I haven't tested it myself, but I see no reason why it shouldn't.
Type: Posts; User: ~Seleukos.I.Nikator~; Keyword(s):
I haven't tested it myself, but I see no reason why it shouldn't.
The mod has been updated, both the standalone version and the steam link.
The missing edict effects for non-Hellenic factions have been added back.
Previously, the outdated localization entries...
Hey guys,
Age of Hellenism has been updated to Divide et Impera 1.2.8. Both standalone version and the steam one have been updated for both Age of Hellenism and Age of Hellenism Lite.
To an extent. You can use it on an existing campaign, but you won't really have all the mod's features like the changed Seleukid rebellion set-up, CAI-personalities that are assigned via script after...
Hey guys,
Age of Hellenism has been updated to version 1.3.2 - both steam and TWC download links are now up-to-date.
- compatibility patch with Divide et Impera version 1.2.7
- slightly upped...
Hey guys, just some quick info on this. I haven't really worked on this mod lately (I will again at some point), but it should be working without any major issues. You may see some weird effects here...
Sure thing! :thumbsup2
That's in the fame_levels table. It's easy to mod it and you can change it to your liking mid-campaign.
That would indeed make sense if some factions had extended...
Hey guys,
Sorry for a late reply. Currently, I don't visit the forums as often as I used to.
L.ANNIVS, feel free, of course, to use any part of the mod you wish. Just remember to mention me in...
Hey, Macedon doesn't get any scripted army spawns, so whatever they recruit goes through the standard recruitment procedure, same as for the player.
If they have only one city left you can...
Wow, this is quite a script!
Well done, indeed, Mr Timbe. The next time I play DeI I will surely give it a try.
EDIT: this should, by the way, have a front page announcement. You may ask...
Hey overrider, no unfortunately AoH isn't compatible with the Alexander submod. I've wanted to make an own version of AoH for Alexander, but I have never got myself to do that. I will most likely...
Nice work, Gyrosmeister! :thumbsup2
I see, thanks for the heads-up, Jake! :thumbsup2
Age of Hellenism has been updated to the newest version of Divide et Impera 1.2.6. Check the download link in the opening post.
Age of Hellenism Lite needed no updating.
Dooz, sorry for a late...
This looks really promising, Jake. If the final product is as good as this preview then that's gonna be awesome for sure.
I wounder, though, how you, guys, are going to handle the rosters. I...
Hey guys,
Yeah, I totally agree with you. The fact that Rome would always focus first on Epirus and then move straight into Greece has always been really annoying to me, too, and it was initially...
Yep, those tips in the first post are still very much valid.
Thanks guys! :thumbsup2
fokin, that's not actually in any way related to this mod, but the population system is entirely independent of things like food, public order, etc.
That said, you still...
Hey guys,
Sorry for a long absence and thank you very much for your much valuable feedback.
Please, feel free to always share your thoughts. Those I will always read and take into account even...
Hey Gioseppe,
You are playing as Nabatea, right? It's honestly a bit weird they got so overrun.
What other mods are you using?
It is the siege equipment that determines whether you can assault the city. In DeI the sieging army gets a pair of ladders the same turn they lay siege and that is why you can assault the city...
All right, I see. That's good to hear, guys, that the Selucids can do well and that we get different outcomes in each campaign. It does, indeed, make sense that if the Ptolemies and Parthians double...
I haven't really done much of this kind of modding, so I can't be of much help here, but one simple suggestion I have here. Have you made sure that your mod actually overwrites the DeI mod? Is the...
Thanks, guys, for the feedback. This is actually very helpful since I don't really have time myself to play multiple campaigns to see how things work under different circumstances.
I'm glad to...
If you want to use AoH with DV, then you've got to go for the Lite version of AoH. The full version is not compatible.
Thanks Sarkiss. Good to see you around here. Hope you are doing fine in these strange times. :thumbsup2
Thank you for your feedback, Devodians! Though, I think you might be overstating a bit...
It might be that With Testudo you can use the whole CAI-related part of my mod. Like I said, you just need to show me exactly which packs you are going to use in your campaign. I know Testudo is...
The steam links for the mod have been added for those who are interested.
Check the download section in the opening post.
Glad to hear you like the approach, guys.
Aureliae, basically you should be looking at two tables here;
DeI_cai_task_management_system_task_generator_groups_generators_junctions; this...
DeI_part1/text/db/_Advice_Levels_Vanilla.loc
Search for entries with advice_levels_onscreen_text in the key column
Thanks guys!
Asher, it won't break your campaign if you use it on an existing one, but it won't really have much effect on it, either.
You should basically start a new campaign.
https://i.postimg.cc/mrXxXzFY/Greek_pattern_no_background_smaller_2.png
https://i.postimg.cc/PxtR9czY/template6.png
https://i.postimg.cc/mrXxXzFY/Greek_pattern_no_background_smaller_2.png
...
Well done!
You are producing these mods, Jake, at the speed of rabbits reproduction!
Some really good ideas here. Limiting the diplomatic range would be indeed a welcome addition if you think...
Are you trying to say that Carthage is missing from the autoresolve script? I will check that out tonight.
You have to look into DeI pack 1, script/_lib/manpower/units.lua
It look like this;
["inv_iol_nuragic_ambushers"] = { 3, 175, 175 },
["inv_iol_nuragic_shield_wall"] = { 2, 200, 200 },...
I've checked a few different scopes, but to no avail.
It seems pretty clear that that value can only be positive for the sanitation effect while the negative sanitation is always squalor.
All right, the problem's solved. It turned out that one cannot assign the negative value to the sanitation effect which can only be positive. For the negative sanitation value one needs to use the...
EDIT: You were actually right. I looked at the wrong file in the first place. There is indeed something wrong with that sanitation effect. I will look closely into it.
And what happens when you use the same edit in the other province? Do you experience same issues?
I'm playing the mod myself now, used that edict on multiple occasions and never seen anything like...
It's weird that bug. Never seen anything like it before.
Is it only in Taras that it happens? What happens if you cancel the edict in that province?
EDIT: On another note, it's a pretty heavy...