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I have the folder but not the file where do I get that.

?

Do you mean the file lofmod.mod? It is in the .zip-file; however I assume it is possible that if Windows has not been told to show extensions (the default setting in my experience is to not show (known) extensions) it will look as a file simply named lofmod (there are three files included in the .zip that are not in the lofmod folder; lofmod.mod, lofmodreadme.txt & lofmodwarfare.txt).
 
Lofman, this is a really Great Mod!!!:) I would have shelved this game after only two weeks but I am glad I checked out the modding section before I did. With all the new factions added, your mod helped fill a dull, lonely map, and added tons of fun and replayability to the game. Thank You!!!


I have been playing a few startup games with your mod for about two weeks now and only encountered one ctd, however the ctd seems to be repeatable but I am not sure what the causes are. (I am playing the Picti and have chosen "our ways are best" and I think it might crash when an "at the crossroads" event tries to fire) I have been running your mod with the 2.31 beta and I am unsure if the mod is compatible with the beta or not? (Im wondering if the beta may cause certain events to fire that aren't supposed to?)

I have tried and tested combat in your mod against multiple units and the system works great but I was wondering how it works? Militia is 100% effective against Heavy Infantry which are 120% effective against Militia. Archers have a bonus against both these units which both have similar bonuses against the Archers. If these units face off against one another how do the bonuses or penalties apply?
 
Thanks for the help.

I love the mod! Im playing as Insurbes and things are going well. I really like the civ bonus to provinces.

If you make a new one add some more tribes north of iberia
 
Lofman, this is a really Great Mod!!!:) I would have shelved this game after only two weeks but I am glad I checked out the modding section before I did. With all the new factions added, your mod helped fill a dull, lonely map, and added tons of fun and replayability to the game. Thank You!!!


I have been playing a few startup games with your mod for about two weeks now and only encountered one ctd, however the ctd seems to be repeatable but I am not sure what the causes are. (I am playing the Picti and have chosen "our ways are best" and I think it might crash when an "at the crossroads" event tries to fire) I have been running your mod with the 2.31 beta and I am unsure if the mod is compatible with the beta or not? (Im wondering if the beta may cause certain events to fire that aren't supposed to?)

I have tried and tested combat in your mod against multiple units and the system works great but I was wondering how it works? Militia is 100% effective against Heavy Infantry which are 120% effective against Militia. Archers have a bonus against both these units which both have similar bonuses against the Archers. If these units face off against one another how do the bonuses or penalties apply?

Glad you like it. As for the ctd, it is unlikely to be because of the crossroads as that is a vanilla event, it may be something with the beta as I have not downloaded the beta, I have not been able to look and find any possible issues that could be caused, but ctds do happen (though very rarely; with my Egypt AAR, apart from some problems when the autosave had grown to large, there was only one ctd) with 2.2 also.

For combat, with militia against heavy infantry if we assume both due to modifiers and terrain, leadership and all other things that affect battle would deal 100 causalties against others without regarding the effectiveness against the other unit types, the militia would deal 100 casualties against the heavies, but the heavies would deal 120 against the militia, as far as I am aware. The archers will do decent damage, but get squashed in close combat by almost anything but they luckily (for them) fight behind others if they are able to so avoid getting attacked.

Thanks for the help.

I love the mod! Im playing as Insurbes and things are going well. I really like the civ bonus to provinces.

If you make a new one add some more tribes north of iberia

Glad you got it to work, and that you like the mod.

With north of Iberia, north of the country in the caucasus or northern Iberia ;). Regardless, will keep it in mind should I decide to add more countries.
 
Glad you like it. As for the ctd, it is unlikely to be because of the crossroads as that is a vanilla event, it may be something with the beta as I have not downloaded the beta, I have not been able to look and find any possible issues that could be caused, but ctds do happen (though very rarely; with my Egypt AAR, apart from some problems when the autosave had grown to large, there was only one ctd) with 2.2 also.

The ctd is probably beta related but it was the only one I encountered in around 40 to 60 hours with your mod. I am playing mainly start-up games to learn the game and test strategies with different nations. I haven't played much farther then the year 500 in most of them so there could be more beta issues that cause ctds at later dates. I will probably reinstall your mod with 2.2 just to be on the safe side.

