Ha ha! Yes, mods' logics very often on purpose differ from the base game. That's often why mods are getting developed.jfcottigny wrote: ↑Sun Nov 13, 2022 8:36 pm Euh, after all, maybe not completely, as I posted the same thing twice![]()
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[MOD] The West is No More (TWiNM) (v1.3.9)
Moderator: Pocus
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kronenblatt
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Re: [MOD] The West is No More (TWiNM) (v1.3.9)
kronenblatt's campaign and tournament thread hub:
https://www.slitherine.com/forum/viewtopic.php?t=108643
https://www.slitherine.com/forum/viewtopic.php?t=108643
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kronenblatt
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Re: [MOD] The West is No More (TWiNM) (v1.3.9)
Pocus found the problem explanation: under Options, in the upper left corner of the main screen, you've got 'Historical Names for Armies' checked, so you may want to uncheck it.jfcottigny wrote: ↑Sun Nov 13, 2022 4:56 pm Yes still no names for the armies and navies. Not a major problem.
I've also updated the mod version to hopefully deal with this problem and another bug. So please replace your current version with that new one (download link in first post of this thread).
kronenblatt's campaign and tournament thread hub:
https://www.slitherine.com/forum/viewtopic.php?t=108643
https://www.slitherine.com/forum/viewtopic.php?t=108643
Re: [MOD] The West is No More (TWiNM) (v1.3.9)
hey krottenblat, is it possible to add the various legio/auxilia comitanses/palatinae as regional units? or some bucellarioi.
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kronenblatt
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Re: [MOD] The West is No More (TWiNM) (v1.3.9)
No, most units are meant to be strictly available only to some nations. And in your examples above, only to (some of) the Roman nations. There are some provincial units, but they're are mainly camels and elephants.
kronenblatt's campaign and tournament thread hub:
https://www.slitherine.com/forum/viewtopic.php?t=108643
https://www.slitherine.com/forum/viewtopic.php?t=108643
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jfcottigny
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Re: [MOD] The West is No More (TWiNM) (v1.3.9)
Thanks Kronenblatt for the names problem answer. I'll try it and your updated MOD.
Re: [MOD] The West is No More (TWiNM) (v1.3.9)
Hi there Kronenblatt,
I just tried to launch the mod and received this error message mid-way through the loading screen.
I ensured turned off historical names in the settings beforehand.
Let me know if you have any insight - I'd love to give it ago
I just tried to launch the mod and received this error message mid-way through the loading screen.
I ensured turned off historical names in the settings beforehand.
Let me know if you have any insight - I'd love to give it ago
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kronenblatt
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Re: [MOD] The West is No More (TWiNM) (v1.3.9)
That indicates that $ID_FAC_WRE is not properly read, so could be something with the mod’s FACTIONS.csv version on your computer: that it's missing, how csv’s are read maybe, etc. I’m just guessing here though.
Anyway, It works well with my base game (v1.3.9).
Check your base game build so that you haven’t changed any of it and potentially reinstall it. Same goes for the mod: just extracted it right off, at the right place, etc.
kronenblatt's campaign and tournament thread hub:
https://www.slitherine.com/forum/viewtopic.php?t=108643
https://www.slitherine.com/forum/viewtopic.php?t=108643
Re: [MOD] The West is No More (TWiNM) (v1.3.9)
I am running it on a bootcamped mac, so that may be an issue.
Your other mods are working for me, and I'm enjoying them.
I tried a clean install via verifying the steam cache, but I'll try an uninstall/reinstall and change the extraction program used.
Thanks for your help.
Your other mods are working for me, and I'm enjoying them.
I tried a clean install via verifying the steam cache, but I'll try an uninstall/reinstall and change the extraction program used.
Thanks for your help.
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kronenblatt
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TWiNM (v1.3.9) - updated version
With the help from Pocus, the error to the problem was identified: a key file (FACTIONS.CSV) was missing in the upload. Apologies everyone.
So now it "should" work, with download links HERE and in the first post of this thread. Please just make sure to delete the old folder (z476CE_TWiNM_v139) and all its files, in the SCENARIOS folder.
So now it "should" work, with download links HERE and in the first post of this thread. Please just make sure to delete the old folder (z476CE_TWiNM_v139) and all its files, in the SCENARIOS folder.
kronenblatt's campaign and tournament thread hub:
https://www.slitherine.com/forum/viewtopic.php?t=108643
https://www.slitherine.com/forum/viewtopic.php?t=108643
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kronenblatt
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Re: [MOD] The West is No More (TWiNM) (v1.3.9)
Josey Wales has played TWiNM as the fledgling Germanic kingdom of SuthSeaxne, trying to form the Kingdom of Angland.
All documented in a four-part YouTube series:
https://youtu.be/auuuLOH-Yq0
https://youtu.be/mZ5uGul09eQ
https://youtu.be/qEl3fKdp8tQ
https://youtu.be/1wWo4L7kh4s
All documented in a four-part YouTube series:
https://youtu.be/auuuLOH-Yq0
https://youtu.be/mZ5uGul09eQ
https://youtu.be/qEl3fKdp8tQ
https://youtu.be/1wWo4L7kh4s
kronenblatt's campaign and tournament thread hub:
https://www.slitherine.com/forum/viewtopic.php?t=108643
https://www.slitherine.com/forum/viewtopic.php?t=108643
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springel
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Re: [MOD] The West is No More (TWiNM) (v1.3.9)
Are the files for this mod still available somewhere? I was triggered by the Youtuber who played this mod, but the the link to the files in the first post tells me there is no such file.
