decision effect
    - lowered replenishment %
    - changed banditry variables
    - raised growth needed for having new construction slots buildable

    - changed regions's starting effects
    - changed seasons's starting effects
    - lowered different seasons' % possibility

    - slightly changed some supply system values

    - raised Imperium Level possible quantity for armies, agents, edicts

    - severed PO and growth values for tax rate level

    Spoiler Alert, click show to read: 









    CHARACTERS
    (TURTLE_Parts_Experience)
    Spoiler Alert, click show to read: 
    Various changes about various things

    - raised line of sight for agents
    - raised agents total cap
    - slightly raised characters cost
    - % lowered skills' effects (both bonuses and maluses)
    - % lowered traits' effects (both bonuses and maluses)
    - % lowered ancillaries' effects (both bonuses and maluses)
    - lowered gravitas gained per turn
    - -5% to agents chances and criticals
    - lowered "faction leader" effects (both bonuses and maluses)
    - some change to "your faction leader" effect
    - % raised exp needed to level up, for generals, agents, armies, units

    CAI
    Spoiler Alert, click show to read: 
    Slightly changed many CAI values








    POST UPDTAED FOR THE RELEASED 1.6


    CONTINUE >
    Last edited by Jake Armitage; August 09, 2019 at 12:53 PM.

  3. #3
    Jake Armitage's Avatar Primicerius
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    Default Re: [SUBMOD] TURTLE alpha (for DeI 1.2 beta)


    < CONTINUE



    Recommended for:

    - balanced and recommended for NORMAL difficulty (both for campaign and battles)
    - 4tpy (Tiny, Small, Medium) - do not mix up 4tpy and 12 tpy packs together
    - 12 tpy (Medium, Large, Huge) - you'll have to load standard 12tpy DeI submod pack (NOT included into TESTUDO)
    - you can add/change/remove the TURTLE_Parts depending on your tastes, chosen faction or campaign situation
    - you can add/change/remove the TURTLE_Weights depending on your tastes, chosen faction or campaign situation

    Advices:

    - take it slow, also AI will be this way, he will hardly hit you during the first part
    - try to make good diplomatic agreements with the factions you fear most during the first turns
    - try not to attack/defend too many war fronts, you won't have the economy to sustain this
    - better to remove starting units (you won't need them during the first part)
    - recruit RPGu URBAN/LAND administrators, it is necessary for regions management
    - remove taxes from you regions for some turns (to increase PO and population)
    - better to give to your generals the skill capable bureaucrat > city governor as first level
    - build temples and food buildings (you'll need them)
    - make a good use of army stances (the normal one for PO and the REPLENISHMENT to replenish, mostly, FORTIFY will cost a lot but it will give +1 exp to the general)

    Warnings:

    - it should be quite difficult, at least I hope so
    - it has not been 100% tested, it might be too harsh for some starting faction or high emperium levels
    - some effects, like Stances, RPGu and most of the others scripted effects, will trigger one turn later
    - sometimes you won't be able to recruit at all (mercenary excepted) in provinces when you have only 1 region (except for your starting/capital region obviously)
    In this case use the MILITARY ADMINISTRATION Intrigue or recruit a general with the Auxiliary BG
    - at first turn, most probably with every faction, your gdp will be really low. That's the VPS Economical Corruption effect. Spend money to go under the cap and next turn gdp will return normal
    - notice that most stances now needs 50% ap (also to recruit, this is for AI too)

    Credits:

    - CA and SEGA (mostly for 90's megadrive)
    - Dresden, Kam 2150, Ritter-Floh and the whole wonderful DeI Team

    - Dresden, Magnar, Litharion, Selea, Col.KanKrusha, ivanpera and Prime (steam) for original scripts
    - tullyccro original ideas for Kulturkampf
    - Joysong and Dardo21 original ideas for Cultural Tensio
    - DonKanallje original ideas for Strat Movement
    - Seleukos.I.Nikator original ideas for Age of Hellenism
    - Prime (from Steam) and ivanpera for the Virtual Points System (a conversion/overhaul of Prime's Your People's Trust)
    - phazer for his camera mod and his tools
    - ScipioTheGreat for his work on DeI/REALISM CAI

