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Thread: [Official Submods] Collection of Official Submods

  1. #761

    Default Re: [Official Submods] Collection of Official Submods

    Hello, I was wondering if somebody could direct me to a mod which significantly cuts down (at most by half) building/research times? Note that I play on the Steam version.

    Thanks!

  2. #762
    Jake Armitage's Avatar Artifex
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    Default Re: [Official Submods] Collection of Official Submods

    you can use the DeI hardcore official submod (doubles quite everything):
    https://www.twcenter.net/forums/show...ftcore-Submods


    or you can go to:
    https://www.twcenter.net/forums/show...-upd-aug-07-19
    go to TESTUDO #1 post
    go to DOWNLOAD
    go to TURTLE_Parts
    pick both TURTLE_Parts_Building and TURTLE _Parts_Technology, you have 5 ranges to pick from.

  3. #763

    Default Re: [Official Submods] Collection of Official Submods

    Quote Originally Posted by Jake Armitage View Post
    you can use the DeI hardcore official submod (doubles quite everything):
    https://www.twcenter.net/forums/show...ftcore-Submods


    or you can go to:
    https://www.twcenter.net/forums/show...-upd-aug-07-19
    go to TESTUDO #1 post
    go to DOWNLOAD
    go to TURTLE_Parts
    pick both TURTLE_Parts_Building and TURTLE _Parts_Technology, you have 5 ranges to pick from.
    Thanks for the reply! But I mean I want to play a mod where building and tech times are less, like instead of 8 turns to build, 4 turns. Those two mods seem to increase, even up to double, the tech/buildings times hehe. Also for the Turtle mod, it seems really cool but I don't think I am hardcore enough yet to play it.

  4. #764
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    Default Re: [Official Submods] Collection of Official Submods

    Sorry, I should start paying more attention to people's post...
    I can do them tomorrow if you want, it's simple.
    What do you want, 50% or 66%?
    Last edited by Jake Armitage; August 10, 2019 at 09:39 AM.

  5. #765

    Default Re: [Official Submods] Collection of Official Submods

    Loaded question.

    Is it possible to create a submod that increases research, reduces troop movement based off what TPY mod there is? But a proper ratio of what it should be reduced by.

    Specifically the 12 TPY. The build time I dont have a big issue with.

    I can make it myself if someone points me to where it's located.

  6. #766

    Default Re: [Official Submods] Collection of Official Submods

    Quote Originally Posted by Jake Armitage View Post
    Sorry, I should start paying more attention to people's post...
    I can do them tomorrow if you want, it's simple.
    What do you want, 50% or 66%?
    Hehe no problem!

    And 50% would be great, thanks man!

    Also I uh, don't know how to mod the game unless it's through the steam workshop (am big noob)

  7. #767

    Default Re: [Official Submods] Collection of Official Submods

    Updated the No Major Faction Bonuses submod, it was waaaaaay out of date.

    ----> Website -- Patreon -- Steam -- Forums -- Youtube -- Facebook <----

  8. #768

    Default Re: [Official Submods] Collection of Official Submods

    Quote Originally Posted by BooBooLovesAll View Post
    Loaded question.

    Is it possible to create a submod that increases research, reduces troop movement based off what TPY mod there is? But a proper ratio of what it should be reduced by.

    Specifically the 12 TPY. The build time I dont have a big issue with.

    I can make it myself if someone points me to where it's located.
    ....Was about to ask the same thing basically, but for 24TPY

  9. #769
    Ygraine's Avatar Campidoctor
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    Default Re: [Official Submods] Collection of Official Submods

    Quote Originally Posted by chadwicknight View Post
    ....Was about to ask the same thing basically, but for 24TPY
    Need to edit things like rough terrain movement, season movement effects etcetera too, otherwise you'll barely be able to move - especially if you scale it to 24 TPY. And stuff like movement increases from skills, ancillaries and tech will be near useless if the base movement is severely downscaled. 5% of 100 is something, 5% of 30 not so much.
    (2nd position - Gameplay Mods-category - 2016 Modding Awards.)

