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Thread: Some trait changes (command stars & cursus honorum)

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  1. #1
    Member Member Skandinav's Avatar
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    Default Re: Some trait changes (command stars & cursus honorum)

    Having played a romani campaign with this to 146BC ( and ongoing ) I must say that this mod works great. Besides other good stuff I´m often seeing two consuls, thank you all who have contributed.

  2. #2
    Biotechnlogy Student Member ||Lz3||'s Avatar
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    Default Re: Some trait changes (command stars & cursus honorum)

    Skandinav if I may ask , are you using my mnimod pack in that campaign? ,that might say that in fact Quintus has had some pretty bad luck with ctd , you said that when you started to create units and move characters things started to go bad?
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    Mini-mod pack for EB 1.2 for Alexander and RTW
    (just download it and apply to get tons of changes!) last update: 18/12/08 here
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  3. #3
    Biotechnlogy Student Member ||Lz3||'s Avatar
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    Default Re: Some trait changes (command stars & cursus honorum)

    here you go Quintus
    http://rapidshare.com/files/130936188/Traits.rar.html

    first use all the permanent fixes , then add MMA city mod and then...just unpack this in your EB folder

    (may I suggest you to use victory conditions minimod ? :P ,and aren't you interested in konny legions minimod?)

    I really hope it works without any problem :P otherwise I migh hang myself in shame
    Last edited by ||Lz3||; 07-19-2008 at 20:30.
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    Mini-mod pack for EB 1.2 for Alexander and RTW
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    EBII Hod Carrier Member QuintusSertorius's Avatar
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    Default Re: Some trait changes (command stars & cursus honorum)

    Thanks for that Lz3.

    Oh one other one I was going to use - Darth Stalin's "old" skins for the Marian legionaries - I'd rather have those than oversized centurions.
    Last edited by QuintusSertorius; 07-21-2008 at 10:39.
    It began on seven hills - an EB 1.1 Romani AAR with historical house-rules (now ceased)
    Heirs to Lysimachos - an EB 1.1 Epeiros-as-Pergamon AAR with semi-historical houserules (now ceased)
    Philetairos' Gift - a second EB 1.1 Epeiros-as-Pergamon AAR


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    EBII Hod Carrier Member QuintusSertorius's Avatar
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    Default Re: Some trait changes (command stars & cursus honorum)

    Lz3 - which version of the city mod did you package up in that zip? A or B?
    It began on seven hills - an EB 1.1 Romani AAR with historical house-rules (now ceased)
    Heirs to Lysimachos - an EB 1.1 Epeiros-as-Pergamon AAR with semi-historical houserules (now ceased)
    Philetairos' Gift - a second EB 1.1 Epeiros-as-Pergamon AAR


  6. #6
    Biotechnlogy Student Member ||Lz3||'s Avatar
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    Default Re: Some trait changes (command stars & cursus honorum)

    I'm pretty sure it's irrelevant , the only change was disabling the marakanda roads with a ";"
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    Mini-mod pack for EB 1.2 for Alexander and RTW
    (just download it and apply to get tons of changes!) last update: 18/12/08 here
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  7. #7
    EBII Hod Carrier Member QuintusSertorius's Avatar
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    Default Re: Some trait changes (command stars & cursus honorum)

    Quote Originally Posted by ||Lz3|| View Post
    I'm pretty sure it's irrelevant , the only change was disabling the marakanda roads with a ";"
    B stopped steppe and barbarian factions being able to grow any settlement beyond a certain size.
    Last edited by QuintusSertorius; 07-21-2008 at 23:57.
    It began on seven hills - an EB 1.1 Romani AAR with historical house-rules (now ceased)
    Heirs to Lysimachos - an EB 1.1 Epeiros-as-Pergamon AAR with semi-historical houserules (now ceased)
    Philetairos' Gift - a second EB 1.1 Epeiros-as-Pergamon AAR


  8. #8
    Xsaçapāvan é Skudra Member Atraphoenix's Avatar
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    Default Re: Some trait changes (command stars & cursus honorum)

    I think you did not mod the ancillary files ; export_descr_ancillaries, descr_ancillaries. that is what I did in my mod

    So if you can confirm this I will declare my mod is competable with your mod.
    I had to change my codes for city mod now it is competable with it. I hope not another dejavu...



    My Submods for EB
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    My AAR/Guides How to assault cities with Horse Archers? RISE OF ARSACIDS! (A Pahlava AAR) - finished
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  9. #9
    Whatever Member konny's Avatar
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    Default Re: Some trait changes (command stars & cursus honorum)

    No, this only changes EDCT.

    Disclaimer: my posts are to be considered my private opinion and not offical statements by the EB Team

  10. #10

    Default Re: Some trait changes (command stars & cursus honorum)

    I've installed this mod and its been 50 turns and I haven't had anyone elected to any offices. Is anyone else having this problem or can figure out why this is happening? My people have high influence and other stats.

  11. #11

    Default Re: Some trait changes (command stars & cursus honorum)

    So it's compatible with the extended offices mod? :-P :-P :-P

  12. #12
    Member Member Skandinav's Avatar
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    Default Re: Some trait changes (command stars & cursus honorum)

    Quote Originally Posted by ||Lz3|| View Post
    Skandinav if I may ask , are you using my mnimod pack in that campaign? ,that might say that in fact Quintus has had some pretty bad luck with ctd , you said that when you started to create units and move characters things started to go bad?
    My apologies, I haven´t seen this before now. Konny; sorry for being off-topic in your thread.
    I am using your bundle, Lz3, without the City Mod, and am currently in the year 81 BC in the same campaign. Contrary to the wording of your question I have, through exchange of settlements with FD, created units, added money and moved characters maintained, among other things, historical AI expansion ( which, as we all know, with the given AI means doing this almost every turn ) and events on the strategy map with only one persistent CTD on a single save game slot.
    After I began creating decent garrisons for AI factions when having forced upon them change of settlement ownership I have actually had so few CTD´s at all that I do not even bother reloading the game afterwards any more, but creating garrisons in besieged AI homelands have also made me exchange cities far less.

    Edit: Lets move this to PM´s instead.
    Last edited by Skandinav; 08-07-2008 at 10:52.

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