This member has provided no bio about themself...
He built broken columns?!
I don't think at their height dwemers would tolerate something like that! :D
I've used your awesome mod before and was going to try it with the new dlc but when I load it in the mod manager I get 86 conflicts with both parts and when I run the game with mods ticked they still won't load and I go to the vanilla game.
Any help with this weird issue would be appreciated :)
Good to hear that mate, looking forward to your updates :)
Hi there guys
First of all thanks for this great mod, I can never go back to the vanilla ever again!
That being said I've noticed that the supply production from ports and farms are not working in the new Empire Divided campaign but it still works in other campaigns. Is that by design?
Thanks in advance for your clarification.
Thanks for the great mod man, a question though, when do you think the 1816(or 1815) start date would be ready?
Very cool, very cool indeed!
Would it be possible to add accepted cultured to a country? I mean if after going through the reforms regarding minorities and in an open and tolerant society it would make sense doesn't it?
Thanks for your fast response on the other page, I noticed that you had to repeat the same thing to almost everyone (try the new editor!) but unfortunately I must say that I still can't the editor to run. Whenever I try to run the editor it just won't run and I get a crash log. It seems that lots of other people are able to getting it to work so I don't know why I'm having this problem and I'd appreciate your help dude.
Thanks in advance! :)
Well I'm playing the story mode and when I went to get my own rifle I didn't pick up the maintenance kit on a bench right away and when I left the room and came back it was just gone. The game still has some bugs it seems.
So I was wondering if I can use your editor to spawn one to replace the buggy one.
The reason I'm asking is that I couldn't get your editor to run (win7 64bit) so yes I'd appreciate your help buddy :)
Hey Pedro, great work dude, you've added a lot of content to this game and all on your own which is pretty amazing!
I just want to ask if it's possible for you to make enemies a bit more intelligent and perspective? I mean when you kill their friend in front of them they don't react and it's easy to sneak up on them. It would be nice to make them more challenging, but hey you're the boss! :D
Thanks Pieter for the fast response! And to reply to your answer I have to say long live the long term then! :D
Awesome awesome, I know it's a hobby project for you guys and all the work you put in there is much appreciated.
Just a question about the "Weapons Locker", so for every single sailor you'd have to purchase armor, gun and sword (300+?) and after you take casualties you have to go do some more shopping?! I was wondering if a mechanism like: if you invest x per person your sailors would be equipped with guns or armor or whatever. But hey you guys are the boss!
This sounds amazing! Great work guys!
I don't know if this might be even possible to implement but may I suggest a few options to be added to the game if possible?
Would it be possible to "tow" a captured ship to a port instead of deciding either to exchange it with your own ship or sinking it when your company is full? Or even exchanging it with another ship in the fleet rather than your own?
Would it be possible to improve and arm the sailors on the ships with better equipment so that they are armored or carry pistols in fights with some investments?
Would it be possible for the player to buy resource producing camps (logs, sugar, fruits and the such) for their own trading empire?
I know these might be a lot to ask from you but I think they would increase the enjoyment of the game for many :)
also there is a "5%: no work available for craftsmen" that everybody gets towards farmers/labourers, even aristocrats and clergymen, so what you meant by that is industrialize or everyone will get to work outside?
this looks like an amazing mod! something that'll give me enough time to implement my evil plan for world achieving peace (through superior firepower!)
just a question though, i was taking a look at assimilation formulas and noticed there are 2 "-10%: Is" always active, may i ask what are those and what they represent?
also isn't the state of egypt too big? may i ask why did you merge all those counties into one state?
thanks for the great mod buddy
thanks mate for the response, i did what you asked but when i clicked on floris_evovled.exe a trial version of game came up. i changed the name of mb_warband_old.exe and now i get a message saying WSE only supports version 1.153. mine is 1.168. is that a compatibility issue?! thanks for the help buddy :)
it just shows how much love and effort you've put into this. real thanks!
may i just ask Zhetysu (colonized and uncolonized parts) has 7 provinces and about 200k pop, would it make sense to maybe divide it in two?
also an unciv would need about 90k to westernize, with about 2 rps it would take almost 123 years! do you think that's balanced?
btw 1815 start date would be awesome! more time for world conquering! :D
thanks again for this awesome mod. keep the updates coming buddy :)
i know you must be busy IRL but i've got this problem what some other people faced too.
whenever i try to run the "Floris Evolved" shortcut i get the "could not find mb_warband.exe ..." message.
Floris_Evolved folder is in Modules folder which includes the Warband Script Enhancer v3.2.0
any help would be greatly appreciated.
silly me, you are probably right, everything is in order now.
may i ask about the change to CB? why did you change it so even uncivs can only conquer 1 state countries?
thanks for all the hard work btw
but there is no file uploaded?!
this is amazing you guys!
thank you very much for the love you guys show to this awesome game :)
this looks very good. i have the trinity so i'm not sure which one i should dl. diplomacy?
you guys rock! thank you thank you thank you.
thanks for your work.
the one thing that i don't like about the newer versions is that they took out the yearly cultural benefit coming from having active merchants.
that was a good way for building up culture and having top advisor.
is there a way to get this feature back in your mod?
thank you guys very much for this great mod! i love it!
i just noticed two things.
1.sailing at night time (and fighting) seems to draw much more pc resources and is much slower.( at least on my pc)
2.is there anyway to let a character change their flag and assume a new identity in order to trade freely with a nation? i started as england and now i can not fast travel in spanish or dutch cities, even though i have changed my flag and have a trading licence.
thanks again guys.
this is great!
this is really great. thanx guys :)