For combat, with militia against heavy infantry if we assume both due to modifiers and terrain, leadership and all other things that affect battle would deal 100 causalties against others without regarding the effectiveness against the other unit types, the militia would deal 100 casualties against the heavies, but the heavies would deal 120 against the militia, as far as I am aware. The archers will do decent damage, but get squashed in close combat by almost anything but they luckily (for them) fight behind others if they are able to so avoid getting attacked.

Ok thanks. I wasn't sure what those combat modifiers meant. I am glad that Militia have been given more strength for the tribal nations and I have been using them to great effect. I think the combat system in the game works well, but like in the EU series, I think that generals stats, morale, and die roll have too big of an effect upon combat. Is there a way to make things like numbers, terrain, and especially unit composition play a bigger role in the outcome of a battle?

Not much left on my old todo-list. It may grow, and there are a few minor things I might do, but at the moment it seems that apart from some culture/government specific laws there is not much, so some time next week, lets say the end of it so we can be pleasantly surprised if it ends up earlier, I think I will upload the new version.

These changes will make this mod truly awesome!!! The mod works great so far and I think the changes you mentioned will add a lot of flavor. I know that Briton and Ireland seemed like they were at the edge of the world during this period, and the tribes there were probably kind of backwords civ wise, but would you consider maybe adding a nation in Ireland and bumping up these nations civ levels so there is more colonization and competition up there like there is in other barbarian theaters?

I have not gone very far in playing the game so I don't know what a map of an endgame would look like. Right now I am seeing activity in Briton and Germany restricted because the tribal nations there don't have the civ levels to colonize and unless the player goes there these areas are kind of dormant. I know tribes in these areas were fiercely independent, warlike, and backwords, but it may make the game more interesting to bump up their capitals civ level so that they can do more and pose more of a challenge to their neighbors. It would make it more fun but it may not matter in the end because a lot of these tribes are getting their civ levels lowered from barbarian raids anyway.

Finally, would you consider changing the fish resource to provide +1% pop growth instead of the +10% manpower bonus. The added pop growth would help speed up growth in colonies and provinces. The current manpower bonus may be needed though for other nations. The use of these ideas in an update is up to you. I was just throwing them out there but I think this mod will still be great whether you incorporate them or not. Thank you for all of your hard work!!!
 
Good mod! I have on issue/bug though, maybe somebody can help me out with that.

When playing as a republic, the populist faction in the senate has extremely high levels of support (1000-2000%) which leads them to take over the senate within a number of months. This is because the variables 'unused trade routes' and 'long period of piece' (which both cause the populist faction to gain support) are showing incredibly high values as well: roughly 1500% and 500%.

I've checked and this problem occurs with all nations which are republics and makes it difficult to play. I'm playing Rome: Vae Victis with the v2.31 beta patch installed.

Thanks!
 
Good mod! I have on issue/bug though, maybe somebody can help me out with that.

When playing as a republic, the populist faction in the senate has extremely high levels of support (1000-2000%) which leads them to take over the senate within a number of months. This is because the variables 'unused trade routes' and 'long period of piece' (which both cause the populist faction to gain support) are showing incredibly high values as well: roughly 1500% and 500%.

I've checked and this problem occurs with all nations which are republics and makes it difficult to play. I'm playing Rome: Vae Victis with the v2.31 beta patch installed.

Thanks!

I'm guessing the beta patch add some values in defines.txt in the common folder (presumably somewhere in the country = { ... } section) so it reads the values intended for other factors (afaik the order of the values is important, as the only thing telling what each value do is the comments) or something like that. The easiest would be to delete the defines.txt of the mod; or replace it with a vanilla one, and change _MDEF_HEAVY_INFANTRY_COST_ in the new one to 3 (not much else changed; although _DIPDEF_MAX_ANNEX_SIZE_ is supposed to be 1 in the mod so that may be changed as well; other values are as far as I can recall not changed in 1.4); more work can be done by trying to see what values have been changed and do the necessary alterations, but if one try to do that I would probably recommend just replacing the country = { ... } part in the mods defines.txt with the part from the vanilla defines.txt.
 
amazing mod.. adds so much warfare to the game. my nation has not been at peace for more than a year. I am currently on maybe 60 or 70 years.. not very long. my empire has had only two rulers so far. my government all support the heir aswell. truly a great mod.