    - Greek Strategos for being chief of the beards (and helping me with some reports for the 1.5.1 version)
    - ivanpera for helping me a lot with complex scripts
    - ivanpera, Seleukos.I.Nikator and nikossaiz for helping me regarding PIGS development
    - dardo21 for helping me regarding RPGu development
    - leonardusius, ScipioTheGreat, Itsweeting, Beedo83, raven63, Hockey85, Kruik, milt, bthizle1, Jurand of Cracow, Tonny13, Jean-Louis Le Gueux, nikossaiz, asher237, TheLonelyEmperor, DominusEtDeus, raven 63, Noone likes Thebes, deeptrance83 for reports, discussions, save games... (100% useful)

    - Frodo45127 for RPFM, an incredible useful tool (thanks) https://www.twcenter.net/forums/show...rozen-columns!
    - alleycat for his original and gorgeous TURTLE submod for TATW (I miss you, master) https://www.twcenter.net/forums/show...addon-11-10-12
    - TWC, crew, forum people in general and their other mods (+rep to you all guys)

    Compatibility:

    - Play it at NORMAL DIFFICULTY (both for campaigns and battles)
    - For GRAND CAMPAIGN only
    -
    NOT SAVE GAME COMPATIBLE
    - TESTUDO 1.6 already includes PIGS, RPGu and VPS submods
    - Do NOT USE ANY OTHER MOD with TESTUDO (except for graphical - you can't use Gerula's -, tpy, battle mods)
    - Do
    NOT MIX UP 4tpy packswith 12tpy packs
    - For a 12TPY CAMPAIGN load the OFFICIAL DeI 12TPY SUBMOD too



    Spoiler Alert, click show to read: 


    Any comment, suggestion or game experience report is really appreciated!
    Don't ask for STEAM links, this will remain inside TWC only
    Cheers





    [] TESTUDO []

    - TW TURTLE SERIES -




    Spoiler Alert, click show to read: 








    < END >
    Last edited by Jake Armitage; Today at 09:13 AM.

  4. #4

    Default Re: [SUBMOD] TURTLE alpha (for DeI 1.2 beta)

    Quote Originally Posted by cino View Post
    50 means 25 cities. No, ai has not this penalty.
    as i edited previous post:
    If, in your campaign, you own 3 settlements, load the game with the 6% pack. if you own 10 settlements, load the game with the 20% pack. (pack number = settlements x 2)
    If you change packs every time you gain new regions, your unit's upkeep and cost will grow alongside your conquers.
    No AI use it means no use.

  5. #5
    Jake Armitage's Avatar Primicerius
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    Default Re: [SUBMOD] TURTLE alpha (for DeI 1.2 beta)

    the upkeep and cost % packs shouldn't affect AI.
    If you open it in PFM you may see that Dresden put an effect scope only for player.
    (i'm not expert in modding rome II, but it should be that way)

  6. #6

    Default Re: [SUBMOD] TURTLE alpha (for DeI 1.2 beta)

    Quote Originally Posted by cino View Post
    the upkeep and cost % packs shouldn't affect AI.
    If you open it in PFM you may see that Dresden put an effect scope only for player.
    (i'm not expert in modding rome II, but it should be that way)
    I'm say that if AI isn't hit by this drawback when expanding, but only player, it's no use (at least for me).

  7. #7
    Jake Armitage's Avatar Primicerius
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    Default Re: [SUBMOD] TURTLE alpha (for DeI 1.2 beta)

    why you say that?
    just courious about.
    What would you get by weakening AI?

  8. #8

    Default Re: [SUBMOD] TURTLE alpha (for DeI 1.2 beta)

    Good luck with your mod! If you need a tester, send a tell

  9. #9
    Jake Armitage's Avatar Primicerius
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    Default Re: [SUBMOD] TURTLE alpha (for DeI 1.2 beta)

    Thank you.
    The game is like vanilla, just a little harder and slower.
    So there is no need to be tested, but you can "taste" TURTLE if you think it's for you!

