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Anyway, enough of my rambling.. I just wanted to say the conflict was NOT caused by your mod, sir.
(2/2)
I'd confused your mod for another that I downloaded at the same time.
Your mod DOES NOT conflict with changes made to; export_descr_buildings.txt
Additionally, for anyone who might be curious. My efforts were semi-thwarted when it became clear that getting into just about any battle would crash the game. Now... WHY letting all Roman factions build each others religious buildings (which SOMEHOW uncapped the number of allowed religious buildings per settlement) would cause the game to crash when attempting to load a battle, I'm sure I don't know!
It was certainly interesting to see that every settlement, worldwide, had built between 3 and 10 religious buildings.. but alas, it just wasn't meant to be..
(1/2)
Another really strange thing was... I'd edited the 'buildings' file so that all of the Roman factions can use all of the Roman Temples.
Strangely though... despite that being the ONLY change I made.. It seems to have removed the cap of "Religious Buildings Per settlement". So, every faction, and every town/city has between 3 and 9 religious buildings....
And considering the fact that the ONLY changes I made were the Buildings file, and even then, all I did was add the +2 Roman factions to the preexisting ones for each roman temple type.
As a result, every single town/settlement has between 3 and 9 religious buildings, lol.
I do have a question though... In what way does this mod change the buildings file?
I made some changes to my buildings file to allow for all 3 roman factions to build each others religious buildings (so each Roman faction has access to 9 different religions. The changes worked just fine..but upon loading the game with this mod activated, it suddenly STOPPED working, and went back to the original/default religious building availability & system/restraints.
No joke... I opened this mod, scrolled down a little, read "I will keep updating this mod with time" and got no further, then looked down and saw the Author left the last comment, start reading and see "Oh hey, I forgot I wrote that in the description. I do not plan to update this mod anymore."
You make very good "vanilla plus" mods, they fill like if Feral decided to go above and beyond on the remaster. Hope your future mods and updates come all to fruition!!!
https://imgur.com/5CHztY3
Script Error in
Q:\Feral\Steam\Workshop\27992975/data/export_descr_unit.txt, at line 640, column 1. Must declare a soldier type 'barb infantry briton'.
Not all celts were (and are) red haired. same with germanic.
In fact, it's very simple but quite long to do since you have to make the modifications manually on your two files (descr_unit and descr_battle), and put the .DDS files in the "textures" folder of the Mod on which you want to make the modification. I just did it to test only the roman civil guards and it works very well, without even activating your Mod.
I put long hair (tied up, braided or not) on all Barbarian units. I couldn't stand shaved heads anymore.
In fact, it's very simple to do. There is only one line to modify in the file. You can also change the color of the hair in the same way.
The Glory of Rome mod is a huge overhaul mod that definitely edits the files this mod edits. It does not even use the base RR units like my mod does, so there is no way this mod would be compatible with that.
Still a nice mod, but players who prefer "Vibrant" might think that the mod is broken!
Good job and good luck on your future mods!