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Thread: [Submod] Dardo's Alternative Economy versions

  1. #21
    Civis
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    Default Re: [Submod] Dardo's Alternative Economy versions

    Quote Originally Posted by Dardo21 View Post
    Updated all 3 files to include the 5 new units.
    Awesome work!

  2. #22
    Enclave76's Avatar Foederatus
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    Default Re: [Submod] Dardo's Alternative Economy versions

    Dardo21
    Thank you so muchNum_New_Slingers (and some other weak missile units) is too expensive in all versions, is it mistake or it has to do with factions settings?

    Sorry, other units is ok, but price of these slingers is scaled by a very large factor
    Last edited by ♔Greek Strategos♔; April 20, 2022 at 11:12 AM. Reason: Double posting

  3. #23

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

    Quote Originally Posted by Jake Armitage View Post
    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
    There is no word file? It opens into a zip but no instructions? How do I use this and get the alternative eco mod activated along the other steam workshop mods?

  4. #24
    Jake Armitage's Avatar Artifex
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    Default Re: [Submod] Dardo's Alternative Economy versions

    it's a open office word file, just double click it

  5. #25

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

    Quote Originally Posted by Jake Armitage View Post
    it's a open office word file, just double click it
    I get a ''unable to create a new document''-
    Tried different readers, docs, adobe, wordpad, notepad (?)

    nwm, had to find a reader online. The first results googling for the file type didn't work, but found one that worked.
    Cheers
    Last edited by userstupidname; March 27, 2021 at 06:29 PM.

  6. #26
    kapiszon10's Avatar Libertus
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    Default Re: [Submod] Dardo's Alternative Economy versions

    Quote Originally Posted by Dardo21 View Post
    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.
    Could you explain more the differences between ver. 1 and 2?
    Is the ai upkeep lowered or increased in the v2?

  7. #27

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

    Is the unit recruitment times changed? I am using the mod and the prices/upkeep is changed but not the recruitment times as in the original mod ?

  8. #28
    Black_Rider's Avatar Ordinarius
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    Default Re: [Submod] Dardo's Alternative Economy versions

    Sorry, other units is ok, but price of these slingers is scaled by a very large factor
    You are mistaken. I check it in a base mod, many slingers units cost more than archers.

  9. #29
    Enclave76's Avatar Foederatus
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    Default Re: [Submod] Dardo's Alternative Economy versions

    Quote Originally Posted by Black_Rider View Post
    You are mistaken. I check it in a base mod, many slingers units cost more than archers.
    Yes, but that's not the point
    e.g. upkeep comparison with 200 excellent peltasts

    N | unit | base | alt ec dardo | coeff
    243 | Num_New_Slingers | 117 | 378 | 3,23
    242 | Num_New_Peltasts | 192 | 385 | 2,01

  10. #30

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

    something about the change capital function got broken by this submod. In-game, the button looks like it's been crossed through, and it's not clickable. There's no option to change capital or see the unrolled pop-up message showing you details like "This is your current capital" or cost and such.

  11. #31
    Jake Armitage's Avatar Artifex
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    Default Re: [Submod] Dardo's Alternative Economy versions

    change capital script is the culprit
    dardo didn't update that sheet which had lot of changes

  12. #32

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

    Yepp. Turning ALt eco off will enable the button. You then can change capital and turn it on after a turn.
    Cumbersome, but workable. Still better than playing without alt eco.

  13. #33

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

    Thank you! This is the best submod that just flips the game. Awesome work mate!

  14. #34

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

    is this going to be updated for the beta or waiting until full release?

  15. #35

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

    All versions should now hopefully be fully up to date with 1.2.8

  16. #36
    Nordling's Avatar Semisalis
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    Default Re: [Submod] Dardo's Alternative Economy versions

    @Dardo, i didn't mean to steal your submod (on the other AE thread), i just really needed to update the submod for latest beta since the massalia rework was super appealing to me; and once i did that for myself, i thought that maybe some other players would appreciate it. Hopefully no hard feelings

  17. #37

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

    it's okay, you were honest about it, so no problem.

  18. #38

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

    nm, it doesn't need updating
    Last edited by AndariusHaliusScipio; September 04, 2021 at 03:42 PM.

  19. #39

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

    Hi Dardo, I am playing with the !!@@@alternativeeconomyexpnoupkeepchanges.pack and seems to work. But there was now a fix-pack (1.2.8A) and my ongoing campaign is loading - no issue. But I cannot start a new grand campaign. The game crashes when starting a rome campaign. Before the fix-pack from DEI with 1.2.8 I could start new campaigns without issue. I was checking the lua-script and the rome mission files but there was no problem, as far as I could verify. Maybe something in the DB-folder? Anyway I continue with my current campaign and hope there is no issue later. I verified it is the AE-mod (top at load-order) and without AE the campaign starts. Maybe you know what DEI changed in the recent fix and can update AE? Many thanks for your hard work!

    To whom it may concern: I fixed the problem with grand-campaign start crash of the the 1.2.8a fix from DEI. There were units added in the DB/Main_Units_Tables/___Media in the updated DEI1-pack. I copied those additional entries to the corresponding AE-table and the GC is starting. One need to update the costs for the 13 additional units according AE standards in the table to make it 100%. One can do this with the pack-file manager. Cheers!
    Last edited by ♔Greek Strategos♔; April 20, 2022 at 11:13 AM. Reason: Double posting

  20. #40

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

    Updated all versions related to the changes mentioned.

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