 
Uploaded version 1.5 of the Mod, some new things:
- Egypt now has Macedonian culture just as Macedonia and the Seleucids
- Monarchies and Tribes now also have requirements for Generals and Admirals
- New minor title: Companion, for monarchies, can be given to 3 loyal characters not of the rulers family to allow them to lead armies
- Republic laws for countries not in the roman culture-group now have generic names (so no more lex aelia et fufia passed for Carthage)
- Administrative inefficiency modifiers added, as you get larger you will not be able to get everything out of your provinces
- Descartes' tribal migration added
- Euphrates & Tigris moved to a more proper location, Zagros added
- The Ptolemies now have family name Lagid rather then Ptolemy, so instead of Ptolemy Ptolemy there will be Ptolemy Lagid
- A small handful of laws added

Should note that as I have been modifying more files, so even though 1.4 appearantly runs somewhat well (there seems to be a few issues) with the 2.31 beta, there is an increased risk 1.5 will not. Just so you are aware of it.
 
Thanks for the update Lofman!!! Your mod is Awesome!!!:D

I reinstalled the game and tried v1.4 of your mod with patch 2.2 instead of the beta. There was so much more ai activity with patch 2.2 that I would suggest that people play your mod with the 2.2 patch instead of the beta. There must be beta events that counteract with some of the events and missions in your mod.

I have been doing a little tinkering to your mod to try to get some more activity from the more remote barbarian nations. I set all their provinces to a civ level of 50 so that they could colonize right away instead of having to raise their civ levels through the slow process of tribute and trade. This worked well but then I had problems raising their colonies civ level so that they could expand further. I tried a few things but I screwed up the game too much and now I have to reload your mod.:wacko:

Do you know of any ways that I can improve civ spread in the game to raise the civ levels of colonies faster?

I tried messing around with the civ spread factors in the defines.txt but they are kind of touchy. I couldn't find any numbers for civ spread through vassals so I might have to tweak the numbers for civ spread through trade. I am mainly trying to get a province with a civ level of 50 to convert a colony to level 50 in a faster period of game time. I think the secret here is to raise the provinces civ level as high as you can through tribute and trade and then you can develop your colonies faster. When I set all the tribal nations over 50 the civ spread was too fast and ruined the game so if the player wants to make additional colonies they will have to do it the hard way.

Thanks again for the update. I appreciate all your hard work.;)
 
Uploaded version 1.5 of the Mod, some new things:
- Egypt now has Macedonian culture just as Macedonia and the Seleucids
- Monarchies and Tribes now also have requirements for Generals and Admirals
- New minor title: Companion, for monarchies, can be given to 3 loyal characters not of the rulers family to allow them to lead armies
- Republic laws for countries not in the roman culture-group now have generic names (so no more lex aelia et fufia passed for Carthage)
- Administrative inefficiency modifiers added, as you get larger you will not be able to get everything out of your provinces
- Descartes' tribal migration added
- Euphrates & Tigris moved to a more proper location, Zagros added
- The Ptolemies now have family name Lagid rather then Ptolemy, so instead of Ptolemy Ptolemy there will be Ptolemy Lagid
- A small handful of laws added

Should note that as I have been modifying more files, so even though 1.4 appearantly runs somewhat well (there seems to be a few issues) with the 2.31 beta, there is an increased risk 1.5 will not. Just so you are aware of it.

could you modify the unit loyalty part of the game?

losing 3 loyalty every month from a general is horrible.. and theres no way around it beyond sacrificing men I believe.
 
Been thinking of rivers of topology; as some already know I do have altered rivers and topology to get Euphrates and Tigris in the proper place and making the Zagros mountains slightly more elevated then the plains. However there are some minor problems with the terrain, but I am thinking of including it into this mod. Then I have two options:
1) Include it directly and have a note for those that might not want it (if one nearly always use the terrain mapmode and may find the unchanged terrain annoying) that they can simply remove rivers.bmp and topology.bmp from lofmod/map. This is easiest for me (as I recently decided to use it myself) and for those that want it.
2) As it currently is, but have rivers and topology as a easily available download (that is in this threads first post) that can be used if one wants to use it. Not that much more difficult, I already delete my saved games every time I prepare a new version, and would not be that difficult to delete two additional bitmaps every time; slightly more hassle for those who might want to use it, but still just unzipping two bitmaps into lofmod/map.

@Descartes: The migration events include a few events for nomadic tribes, I assume these can be safely removed (as I don't use that government in my mod)?