  10. #10
    Jake Armitage's Avatar Primicerius
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    Default Re: [SUBMOD] TURTLE alpha (for DeI 1.2 beta)

    Besides turtle pack (which is simply a gameplay style mod) i do not know if anyone has tried playing with the increasing upkeep packs.
    I do recommend them for hardcored players, they give you a little "closing walls" sensation while you grow.

    @dei team: since i've read many "lamentations" due to the severed imperium levels (sincerely i have no experience 'cause i've reached only medium levels)
    maybe you can think about a similar system: lowering some imperium restrictions and adding a little penalty for every settlement you own.
    Difficulty could be more graduated this way, giving the player more time to adapt

    I was a m2tw scripter, but never tried with r2 still.
    Could be triggered something similar?
    Something like: (with proper scripts of course)
    if_player_owns x setllements
    give_player +x% unit_ cost and unit_upkeep

    This could have also historical reasons, like unit officers pretending higher upkeep since you're owning a big land.
    Historically this reminds me about Hideyoshi Toyotomi (late japan 16th century) when he invaded korea 'cause he had no more lands to give to samurai. (oh really? people do wars 'cause of money? I thought war was for ideals! )
    Samurai became more pretentious when he partially conquered japan, and they began to ask higher payments for securing regional peace.

    Dunno, just a thought
    (let me know about the possibilty or not to do a similar script, please)
    Last edited by Jake Armitage; January 28, 2017 at 12:36 PM.

  11. #11
    FlashHeart07's Avatar Praepositus
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    Default Re: [SUBMOD] TURTLE alpha (for DeI 1.2 beta)

    I dont think you can expect us to add a script for this. DeI is already heavy on scripts and we have another feature which will be included later on, and this will also be a script. We are still working on balancing bonuses and penalties for the Imperium levels, and IMO there is no need to create a script for something like this. Too little gain

  12. #12
    Jake Armitage's Avatar Primicerius
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    Default Re: [SUBMOD] TURTLE alpha (for DeI 1.2 beta)

    Yeah, i understand.

    Sorry, but with my last sentence "(let me know about the possibilty or not to do a similar script, please)" i wanted to say if it would be possible to do that, not a request about doing something.
    I'll pass the ball to the workshop thread.
    Thanks flashheart.

  13. #13

    Default Re: [SUBMOD] TURTLE alpha (for DeI 1.2 beta)

    I think that kind of script is possible. Of course it's easier to just attach those effects to imperium levels so you don't have to do any scripting.

  14. #14
    Jake Armitage's Avatar Primicerius
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    Default Re: [SUBMOD] TURTLE alpha (for DeI 1.2 beta)

    Thanks Augustusng.
    Sure, but, even if it seems quite the same, imo it is not.
    One thing is receiving medium penalties every 20 (to say a number) turns, one another is a light penalty on going.

    Anyway these were all reasonings i had in mind, i'll check in workshop.
    Thank you both for your answers.

  15. #15
    ♔Greek Strategos♔'s Avatar BEARDED MODERATION
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    Default Re: [SUBMOD] TURTLE alpha (for DeI 1.2 beta)

    @Jake
    Any updates for this ?
    I really prefer slow campaigns.

  16. #16
    Jake Armitage's Avatar Primicerius
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    Default Re: [SUBMOD] TURTLE alpha (for DeI 1.2 beta)

    P.S. post below
    Last edited by Jake Armitage; October 09, 2017 at 05:13 PM.

  17. #17
    Jake Armitage's Avatar Primicerius
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    Default Re: [SUBMOD] TURTLE beta (for DeI 1.2.2a)

    updated OP

  18. #18
    Jake Armitage's Avatar Primicerius
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    Default Re: [SUBMOD] TURTLE (for DeI 1.2.2a)

    updated OP
    removed food consumption penalty 'cause it gave some problems to AI.

  19. #19
    ♔Greek Strategos♔'s Avatar BEARDED MODERATION
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    Default Re: [SUBMOD] TURTLE (for DeI 1.2.2a)

    Νice. Thanks Jake.
    Plus Rep. of course since we like the turtle's style.

  20. #20
    Jake Armitage's Avatar Primicerius
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    Default Re: [SUBMOD] TURTLE (for DeI 1.2.2a)

    You're welcome!
    Please report if you find anything interesting or something wrong.

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