  10. #770

    Default Re: [Official Submods] Collection of Official Submods

    Quote Originally Posted by Ygraine View Post
    Need to edit things like rough terrain movement, season movement effects etcetera too, otherwise you'll barely be able to move - especially if you scale it to 24 TPY. And stuff like movement increases from skills, ancillaries and tech will be near useless if the base movement is severely downscaled. 5% of 100 is something, 5% of 30 not so much.
    Ok got it.

    Let's say then movement/research/build just a little scaled up?

  11. #771

    Default Re: [Official Submods] Collection of Official Submods

    Quote Originally Posted by Jake Armitage View Post
    Sorry, I should start paying more attention to people's post...
    I can do them tomorrow if you want, it's simple.
    What do you want, 50% or 66%?
    And just one quick question, would the submod be save game compatible? If not, I have no problem waiting for you to make it, I totally get that these kinds of things take time, but if so I think I'll start playing a campaign, I can't wait to try out the new patch! Thanks again!

  12. #772
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    Default Re: [Official Submods] Collection of Official Submods

    Sorry, totally forgot about that pack, here it is:
    https://www.mediafire.com/file/j8m8x...0%25.pack/file

    Should be 100% compatible from next building constructed and next turn for techs.

  13. #773

    Default Re: [Official Submods] Collection of Official Submods

    Quote Originally Posted by Jake Armitage View Post
    Sorry, totally forgot about that pack, here it is:
    https://www.mediafire.com/file/j8m8x...0%25.pack/file

    Should be 100% compatible from next building constructed and next turn for techs.
    Thank you so much! Hmm, as a Steam user though I have no idea how to implement this into the game... does anybody know how?

  14. #774
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    Default Re: [Official Submods] Collection of Official Submods

    A) Put the chosed packs into the data folder (..\Steam\SteamApps\common\Total War Rome II\data)
    B) Remember to revert to the old manager: https://www.twcenter.net/forums/show...nd-Mod-Manager
    C) Start Rome II
    D) In Mod Manger, check "Enable Out of Date Mods"
    E) Make sure all chosed packs are checked green. Their load order should be ok. It is given by the number of @, the more they are the more previous the mod is loaded/must be loaded
    F) Play

  15. #775

    Default Re: [Official Submods] Collection of Official Submods

    I did everything exactly as you say to do but I can't get it to work sadly.

    As for opting into the beta for the old manager, I did that, but the launcher looks the same as the new one, I wonder if that has anything to do with it?

  16. #776
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    Default Re: [Official Submods] Collection of Official Submods

    Take the pack and do a steam submod (with your username) then subscribe, try this way.

  17. #777

    Default Re: [Official Submods] Collection of Official Submods

    Hmm I did that, following the instructions from this website: https://wiki.totalwar.com/w/Steam_Wo...Steam_Workshop, and it just gave me errors, and didn't work in game. I also tried both launchers.

    Oh well, RIP I guess lol, thanks for trying though.

  18. #778

    Default Re: [Official Submods] Collection of Official Submods

    Quote Originally Posted by Jake Armitage View Post
    Sorry, totally forgot about that pack, here it is:
    https://www.mediafire.com/file/j8m8x...0%25.pack/file

    Should be 100% compatible from next building constructed and next turn for techs.
    I've tried it too and it doesn't work. It's a shame because this is one crucial submod that should be added to the collection

  19. #779

    Default Re: [Official Submods] Collection of Official Submods

    Quote Originally Posted by Jake Armitage View Post
    Sorry, totally forgot about that pack, here it is:
    https://www.mediafire.com/file/j8m8x...0%25.pack/file

    Should be 100% compatible from next building constructed and next turn for techs.
    Thanks! Can't wait to try it out

  20. #780

    Default Re: [Official Submods] Collection of Official Submods

    Quote Originally Posted by chadwicknight View Post
    Thanks! Can't wait to try it out
    Let us know if you get it to work, and if so, how you did!

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