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Thread: [Submod] Alternative Economy (Updated 09.08.19)

  1. #521

    Default Re: [Submod] Alternative Economy (Updated 01.22.19)

    playing as Macedon. Daorsi decleared war on me. They attack me with a full stack army every 3 turn. how this is possible? they have only 2 or 3 cities!

  2. #522

    Default Re: [Submod] Alternative Economy (Updated 01.22.19)

    On what difficulty? It's possible that the AI is ignoring building construction and just building units instead, the mod doesn't modify recruitment points so it wouldn't be able to make them build a full stack in 3 turns unless they're mass-recruiting mercenaries. Also, what turn are you in? It's possible that they're wasting their starting treasury on spamming stacks on you.

    Important update: There was an error giving some barbarian unit rosters 0 upkeep.


    The first file is the closest to Kam's new version, with most of his economy and upkeep buffs for the AI preserved.

    https://drive.google.com/open?id=1cS...NtetdshGBx0r-k


    The second file is my own version, with a flat upkeep buff for the AI, but with higher progressive economy buffs for the AI

    https://drive.google.com/open?id=18N...zH6X9fS-bpcHLL

    The third file is the same as the second, but with the softcore mod economy buffs implemented and scaled to AE standards

    https://drive.google.com/open?id=1LE...BE6s6GSnm0rX2I

    All versions can be safely swapped.
    Last edited by ♔Greek Strategos♔; June 05, 2019 at 07:16 AM. Reason: Merged posts.

  3. #523
    ~Seleukos.I.Nikator~'s Avatar Campidoctor
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    Default Re: [Submod] Alternative Economy (Updated 01.22.19)

    I didn't really suspect, Dardo, that you could be a secret Barbarian agent...

  4. #524

    Default Re: [Submod] Alternative Economy (Updated 01.22.19)

    Yeah, drinking urine and rolling around in dirt are secretly my favorite passtimes.

  5. #525
    ~Seleukos.I.Nikator~'s Avatar Campidoctor
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    Default Re: [Submod] Alternative Economy (Updated 01.22.19)

    No need to go into extremes, Dardo. Feeding mostly on onions and smearing butter into one's hair is already quite sufficient to make one barbarian, I suppose.

    Anyways, thanks for an update! Frankly, I didn't even realise that the upkeep for the Barbarians was missing.

  6. #526

    Default Re: [Submod] Alternative Economy (Updated 01.22.19)

    Yeah, I only noticed it since appearently some of the eastern factions had stacks with mostly 0 upkeep units for some reason, which led me to go and figure out which table was wrong.

  7. #527

    Default Re: [Submod] Alternative Economy (Updated 01.22.19)

    Thx for update, just was getting bored with Massalia and going to jump in a Pontus or Bosphorus game.

  8. #528

    Default Re: [Submod] Alternative Economy (Updated 01.22.19)

    Good, one of your Saramatian neighbors was actually affected by that bug, so it'll be fixed for your new campaign .

  9. #529
    Nordling's Avatar Semisalis
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    Default Re: [Submod] Alternative Economy (Updated 01.22.19)

    @Dardo, while using AE submod I noticed swift expansion of Leugoz in nearly every campaign I did. Could that be a result of the bug? Will now use the version you uploaded

  10. #530

    Default Re: [Submod] Alternative Economy (Updated 01.22.19)

    Could have been, it was some Iberian, saramatian and other randomly affected factions.

  11. #531

    Default Re: [Submod] Alternative Economy (Updated 01.22.19)

    This mod isn't working for me. I'm trying to play it with Age of Hellenism and Cultural Tension, which supposedly are compatible, but to no avail. Even just loading this mod by itself doesn't appear to be working right as unit costs are low (Agema Cavalry for Seleucids costs 2,000 on turn 1 for example). Is load order important? Similarly, I've tried with both the old and new launcher, but could that be causing an issue? Any help would be appreciated!

  12. #532

    Default Re: [Submod] Alternative Economy (Updated 01.22.19)

    Might be the mod manager yes, I try to order all manual mods by the user script to avoid such issues with Rome II, otherwise the new third party manager appearently works for Rome II as well, I've only tried it for Warhammer II sofar, for the latter it completly fixed broken load orders for me though. https://steamcommunity.com/sharedfil...?id=1399787504 the description should be enough to set you up, basically you need to deactivate all mods in the normal launcher, set the game to Rome II in the third party one and then manually activate and order your mods, bear in mind that the mod limit still applies ofc.