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kronenblatt
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Re: [MOD] The West is No More (TWiNM) (v1.3.9)
Try that link in the first post now.
kronenblatt's campaign and tournament thread hub:
https://www.slitherine.com/forum/viewtopic.php?t=108643
https://www.slitherine.com/forum/viewtopic.php?t=108643
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springel
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Re: [MOD] The West is No More (TWiNM) (v1.3.9)
Thank you, now I could download it.
And it seems to work, my favourite period:

And it seems to work, my favourite period:

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kronenblatt
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Re: [MOD] The West is No More (TWiNM) (v1.3.9)
Excellent! Enjoy!
kronenblatt's campaign and tournament thread hub:
https://www.slitherine.com/forum/viewtopic.php?t=108643
https://www.slitherine.com/forum/viewtopic.php?t=108643
Re: [MOD] The West is No More (TWiNM) (v1.3.9)
Thanks for making this mod!kronenblatt wrote: ↑Sun Nov 06, 2022 1:23 pm Or why not as Imperium Romanum pars Orientis, as the emperor in Constantinople, emulating the conquests of Justinian but decades earlier.
I try to play as Eastern Romans but money is a problem. Administrative burden of 3500 gold from the start of the game kills this faction. I try to build money making structures and disbanded all fleets, but it will take LONG to actually got balanced budget. Military upkeep is only 400 gold. Any hint how to play or just how to lower administrative burden?
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kronenblatt
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Re: [MOD] The West is No More (TWiNM) (v1.3.9)
Managing that vast empire is meant to be difficult, so start out in Easy difficulty in order to understand the dynamics and challenges, and opportunities. Key (at higher difficulties) is to get the opportunity to build another capital and thus keep remote regions and administrative burden down.Khanti wrote: ↑Wed Jun 12, 2024 12:32 pmThanks for making this mod!kronenblatt wrote: ↑Sun Nov 06, 2022 1:23 pm Or why not as Imperium Romanum pars Orientis, as the emperor in Constantinople, emulating the conquests of Justinian but decades earlier.![]()
I try to play as Eastern Romans but money is a problem. Administrative burden of 3500 gold from the start of the game kills this faction. I try to build money making structures and disbanded all fleets, but it will take LONG to actually got balanced budget. Military upkeep is only 400 gold. Any hint how to play or just how to lower administrative burden?
kronenblatt's campaign and tournament thread hub:
https://www.slitherine.com/forum/viewtopic.php?t=108643
https://www.slitherine.com/forum/viewtopic.php?t=108643
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ObeseMonkey
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Re: [MOD] The West is No More (TWiNM) (v1.3.9)
Just found your three scenario mods and they are amazing! I really recommend posting them on the steam forums, or at least links back to here since few people check these forums I fear.
兵不在多在精,将不在猛在某.
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kronenblatt
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Re: [MOD] The West is No More (TWiNM) (v1.3.9)
Good idea! Hadn’t really thought about that.ObeseMonkey wrote: ↑Tue Jul 02, 2024 2:48 pm Just found your three scenario mods and they are amazing! I really recommend posting them on the steam forums, or at least links back to here since few people check these forums I fear.
kronenblatt's campaign and tournament thread hub:
https://www.slitherine.com/forum/viewtopic.php?t=108643
https://www.slitherine.com/forum/viewtopic.php?t=108643
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Emp_Palpatine
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Re: [MOD] The West is No More (TWiNM) (v1.3.9)
I concur. I just discovered these.
You really should make a post on Steam.
These are great mods, especially this one. I would have paid good money for such a scenario in DLC (or for FoG Kingdoms).
I just got my ass handed back to me by Franci, so it looks like I have some learning to do.
Few questions : did you implement some formable? Like Nepos -> WRE?
Most pops in Gallia, for example, are celtic. They perhaps should be Gallo-Roman. Or is it a FoG Empire limitation with cultures and stuff?
You really should make a post on Steam.
These are great mods, especially this one. I would have paid good money for such a scenario in DLC (or for FoG Kingdoms).
I just got my ass handed back to me by Franci, so it looks like I have some learning to do.
Few questions : did you implement some formable? Like Nepos -> WRE?
Most pops in Gallia, for example, are celtic. They perhaps should be Gallo-Roman. Or is it a FoG Empire limitation with cultures and stuff?
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kronenblatt
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Re: [MOD] The West is No More (TWiNM) (v1.3.9)
Thanks.Emp_Palpatine wrote: ↑Wed Oct 02, 2024 8:28 am 1. Did you implement some formable? Like Nepos -> WRE?
2. Most pops in Gallia, for example, are celtic. They perhaps should be Gallo-Roman. Or is it a FoG Empire limitation with cultures and stuff?
1. Yes, but Nepos must first defeat Odovacar before becoming Imp. Rom. Occidentis (see 'Objective' of Nepos in the mod).
2. No base game limitation, could have created more, but simply kept the original cultures.
kronenblatt's campaign and tournament thread hub:
https://www.slitherine.com/forum/viewtopic.php?t=108643
https://www.slitherine.com/forum/viewtopic.php?t=108643
