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Thread: [Submod] Cultural Tensio

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  1. #1

    Default Re: [Submod] Cultural Tensio

    Is this working fine with the most recent additions/updates?

  2. #2

    Default Re: [Submod] Cultural Tensio

    should be yeah, * the non steam link is updated to the latest Dei version, the steam mod is not.

  3. #3
    Joysong's Avatar Miles
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    Default Re: [Submod] Cultural Tensio

    Quote Originally Posted by Dardo21 View Post
    should be yeah, * the non steam link is updated to the latest Dei version, the steam mod is not.
    thx Dardo21 for contonuing this project. ill update the steamversion this week.
    ;
    Campaign modder - Culture/AI/BAI - DB Editing

  4. #4

    Default Re: [Submod] Cultural Tensio

    Hi Joysong
    Could you make a version for vanilla ?

  5. #5

    Default Re: [Submod] Cultural Tensio

    Is this compatible with the newest update as well (the 17th) I imagine?

    (Dresden mentioned sub mods checking the tables to make certain, but is this only in the case of Rise of the Republic campaign?)
    http://www.twcenter.net/forums/showt...blic-Release!&

  6. #6

    Default Re: [Submod] Cultural Tensio

    https://drive.google.com/open?id=1HE...mpH_3y73kSzaAc should be updated to include most of RoR new buildings, I've als re-added some town types to Rome and increased the cultural resistance of Judaism as Crappy suggested.

  7. #7

    Default Re: [Submod] Cultural Tensio

    Quote Originally Posted by Dardo21 View Post
    https://drive.google.com/open?id=1HE...mpH_3y73kSzaAc should be updated to include most of RoR new buildings, I've als re-added some town types to Rome and increased the cultural resistance of Judaism as Crappy suggested.

    Thanks Dardo, but if we aren't playing the RoR campaign do we need this version you just posted, or is it okay to keep using the one on the front page from previously?

  8. #8

    Default Re: [Submod] Cultural Tensio

    This version is a general update to the one posted on the front page, it's more up to date than the Steam one currently. I don't think it should give any issue even if you don't have RoR, since it only includes buildings that are already mentioned in the DEI files.

  9. #9
    Joysong's Avatar Miles
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    Default Re: [Submod] Cultural Tensio

    the steamversion has been updated by Xardovany. he took over the CT project and is doing a great job with it. sadly steam doesn't allow me to transfer the project to his workshop so i have to update it. but no credits for me this is now his work!
    ;
    Campaign modder - Culture/AI/BAI - DB Editing

  10. #10

    Default Re: [Submod] Cultural Tensio

    I saw on the yesterday Cultural tensio update that for example for rom_ROMAN_military_main_aux_2
    rom_building_culture_conversion_latin was changed into
    rom_building_culture_conversion_to_state_culture
    What that means ? Auxiliary roman soldiers don't more influence for latin but for ''state culture'' ? What the reason here ? Also rom_ROMAN_military_main_heavy_2
    from rom_building_culture_conversion_latin to
    rom_building_culture_conversion_to_state_culture
    which have no sense because roman main army was made from roman latin citizens...................

  11. #11
    Geleco's Avatar Domesticus
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    Default Re: [Submod] Cultural Tensio

    The mod is breaking agent traits unlocking actions for me.

    Load order:
    CT (newest version)
    De AI Arbitriis - Hardcore
    DEI Hardcore
    DEI1
    DEI2

    Disabling CT fixes it, so my spies can assassinate again, for example.


  12. #12

    Default Re: [Submod] Cultural Tensio

    That's odd, it only edits the values of their effects, I remade the table https://drive.google.com/open?id=0Bz...jAyQjgtZDB6dEE can you check if it's fixed? Otherwise I can't really see anything related to the mod that would interfere with the system.

  13. #13
    Civis
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    Default Re: [Submod] Cultural Tensio

    Quote Originally Posted by Dardo21 View Post
    That's odd, it only edits the values of their effects, I remade the table https://drive.google.com/open?id=0Bz...jAyQjgtZDB6dEE can you check if it's fixed? Otherwise I can't really see anything related to the mod that would interfere with the system.
    why is this one named mercenarycost? do I run this along with the main file you uploaded on the 17th or?
    Last edited by T2av; August 28, 2018 at 06:38 PM.

  14. #14
    Jake Armitage's Avatar Artifex
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    Default Re: [Submod] Cultural Tensio

    DeI kept some orignal line name for ancs, traits and skills to overwrite Rome 2 files.
    To resolve some new system issues.
    Maybe that's the problem, try to check DeI databases and overwritings.

    Check also that leonardusius' thing, when you have time ofc, seems weird, or it's a chosen feature?

  15. #15

    Default Re: [Submod] Cultural Tensio

    Yeah I reimported the tables from the latest DEI files, it only removes the ones that add culture and readds them in a different table with altered values.

  16. #16
    Geleco's Avatar Domesticus
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    Default Re: [Submod] Cultural Tensio

    I just downloaded the version uploaded at 17:32 GMT, (less than an hour ago), and the agents now have their action unlocks again.


  17. #17

    Default Re: [Submod] Cultural Tensio

    So it works now?

  18. #18
    Geleco's Avatar Domesticus
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    Default Re: [Submod] Cultural Tensio

    Yes


  19. #19

    Default Re: [Submod] Cultural Tensio

    Good to hear, i'll see about getting it uploaded on Steam then.

  20. #20

    Default Re: [Submod] Cultural Tensio

    No, that's Google drive messing up the links on my drive again, https://drive.google.com/open?id=1HE...mpH_3y73kSzaAc

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