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Een vertaalprobleem melden
@diego213911, @Ɨnquisitor.7: You are welcome.
@Saint Augustine: No that one variable will turn on all the related functionality. The other variables like IslandPeace are ones the script sets, not the user. That's how the script keeps track of what functionalities have been triggers. Some might be possible to set manually, but I don't think this will work as intended. I don't think you have to turn on anything for carthage to get cannibalized once they lose carthage, but I don't remember. You'd have to check the files for mentions of carthage. It's all in there. Sorry for the late reply.
@Gibb: Find a tutorial online for how to open the pack files, open the file this mod downloaded, in the top of the file you'll see the variable. You change the word "False" after the equals sign to "True". A slight programming background does help, but is always good to have.
@ p.nieciengiewicz: This isn't an actual error message, but the general logging of the script. If you had a crash or such, there might be all sorts of reasons, many not related to my mod.
@FRANK!!!!! (Pistoleros), @MissAlice: Sorry for the misbehaving script. Have you changed the variable? This is unfortunately a functionality that misbehaves, and I am no longer actively modding, so I can't fix it. You'd have to go in the files and disable it. This is distinct functions that you will recognize if you see them.
@Гениальность моё бремя: This is a good idea, but unfortunately I am no longer actively modding. I don't even have the game installed. But this would be easy to do for anyone willing to install PackFileManager and find a few functions in a script.
@Dr. Quackers M.D.: Thank you for the engagment. You are welcome to not use the mod. This is optional for anyone who wants to try out something else.
@the_moon_wolfy: Yes.
@Lotussy: There are publicly available guides.
@stathis.tslch: This really only requires a minimum of modding ability, which available in public tutorials. Opening a file is not a difficult task, and should be a knowledge level required for the use of the Car variable. This was experimental functinoality that I turned off because it wasn't working. You'd have to know what you are doing.
@gaunter o'dimm: I forgot if this functionality is currently turned on. If it is, there were likely other criteria. You have to check the files. This functionality was flaky and difficult to bugfix, so it might not always work.
@twitch.tv/RagingBrit , @xMcNultyx1896, @womp womp: The trigger had several conditions, and you might not be fulfilling some of them. You can check the conditions in the file, if you learn to use PackFileMananger. The whole system was a bit messy and a source of constant unintended behavior. The feature was also difficult to bugfix, because you basically have to play for several hours to see if the functionality triggers correctly.
@Lotussy: I think not. If I remember correctly that feature was just on. It worked, but was kind of inconsequential, because he just gets beaten by the romans.
@Lirik^: This mod does not affect population. It does not interface with those systems at all. You are causing that error in some other way.
@ExPR: I don't remember the specifics of that implementation. The carthage functionality was a mess and I gave up on fixing it. I think it is turned off by default now.
@Frosted Flake: Thank you. Yes, the mod is fully save game compatible, but results might be weird if it is turned on late in a campaign.
Is this mod still compatible with the latest v1.3.4 patch of DeI?
Thanks!
Battle between rome (12 units) and veneti (20 units) turn 22
7 regions (6-8), 1 regions (1-1)
region: rome's latium_ariminium in error in: no area group (325,412)
*both sides are considered in enemy territory
result: rome won heroic victory
Battle between veneti (6 units) and rome (20 units) turn 23
1 regions (1-1), 7 regions (6-8)
region: rome's latium_ariminium in error in: no area group (311,421)
*both sides are considered in enemy territory
Battle between veneti (6 units) and rome (20 units) turn 23
1 regions (1-1), 7 regions (6-8)
region: rome's latium_ariminium in error in: no area group (318,422)
*both sides are considered in enemy territory
result: rome won decisive victory
Battle between rome (20 units) and veneti (14 units) turn 58
7 regions (8-13), 1 regions (1-1)
region: rome's latium_ariminium in error in: no area group (325,412)
*both sides are considered in enemy territory
-rome got advantage for higher limit average
result: rome won close victory
in this mod ai is weak
^ This guy probably plays SQUAD and says: "It's just a game. Go join the Military if you want realism" after causing his team to lose catastrophically and being an overall nuisance for the SL's and teammates who are actually trying to be immersed
-
It's a mod. If you don't agree with it, then don't use it. Do everyone a solid and close your mouth before making braindead takes like that
- Get the Pack File Manager for RT2
-close the game if u have it running
- in the pfm, open the mod pack file
(D:\SteamLibrary\steamapps\workshop\content\214950\2753980599 or similar, the file name is
@___expansion_limiter_for_DeI.pack)
- ones the packfile is loaded find luascripts and auto_resolve_bonus.lua (the only thing here that has stuff basically, impossible to not find)
- find the line local var Car = false
- change it to local var Car = true
- save and start a new game
i hope this helps to get u started :)
Should I only change it to true and that is it, or are the other variables here for various aspect of it?
Should I change IslandPeace to 1 if I want the scripted peace after taking the Medditerran islands for first Punic War ish? If so, does Ibsollom in the Hispania area count for that or is it just Cor&Sar and Sicily?
Also, for the script with Carthage getting cannibalized by neighbors, do I need to turn on a specific variable? Also, in that case can I just sack/raze Carthage or do I need to occupy in some capacity?
Thank you!
Getern: I must admit I have not tested eastern factions to the turn 800 level. There might be imperfections in the balancing. But unfortunately I'm no longer modding. I can tell you that with some rudimentary programming skills, you can easily set up the balancing the way you like. (It's a good job skill to have anyways!) Just look into lua programming and read the code in my mod to see what it does.
Darkrider: You might not load the mod correctly or have other technical issues.
korodik: Yes, that should work. Load order doesn't really maftter. You can safely put this on top.
The Cultist: I don't remember the specific triggers. This functionality was alway flakey, that's why I turned it off. Do check out the triggers in the file to perfect it for your use case.
TheAstuteEnglishman: Research how to open Rome II mod files, then how booleans work in lua.
. CAR variable set to true, conquered the mediteranean islands three times over and still no peace w Carthage. Meanwhile Sparta has conquered pretty much all of Greece and Asia minor. TF is wrong with this mod all of a sudden?
That's what kind of holds me back as well.
Historically speaking Carthage has as the expansion potential the entire Mediterranean "region"
So whatever you chose to be, Roman, Greek, Macedonian, etc then Carthage will expand towards your Kingdom and Attack you, since it is within their Power Projection Area, so to speak.
The Mod is working as intended.