Lovely.
Lovely.
Any word on what's actually included in the next update? any gameplay changes or new mechanics?
Very laconic lol
Member of the Beyond Skyrim Project
He can do better than that
My potential successor and his trait rebelled, does it respawn on another FM? It seems i have to be able to choose my FL as carthage if i want the barcid expansion.
I feel like starting a new campaign...but I don't know if it's worth it. If new version will come soon...
And besides, I feel like playing either Romans or one of Iberian factions. And those are getting new stuff (even though Romans will get it probably just through AoR recruiting in Iberia).
twcenter working again
Member of the Beyond Skyrim Project
Edit: Disregard this, it is large town minimum just saw the divider in the guide was quite hard to see.
Im finding a lot of the time my only choice for government type as Rome is a free city. Can someone explain what the requirements are for a "Provincia Romana" to become available because the guide just says its available outside Italy. Is it dependent on population or town size maybe?
I have played a bit of this mod before and know a character can get an ancillary for the governance of Sardinia for example which presumably requires that building, but again only a free city is available to build in Caralis and Aleria.
Last edited by Martin N; February 19, 2020 at 05:38 PM.
"I may not like what you say, but I will defend to the death your right to say it."
- Voltaire(1694–1778)
apologies for posting it here. would anyone know what causes failure to start a new campaign? it worked just fine several months ago but now all over sudden I get this issue: each time I try to start a new game it simply returns me to main menu. Interestingly, old saves load just fine. tried both launching game from the steam and EB launch exe in the MTW2 folder. result is the same, return to the main menu instead of launching a new game. any ideas? and oddly enough in the video options it says my Kingdom version is 1.52. is there anything I can do apart from a clean reinstall? thanks
Downloading March 2nd 2020 AVE
Gornahoor|Liber esse, scientiam acquirere, veritatum loqui
Crow states: "If you would be a great leader, then learn the way of the Tao. Relinquish the need to control. Let go of plans and of concepts. The world will govern itself. The more restrictive you are, the less virtuous people will be. The more force you display, the less secure they will feel. The more subsidies you provide, the less self-reliant they become. Therefore the master says: Un-write the law, thus the people become honest. Dispense with economics, thus the people become prosperous. Do without religion, thus the people become serene. Let go all desire for the common good, and the good becomes as common as the grass." ~ Lao Tzu - Tao te tching
MONARCHY NATION TRANSCENDENCE
Just a bit of an update on the status of the patch. It's currently sitting at around 1GB, meaning it'll have to be a torrent job. There's been a delay in finalising it, because it is resident on my ancient rig which may be about to experience CPU fan failure. Once I get some time to open it up and poke around, we may get back on track.
Can anyone shed some light on how exactly how the Settlement Mechanics work.
So there are 6 levels of Settlements:
Village (Settlement L1)
Town (Settlement L2)
Large town (Settlement L3)
City (Settlement L4)
Large City (Settlement L5)
Huge City (Settlement L6)
- Does anyone know at what population that you can upgrade each of the settlement levels?
And 5 levels Camps/Castles
Motte & bailey "Small Camp" (Castle L1)
Wooden Castle "Camp" (Castle L2)
Castle "Large Camp" (Castle L3)
Fortress “not present in EB2” (Castle L4)
Citadel “not present in EB2” (Castle L5)
- Same question as above. Do Castles upgrade based on population or is there another mechanic that delegates whether they upgrade or not?
- Additionally, how do the settlements and castles convert to one another? Do they just convert to the same level or do they convert to a lower level of the other?
- Are these mechanics different in EB2 as compared to M2TW?
The levels are at the bottom of the descr_settlement_mechanics.xml, if I'm remembering correctly. It's:
800 for Town
2000 for Large Town
6000 for City
12000 for Large City
24000 for Huge City
Not sure what they are for camps.
Oof, I feel your pain, QS. Good luck fixing your rig! I hate digging around in mine to clear out dust. Always terrified it'll never start again.
It appears to all be working again, so we are back on track!
Thanks, I found it!
<population_levels>
<!-- city -->
<level name="village" base="400" upgrade="800" min="400" max="1500"/>
<level name="town" base="800" upgrade="2000" min="400" max="3500"/>
<level name="large_town" base="2000" upgrade="6000" min="400" max="9000"/>
<level name="city" base="6000" upgrade="12000" min="400" max="18000"/>
<level name="large_city" base="12000" upgrade="24000" min="400" max="36000"/>
<level name="huge_city" base="24000" min="400" max="72000"/>
<!-- castle -->
<level name="moot_and_bailey" base="400" upgrade="800" min="400" max="1500"/>
<level name="wooden_castle" base="800" upgrade="2000" min="400" max="3500"/>
<level name="castle" base="2000" upgrade="6000" min="400" max="9000"/>
<level name="fortress" base="4500" upgrade="9000" min="400" max="13500"/>
<level name="citadel" base="9000" upgrade="18000" min="400" max="18000"/>
I wonder if these numbers are modifiable?