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Thread: [Submod] Dardo's Alternative Economy versions

  1. #1

    Default [Submod] Dardo's Alternative Economy versions

    Hello all, Kam asked me a few months ago to post my versions of AE in a separate post to make it more easy to find. Note that my main goal is to keep the mod functional, I don't have the special formula that Kam uses to calculate unit costs and upkeep for example, and neither am I interested in going through each and every unit.

    Changes: added the new building levels for the newly added temples, added the new units, changed the table that added some new units including the ones from the Ardaei, now it completely ovefwrites the vanilla one, which should help those that had issues with getting the increased costs in the game.

    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/file/d/1cSDrE-QMKo_v8ZabXKNtetdshGBx0r-k/view


    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/file/d/18Np5jTgzxKyLfvGIGYzH6X9fS-bpcHLL/view

    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/file/d/1LEQUNSza0QLIZuLr1NBE6s6GSnm0rX2I/view

    All versions can be safely swapped.

  2. #2

    Default Re: [Submod] Dardo's Alternative Economy versions

    Hey dardo thank you for your work! I really appreciate that you keep this updated and enhance DeI further

  3. #3
    Jake Armitage's Avatar Artifex
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    Default Re: [Submod] Dardo's Alternative Economy versions

    well done

  4. #4

    Default Re: [Submod] Dardo's Alternative Economy versions

    Hi.
    I'm using your version of the mod and upgrading "Spice Exporter" building to "Developed Spice Route" requires only 13.000 gold, which it should require around 30.000 gold comparing to other buildings. It must be a bug.

  5. #5

    Default Re: [Submod] Dardo's Alternative Economy versions

    Will you be updating this for the units added on Feb 2nd?

    Or will you simply update the mod when 1.27 leaves beta?

  6. #6

    Default Re: [Submod] Dardo's Alternative Economy versions

    Thanks Dardo so much from bringing this back, trying out your version works great so much more interesting this economy system for the campagin.

  7. #7

    Default Re: [Submod] Dardo's Alternative Economy versions

    @Oryx Thannks for your praise
    @Basilius I already did.
    @Tndgu thanks, updated costs for amber and spice buildings.

  8. #8
    a.ieraci's Avatar Foederatus
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    Default Re: [Submod] Dardo's Alternative Economy versions

    I've tryed with 1.27 version and the game don't start , I've tryed different sequence , before and after main Dei mod

  9. #9

    Default Re: [Submod] Dardo's Alternative Economy versions

    I updated the softcore version if anyone is interested, no guarantees everything is correct, I just quickly added the missing units to the tables so at least the game starts with this.

    https://drive.google.com/file/d/1_tZ...ew?usp=sharing

  10. #10

    Default Re: [Submod] Dardo's Alternative Economy versions

    Is this working with 1.27? (according to above, perhaps not?)

  11. #11
    Black_Rider's Avatar Ordinarius
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    Default Re: [Submod] Dardo's Alternative Economy versions

    I updated the softcore version if anyone is interested, no guarantees everything is correct, I just quickly added the missing units to the tables so at least the game starts with this.
    Unfortunately, your version doesn't work either, there is a CTD at the startup.

  12. #12

    Default Re: [Submod] Dardo's Alternative Economy versions

    Quote Originally Posted by Black_Rider View Post
    Unfortunately, your version doesn't work either, there is a CTD at the startup.
    have you checked your load order? I've been playing with this version this whole time so I can't really check what is going wrong for you.

  13. #13
    Black_Rider's Avatar Ordinarius
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    Default Re: [Submod] Dardo's Alternative Economy versions

    have you checked your load order? I've been playing with this version this whole time so I can't really check what is going wrong for you.
    Can you say, what load order is correct ?

  14. #14

    Default Re: [Submod] Dardo's Alternative Economy versions

    Interestingly, if one reverts to the last version of the beta pack, dardos version of AE still works.

  15. #15

    Default Re: [Submod] Dardo's Alternative Economy versions

    Quote Originally Posted by Black_Rider View Post
    Can you say, what load order is correct ?
    Submods always go first afaik, so i have it like this:

    Submod
    Submod
    Submod
    Divide et Impera Part 1
    Divide et Impera Part 2
    Divide et Impera Part 3

  16. #16
    Black_Rider's Avatar Ordinarius
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    Default Re: [Submod] Dardo's Alternative Economy versions

    Submods always go first afaik, so i have it like this:

    Submod
    Submod
    Submod
    Divide et Impera Part 1
    Divide et Impera Part 2
    Divide et Impera Part 3
    I try this configuration and it doesn't work... Maybe you use DeI 1.2.7 beta ?

  17. #17

    Default Re: [Submod] Dardo's Alternative Economy versions

    I'm using the steam version of DeI

  18. #18
    Jake Armitage's Avatar Artifex
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    Default Re: [Submod] Dardo's Alternative Economy versions

    try by using mitch's manager which will force steam manager to keep order and checks
    word file with instructions
    https://www.mediafire.com/file/di18t...a_mod.odt/file

  19. #19
    Black_Rider's Avatar Ordinarius
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    Default Re: [Submod] Dardo's Alternative Economy versions

    Ok, its works now. Thank you all for help. !

  20. #20

    Default Re: [Submod] Dardo's Alternative Economy versions

    Updated all 3 files to include the 5 new units.

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