Imperator: Rome

Imperator: Rome

Timeline Extension for Invictus
434 条留言
Brutan 10 月 25 日 上午 6:12 
@tinwiz Ah, that makes sense. Thanks for the explanation.
tinwiz  [作者] 10 月 24 日 下午 6:02 
@Brutan I appreciate the feedback. When scripting those events I did a lot of testing and those early conversions were added for gameplay reasons because otherwise Christianity would fail to spread effectively. You can always customize these and remove one or two of the conversion commands if you prefer for historical reasons, with a lower chance of its success.
Brutan 10 月 24 日 上午 7:57 
I deleted my first comment after looking through the script files. Is there a reason why the citizens of Tarsus, Thessalonica, and Philippoi all mass convert to Christianity? The events fire the function random_pops_in_province three times and in my game that converts every single pop to a new religion. To me it feels excessive for entire cities to convert to a new religion that has only appeared for a few decades.
tinwiz  [作者] 10 月 15 日 下午 3:37 
@Cedjy Duchies are a Crisis of the third century mod feature, so you'd have to ask Diskiant about that. Manicheanism has state modifiers that increase conversion speed by 40%, increase nobles pop happiness, and slightly increase the warscore cost.
Cedjy 10 月 11 日 下午 12:54 
how big can a duchy get before it stops being a duchy? and what's the state modifier for manicheanism?
YOUR FATHER!!!! 10 月 7 日 上午 2:02 
@tinwiz Ok will wait to start new game
tinwiz  [作者] 10 月 7 日 上午 1:27 
The latest Invictus map changes will cause issues with the barbarian events in the end game (after about AD 370 / 1125 AUC). So I'll probably have to mod the default.map file to fix it, unfortunately.
YOUR FATHER!!!! 10 月 6 日 上午 3:09 
@tinwiz So, is it fine to play with the new Invictus patch?
YOUR FATHER!!!! 10 月 4 日 上午 9:31 
@tinwiz ok cool it was a lot changes in invictus recently so just wondering about compatibility
tinwiz  [作者] 10 月 4 日 上午 9:28 
@YOUR FATHER!!!! I am not sure it needs one. Just testing. If I find something, I'll update.
YOUR FATHER!!!! 10 月 4 日 上午 9:26 
any update on horizon ??
EatTheRich 10 月 4 日 上午 8:46 
thanks
tinwiz  [作者] 10 月 4 日 上午 6:17 
@EatTheRich this one is for compatibility with the Invictus mod. The Simple I:R Timeline Extender is for the base game, if you're not using Invictus.
EatTheRich 9 月 29 日 上午 12:24 
Sorry to ask but what is diffrence between this and Simple I:R Timeline Extender
tinwiz  [作者] 9 月 24 日 下午 3:19 
@YOUR FATHER!!!! uncertain. I will have to look at the files and test again to confirm.
YOUR FATHER!!!! 9 月 21 日 上午 11:41 
its compatibile with Imperator: Invictus 1.10.1 ??
Tusade 9 月 17 日 下午 12:01 
Thanks for the answer!
tinwiz  [作者] 9 月 17 日 上午 7:58 
@Tusade yes, the patch notes for 2.0.5 included that: "- You can change the climate of the province to one of the following: mild_winter, normal_winter, severe_winter, arid and none." It also added a climate map mode. https://forum.paradoxplaza.com/forum/threads/patch-2-0-5-open-beta.1719724/
Tusade 9 月 17 日 上午 6:26 
In the last patch, the devs said that provinces now have a modifier that allow mods to change climate. I am wrong?
tinwiz  [作者] 9 月 16 日 下午 12:03 
@Zombiemaniac_3 yes they are intended to be extremely challenging; by that point in the timeline, players tend to have built up overwhelmingly powerful countries. Please note that the non-quarantine option was added to reduce the issue you're describing with unrest and losing land to rebellions, where players want the ability to grab everything back in a single war. Splintering large blobs while making it difficult to reacquire the blob quickly was an intended effect. The description of the effects are in the tooltips for either option. Thanks for the feedback.

