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Re: [MOD] The West is No More (TWiNM) (v1.3.9)

Posted: Sun Nov 13, 2022 8:59 pm
by kronenblatt
jfcottigny wrote: Sun Nov 13, 2022 8:36 pm Euh, after all, maybe not completely, as I posted the same thing twice :? :cry:
Ha ha! Yes, mods' logics very often on purpose differ from the base game. That's often why mods are getting developed. :)

Re: [MOD] The West is No More (TWiNM) (v1.3.9)

Posted: Tue Nov 15, 2022 9:36 pm
by kronenblatt
jfcottigny wrote: Sun Nov 13, 2022 4:56 pm Yes still no names for the armies and navies. Not a major problem.
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.

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).

Re: [MOD] The West is No More (TWiNM) (v1.3.9)

Posted: Wed Nov 16, 2022 9:22 am
by gaius21
hey krottenblat, is it possible to add the various legio/auxilia comitanses/palatinae as regional units? or some bucellarioi.

Re: [MOD] The West is No More (TWiNM) (v1.3.9)

Posted: Wed Nov 16, 2022 10:19 am
by kronenblatt
gaius21 wrote: Wed Nov 16, 2022 9:22 am hey krottenblat, is it possible to add the various legio/auxilia comitanses/palatinae as regional units? or some bucellarioi.
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.

Re: [MOD] The West is No More (TWiNM) (v1.3.9)

Posted: Sun Nov 20, 2022 10:14 am
by jfcottigny
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)

Posted: Tue Dec 20, 2022 8:26 am
by ralaric
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

Re: [MOD] The West is No More (TWiNM) (v1.3.9)

Posted: Tue Dec 20, 2022 1:26 pm
by kronenblatt
ralaric wrote: Tue Dec 20, 2022 8:26 am 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
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.

Re: [MOD] The West is No More (TWiNM) (v1.3.9)

Posted: Tue Dec 20, 2022 10:28 pm
by ralaric
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.

TWiNM (v1.3.9) - updated version

Posted: Wed Jan 04, 2023 4:34 pm
by kronenblatt
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.

Re: [MOD] The West is No More (TWiNM) (v1.3.9)

Posted: Wed Feb 08, 2023 10:00 pm
by kronenblatt
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

Re: [MOD] The West is No More (TWiNM) (v1.3.9)

Posted: Mon Jun 10, 2024 2:40 pm
by springel
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.

Re: [MOD] The West is No More (TWiNM) (v1.3.9)

Posted: Mon Jun 10, 2024 5:28 pm
by kronenblatt
springel wrote: Mon Jun 10, 2024 2:40 pm 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.
Try that link in the first post now.

Re: [MOD] The West is No More (TWiNM) (v1.3.9)

Posted: Mon Jun 10, 2024 8:28 pm
by springel
Thank you, now I could download it.

And it seems to work, my favourite period:

Image

Re: [MOD] The West is No More (TWiNM) (v1.3.9)

Posted: Mon Jun 10, 2024 9:03 pm
by kronenblatt
springel wrote: Mon Jun 10, 2024 8:28 pm Thank you, now I could download it.

And it seems to work, my favourite period:

Image
Excellent! Enjoy! :)

Re: [MOD] The West is No More (TWiNM) (v1.3.9)

Posted: Wed Jun 12, 2024 12:32 pm
by Khanti
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.
Thanks for making this mod! :P
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?

Re: [MOD] The West is No More (TWiNM) (v1.3.9)

Posted: Wed Jun 12, 2024 8:54 pm
by kronenblatt
Khanti wrote: Wed Jun 12, 2024 12:32 pm
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.
Thanks for making this mod! :P
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?
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.

Re: [MOD] The West is No More (TWiNM) (v1.3.9)

Posted: Tue Jul 02, 2024 2:48 pm
by ObeseMonkey
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.

Re: [MOD] The West is No More (TWiNM) (v1.3.9)

Posted: Tue Jul 02, 2024 4:03 pm
by kronenblatt
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.
Good idea! Hadn’t really thought about that.

Re: [MOD] The West is No More (TWiNM) (v1.3.9)

Posted: Wed Oct 02, 2024 8:28 am
by Emp_Palpatine
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?

Re: [MOD] The West is No More (TWiNM) (v1.3.9)

Posted: Sun Oct 06, 2024 6:13 pm
by kronenblatt
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?
Thanks.

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.