Lof,

Your shifting of the Euphrates and Tigris inspired me to delve into the dangerous world of altering the colormap_hires.bmp file (this is after 3 days of straight modding on other things).:wacko:

Altering it was easy but getting the game to rebuild and run the textures with the new colormap_hires.bmp file was hard, here is a test run:

riverbedgone.jpg


I can get rid of the riverbed residual on the plains. I havent tried the mountains yet. Its a start. :p

Note: I havent tested whether the topology works yet.
 
Thanks for the update Lofman!!! Your mod is Awesome!!!:D

I reinstalled the game and tried v1.4 of your mod with patch 2.2 instead of the beta. There was so much more ai activity with patch 2.2 that I would suggest that people play your mod with the 2.2 patch instead of the beta. There must be beta events that counteract with some of the events and missions in your mod.

I have been doing a little tinkering to your mod to try to get some more activity from the more remote barbarian nations. I set all their provinces to a civ level of 50 so that they could colonize right away instead of having to raise their civ levels through the slow process of tribute and trade. This worked well but then I had problems raising their colonies civ level so that they could expand further. I tried a few things but I screwed up the game too much and now I have to reload your mod.:wacko:

Do you know of any ways that I can improve civ spread in the game to raise the civ levels of colonies faster?

I tried messing around with the civ spread factors in the defines.txt but they are kind of touchy. I couldn't find any numbers for civ spread through vassals so I might have to tweak the numbers for civ spread through trade. I am mainly trying to get a province with a civ level of 50 to convert a colony to level 50 in a faster period of game time. I think the secret here is to raise the provinces civ level as high as you can through tribute and trade and then you can develop your colonies faster. When I set all the tribal nations over 50 the civ spread was too fast and ruined the game so if the player wants to make additional colonies they will have to do it the hard way.

Thanks again for the update. I appreciate all your hard work.;)

Yes, the civ spread through trade is the one to increase, I actually lowered the basic one (between neighbouring provinces) but increased the trade one, though it feels like it could be increased slightly more.

could you modify the unit loyalty part of the game?

losing 3 loyalty every month from a general is horrible.. and theres no way around it beyond sacrificing men I believe.

Will consider it. As I currently use 2.2 it does not feel like a problem, primarily because loyalties are lost when you reload :p. When the beta becomes official, then I can see how it is there, although from what I understand, placing generals in armies loyal to others help their loyalty.

Lof,

Your shifting of the Euphrates and Tigris inspired me to delve into the dangerous world of altering the colormap_hires.bmp file (this is after 3 days of straight modding on other things).:wacko:

Altering it was easy but getting the game to rebuild and run the textures with the new colormap_hires.bmp file was hard, here is a test run:

riverbedgone.jpg


I can get rid of the riverbed residual on the plains. I havent tried the mountains yet. Its a start. :p

Note: I havent tested whether the topology works yet.

Nice work there.
 
Lof,

Your shifting of the Euphrates and Tigris inspired me to delve into the dangerous world of altering the colormap_hires.bmp file (this is after 3 days of straight modding on other things).:wacko:

Altering it was easy but getting the game to rebuild and run the textures with the new colormap_hires.bmp file was hard, ...
Very good job! How did you do it? Did you change anything more than colormap.txt and colormap_hires.bmp?
 
Lofman, I have been playing your mod non-stop for over a month now and it is great!!! The map is much more colorful and full of life than vanilla. The extra flavor added improves the historical and role playing experience and all the new factions to play with give this mod a ton of re playability. Great Job!!!


Yes, the civ spread through trade is the one to increase, I actually lowered the basic one (between neighbouring provinces) but increased the trade one, though it feels like it could be increased slightly more.

I messed with civ-spread a little bit but it was either too fast or too slow. Instead I changed some things in static modifiers, added all the provinces in from vanilla and gave every province in the game a civ value of 50 or better. This makes colonization quicker for a more warfare oriented game.
 
I really like what this mod has done with its' improvements to the different military units--I always felt awkward using Arverni "Horse Archers" and whatnot. Tweak a couple things, like Numidians and Nabateans looking exactly like Romans, and I'll be completely hooked. ;)
 
I think I have a problem. I attempted to download the mod and it said it was downloading into my Temporary Folder. I looked there but the file wasn't in there. Does the file load somewhere else? I looked in several other places but can't find the file.