@Tusade no, there are no plans for additional features such as climate change. There were some modifiers added to far northern provinces on the expanded map in Invictus to reflect the colder climate, but not to the general map.
Tusade 9 月 14 日 下午 12:07 
Hello, any plan to implement climate change in the late game? In the Attila Total War they say that due to a cooling weather, many crops failed and bad things happened.
Zombiemaniac_3 9 月 10 日 下午 4:56 
I will say that the plagues are a bit harsh. Unfortunately, due to the way imperator Rome handles war goals, if you have a large empire and multiple provinces rebel, it is not possible to get them back in a single war as the war demands to get them back exceed 100%. I have know idea how to rework it, but I do think that something probably needs to be changed. Even just an extra warning regarding the unrest modifier for the quarantine option might be helpful. Anyway, I do love the mod as I whole and thank you for all your work on it.
tinwiz  [作者] 8 月 28 日 上午 7:41 
@Dropeza Did you try the no-quarantine option when you got the plagues pop-up? That one kills more pops, but doesn't add the unrest modifier.
Dropeza 8 月 23 日 下午 12:37 
I'm sorry but plagues are extremely bad design and there should be an option to turn them off. I'm getting provinces from my own culture declaring independence because of the debuffs, a bunch of little rebellions and make the game lag and are completely unmanageable. These provinces can't even be annexed back in a single war which doesn't make much sense as well. I'd suggest using something parallel to slave revolts which don't pop up any tags and just make unintegrated cultures revolt with tags. Ruined my campaign, I could fight every little revolting province but honestly this would take ages to do and I have no idea when the debuffs are going away because their timer is wrong and they get applied again. Worse of all, there is ZERO warning on this mod page that this can happen. Rest of the mod is great but this should get a rework or a toggle to disable in the game options, I'm down to experience a crisis but this amount of micro is just criminal.
tinwiz  [作者] 8 月 14 日 下午 6:30 
@Gambler you can get an early start with the Bronze Age mod. :)
Gambler 8 月 13 日 下午 2:08 
I'm going to start a new big campaing. Imp to hoi4, yes i'm serious. So I'm waiting for this submod to be updated.:)
dustoff 8 月 10 日 上午 7:23 
thanks. looking forward to your update
tinwiz  [作者] 8 月 9 日 上午 6:34 
@PolandNationalist please don't include this mod in your own mod. You can make your own sub-mod that just overwrites what you want.
tinwiz  [作者] 8 月 9 日 上午 6:32 
I am working on an update.
dirty.pant.leg 8 月 1 日 下午 1:54 
Is this mod still compatible with Invictus after the Arsaces update?
Dih 7 月 31 日 下午 11:54 
hey im wondering i made a mod (havent published it but using it for myself) that makes christianity appear on game start (along with alot of chirstianity related events) i was wondering if i could publish it it will include your mod in its current form ill give credit if you want me to not or just add something to it i will i just want to publish it
Riekopo 7 月 26 日 上午 9:57 
Reanimata compatible?
YOUR FATHER!!!! 7 月 23 日 上午 1:10 
any update comming ?
SAS 7 月 20 日 上午 7:50 
I too would like to know if this is working with the latest Invictus release please.
Riekopo 7 月 19 日 下午 12:15 
update needed?
RAGE darky 7 月 15 日 下午 1:23 
Please update.
SilentN4saken 7 月 2 日 下午 3:59 
I read the description but I must have missed that part my apologies.
tinwiz  [作者] 6 月 23 日 下午 4:36 
No need to use this if you are using Terra Indomita, please see the mod description.
SilentN4saken 6 月 23 日 下午 12:28 
Does this work with Terra-Indomita? Thinking of trying that mod so I was wondering, love this mod :legitimacy: .
tinwiz  [作者] 5 月 31 日 上午 4:15 
@AfterlifeBarista if there is, I don't know how. It's how the game is coded.
AfterlifeBarista 5 月 30 日 下午 2:24 
Wanted to use this wonderful mod for my current campaign, but already 150 years in I realized I forgot to turn it on :p. Is there really no way to manually load the scripts and triggers that normally are done at game start using the console or savegame modification?
tinwiz  [作者] 5 月 8 日 下午 4:37 
@MTO1 I think it should still work for 2.0.4 but it was updated for 2.0.5 and I have not tested it for backwards compatibility.

If that worries you, then you can get the previous version of this mod here https://github.com/TinWiz/Compatibility-Timeline-Extension-for-Invictus/releases and then run it manually from your mod directory(unsubscribe from this Steam mod first).
MTO1 5 月 8 日 下午 3:14 
Excuse me, I don't really understand modding very well but does this not have backwards compatibility? I'm still on 2.0.4 for another mod that hasn't updated yet, but now the timeline extender says "made for 2.0.5" this has never been an issue before.
tinwiz  [作者] 5 月 2 日 上午 7:09 
@Flemishh the point is to add more fun by adding more centuries to the end of the timeline. It doesn't go back in time or change the starting date. There was a mod called Classical Rework that did that, starting in 600 BC, but I don't think it works with Invictus.
Flemish 4 月 29 日 上午 8:04 
what is the point of this mod? I cant play as the roman kingdom
tinwiz  [作者] 4 月 26 日 上午 1:15 
@LeFay yes
LeFay 4 月 26 日 上午 12:32 
Work for 2.0.5?
Biggus_Dickus 4 月 8 日 上午 7:56 
@Barbarossa, bruh
tinwiz  [作者] 3 月 24 日 下午 2:44 
@Flr3cr0tchassass1n it's intended to last for the rest of the game (until 1229 / 476), but it will end in 1353 / 600 if you keep playing that long past the extended end date.

@Barbarossa see above ! You should NOT use this mod with Terra Indomita , which has integrated its own timeline extension mod already
Flr3cr0tchassass1n 3 月 23 日 下午 12:47 
How long does the late antiquity population decline last? Wondering if I need to downsize considering the cyprian plague is coming soon too lol