    On a sidenote, I recently discovered WHII has a soft limit of 88 mods as well, for some reason :/.

  13. #533

    Default Re: [Submod] Alternative Economy (Updated 01.22.19)

    That worked. You guys are awesome, thank you.

  14. #534

    Default Re: [Submod] Alternative Economy (Updated 01.22.19)

    No problem, for clarification, which thing worked :p? Did you use the script or the third party manager?

  15. #535

    Default Re: [Submod] Alternative Economy (Updated 01.22.19)

    FYI - the steam link does not work however the link provided by Dardo a few posts up does work for me.

    As this is your own work Dardo - I used your "The first file is the closest to Kam's new version, with most of his economy and upkeep buffs for the AI preserved.

    https://drive.google.com/open?id=1cS...NtetdshGBx0r-k" link, what changes have you actually made? sorry if its a stupid question man.

    Just want to say (this will be a copy paste in all threads) that I've only just found these sub mods, Age of Hellenism, Alternative Economy, Cultural Tensio and Data Venia - I am having so much fun! Well done to everyone involved
    Spoiler Alert, click show to read: 



    Unsure if vanilla DeI issue or related to one of my submod (Age of Hellenism/Alternative Eco/Cultural Tensio) but howcome my tax is suddenly -51.5%?
    Last edited by ♔Greek Strategos♔; June 05, 2019 at 07:18 AM. Reason: Merged posts.

  16. #536

    Default Re: [Submod] Alternative Economy (Updated 01.22.19)

    Small update to my versions: added the new special Dacian capital as well as made the Alexanderian special units compatible.

    The first file is the closest to Kam's new version, with most of his economy and upkeep buffs for the AI preserved.

    https://drive.google.com/open?id=1cS...NtetdshGBx0r-k


    The second file is my own version, with a flat upkeep buff for the AI, but with higher progressive economy buffs for the AI

    https://drive.google.com/open?id=18N...zH6X9fS-bpcHLL

    The third file is the same as the second, but with the softcore mod economy buffs implemented and scaled to AE standards

    https://drive.google.com/open?id=1LE...BE6s6GSnm0rX2I

    All versions can be safely swapped.

  17. #537

    Default Re: [Submod] Alternative Economy (Updated 01.22.19)

    Hi @Dardo, while using DEI 1.2.5 with yesterdays AE submod (!!@@@alternativeeconomyexpnoupkeepchanges.pack) + CT (!@@@a_cultural_tension+.pack) game always crash at launching new campaign, without any message. Tried both launchers (old and new) with same results. Using just TWC DEI and No Campaign Clouds mod (https://steamcommunity.com/sharedfil...?id=1652124058) and several times tried check the game integrity. Game is working with new launcher and DEI Realism 1.6 mod, so dont know if problem is on my side.
    Thank you for answer and have a nice day.

  18. #538

    Default Re: [Submod] Alternative Economy (Updated 01.22.19)

    Update: I had forgotten to add the new units, so redownload the file. If the game then still refuses to launch, I'd advise you to try it without the realism mod.
    Last edited by Dardo21; August 06, 2019 at 01:22 PM.

  19. #539

    Default Re: [Submod] Alternative Economy (Updated 01.22.19)

    Quote Originally Posted by Dardo21 View Post
    DEI Realism isn't up to date with the new version (I think) or atleast together with other submods, can you try launching all mods without that one?
    I dont use DEI realism with AE or CT together, just saying that DEI + Realism works fine.
    Tried as you proposed so results are:
    - just DEI 1.2.5 + CT wokrs fine
    - just DEI 1.2.5 + latest AE your personal nor KAMīs version works for me, game crashes after start of new campaign. Now i found out that DEI + AE in custom battles are not showed new unit card and many units at all for example for Ardeia faction there are only like 10 units with old unit card, dont know if it influence anything.

    Tried with old and new launcher, nothing changed.

  20. #540

    Default Re: [Submod] Alternative Economy (Updated 01.22.19)

    Did you read my update? I forgot to add the new units, so redownload the file.

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