Hello Culpa just to check also, how are you arranging your load order, with the official mod manager from TW2?
Type: Posts; User: Dardo21; Keyword(s):
Hello Culpa just to check also, how are you arranging your load order, with the official mod manager from TW2?
Hello Timbe, thank you for the update, not entirely sure if it's a fix or not, but I later discovered that it was the "DeI CulturalUI overhaul beta" that was suddenly causing the crashes, after...
Hello Timbe, similar to you and some unit mods and alternate economy, but never had any issues before the latest dei patch. I did notice the entries in the scripting.lua seem to differ compared to...
The mod no longer seems to work for me, i put it in my highest load order and the ui appears, but my game crashes to desktop from the moment i click on an agent deployed in a foreign territory.
Hallo Paddy, das sind die mittleren und schwereren Versionen von Belagerungsrammen, -schilden (Gallery) und -türmen sowie die Tortoise, glaube ich.
Small fix, eastern faction unit cost changes were missing.
Make sure to install the mod in the highest load order, you should see a yellow money icon when you select one of your regions, when you wish to sell a region, you click on the icon and then click on...
Each resource has a specific monetary value, they get are the base value upon which trade income from trade agreements are based, so 40 horses * x value per unit * trade income modifiers. Also,...
There's only a auto resolve bonus to a few major factions vs smaller factions I believe.
Those are the limits of the scripting yes, if the culture is 50% or more of your own, half the population will be converted into your own classes and the other half into foreigners, if not, all will...
Hello, all units should hopefully now be included.
I assume you tried deleting your user settings in the appdata folder as well? (backup your saves). I played the game with far worse specs, so that won't be the issue.
Hello Arturo, this should never break as far as I'm aware, it is designed to add/overwrite individual lines, no scripts etc. I've updated both files as it seems a large amount of religions were...
Both versions should now be up-to-date with the new beta, I managed to upload the previous version and not include any of the custom units in the reform script apparently. :whistling
Sorry, my pc died around Christmas so I have not had access to my files, I hope to look into fixing and updating by the end of the month, early March.
In case anyone is dying to use the patch...
Hello all, my pc died around Christmas and haven't come around until now to think about putting together a new one. I will update my files after I do, but can't promise that'll be before the end of...
Download third party mods and paste them in your Rome 2/data folder, then activate them in the mod manager and put them in the right priority (in this case, above the DEI base files).
Yeah, I use custom unit mods, so it wouldn't work when you don't have them installed. I had hoped the special capital limit was removed, since I'd want it to work at least when i have them as an ally...
https://drive.google.com/file/d/19Ai-uwF6d3pQNnljkB0a9hP23MmC_ga6/view?usp=sharing this one for example, the Arverni have their starting region and Bibracte, but i'm unable to purchase Bibracte as...
Hello Lupo, sorry i forgot to answer, it doesn't work when I click on it, but it works when I copy paste the link into the browser bar, I don't know why the Google links are so annoying.
Hello gurvinek2005, yes, the population script should now be up-to-date with 1.3.1.
Both versions should be up to date with the new patch, @lequintal69, I've changed the influence for trade towns of eastern, greek and roman cultures, their global influence will now be slightly lower...
Both files should now be up-to-date with the current patch.
Hello, I have not been playing the game since 1.2.3a came out due to TW:WH3 and other distractions, but have been at it since this week. I'll try to update this mod and all my other mods soon. In the...
Hello MrTimbe, long time no see, I've been using your latest version and I noticed that sometimes the pop-up will suddenly say that the region i'm trying to buy is the last one belonging to the...
Thank you for your feedback, perhaps I should reduce the + agri income buffs by about a third? In terms of commercial stim, it would be harder to finetune every building but maybe i could reduce the...
Minor update: slightly lowered taxation levels by 5-10 points each rank, but revamped trade income, by lowering the flat % trade income boost, but increasing the value of the commodities themselves...
No, alternative economy modifies recruitment costs at individual unit level, that's why I had to make a separate version of my UMCenturion legions' mod (patch)
Thank you for the comment T2av, please redownload, the unit costs for Roman AOR and Greeks were incorrect.
I think they would work, but only my own patch versions are (mostly) up-to-date
If you're talking about the diplomatic outcome of a political mission, this is a base Rome II feature since their political overhaul of Rome II around the time the Augustus campaign came out. Timbe...
Hello all,
For the past 2 years, I've been using (and continuously tinkering) on a little personal submod that specifically targets the effect of edicts in orde to simulate a more
...
Yes, links working links are hopefully in the first post, let me know if there are issues with the unit costs not being overwritten, I could let the tables directly overwrite the ones in DEI, but...
Updated the files to 1.3a standard, mostly some population fixes and a few changes to the unit reforms.
@curro, sorry for the late response, reform locked units are units that are bound to a certain...
Hello all, redid the entire unit costs for Greek, Barbarian and Eastern cultures, as well as the new naval units please let me know if there are any missing units, and make sure to load the file...
It never ends :D, copy paste the entire link including the /view?usp=sharing part and copy paste it into your browser https://drive.google.com/file/d/13VxFogC6OXEfdT_15T1h0NfWsBaZQEWP/view?usp=sharing
With major input from CEMN2017, I overhauled the hardcore version and removed most of the +state culture effect from non-unique buildings, this effect gives whatever faction that controls the region...
Updated both versions, new 1.3 buildings added, as well as modified the cultural local tradition in one region of Belgica.
Updated both files for the 1.3 beta, this should add the population numbers and reform locks to units (reform locked units will only properly function after a reform for that function is triggered or...
Hey all, I've uploaded a work in progress for all 3 versions, all new buildings should hopefully have their building costs increased properly, still need to adjust the new units, this will take more...