Imperator: Rome

Imperator: Rome

Timeline Extension for Invictus
402 kommentarer
PolandNationalist 20. juli kl. 10:14 
did they add chirstanity in this mod im trying to make a historical game that goes to 400 ad atleast
SAS 20. juli kl. 7:50 
I too would like to know if this is working with the latest Invictus release please.
Riekopo 19. juli kl. 12:15 
update needed?
RAGE darky 15. juli kl. 13:23 
Please update.
SilentN4saken 2. juli kl. 15:59 
I read the description but I must have missed that part my apologies.
tinwiz  [ophavsmand] 23. juni kl. 16:36 
No need to use this if you are using Terra Indomita, please see the mod description.
SilentN4saken 23. juni kl. 12:28 
Does this work with Terra-Indomita? Thinking of trying that mod so I was wondering, love this mod :legitimacy: .
tinwiz  [ophavsmand] 31. maj kl. 4:15 
@AfterlifeBarista if there is, I don't know how. It's how the game is coded.
AfterlifeBarista 30. maj kl. 14:24 
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  [ophavsmand] 8. maj kl. 16:37 
@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 8. maj kl. 15:14 
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  [ophavsmand] 2. maj kl. 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 29. apr. kl. 8:04 
what is the point of this mod? I cant play as the roman kingdom
tinwiz  [ophavsmand] 26. apr. kl. 1:15 
@LeFay yes
LeFay 26. apr. kl. 0:32 
Work for 2.0.5?
Biggus_Dickus 8. apr. kl. 7:56 
@Barbarossa, bruh
tinwiz  [ophavsmand] 24. mar. kl. 14:44 
@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 23. mar. kl. 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
Barbarossa 22. mar. kl. 14:08 
Does this work with terra indomita
tinwiz  [ophavsmand] 20. mar. kl. 15:19 
@Shaigadough the option to slaughter Christians should remove the early Christian community modifier for about 10 years, which will stop the events connected to it. If there are Christians in nearby provinces though, it can still spread. Afterwards there is a chance the community might reappear.
Shaigadough 18. mar. kl. 20:38 
@tinwiz got ya, thanks appreciate the response. One more question about Christianity mechanics, how does the early christian community mechanic work with the settlement that has that buff applied? Does rooting the Christians out stop that settlement from converting people to Christianity?
wantedranger96 18. mar. kl. 17:16 
Sorry then. This might be unrelated to the mod then, I had just assumed that it was. I just didn't want anyone else to fall the for same 'glitch' lol
tinwiz  [ophavsmand] 18. mar. kl. 15:36 
So far I haven't come across that problem but I can't troubleshoot for all the mods and combinations.
wantedranger96 18. mar. kl. 7:52 
@tinwiz sorry forgot to @ you
wantedranger96 18. mar. kl. 7:51 
Yes. Virtual Limes, Fix Scorch Earth, QOL Mods, and Crisis of the third century. The error log seemed to indicate that the game was attempting to spawn something, and it didn't have a place to spawn it. So I assumed it must of been this mod or crisis, though I might be mistaken
tinwiz  [ophavsmand] 18. mar. kl. 4:36 
@wantedranger96 I've tested with v1.9.2 and ran through the whole timeline on observer mode. It shouldn't freeze. Are you running any other mods?
wantedranger96 17. mar. kl. 19:19 
Time is frozen on my current play-through. Not sure the reason, but I think its due to this mod not being compatible with 1.9.2. Just leaving this as a warning to anyone else
tinwiz  [ophavsmand] 16. mar. kl. 22:20 
@Priest [SAC] to make it somewhat more challenging, given the much longer amount of time to gain traditions.
Priest [SAC] 16. mar. kl. 20:59 
Why did timeline extender cause the cost of military traditions to go up from 80 to 120?
tinwiz  [ophavsmand] 15. mar. kl. 7:24 
@Shaigadough the events are scripted to target pops randomly. There is no script that targets slaves, at least not intentionally.
Shaigadough 14. mar. kl. 12:38 
How does the Christian religion interact with different pop types? When a city becomes Christian I attempt to counterbalance the christian pop by replacing all the christian slaves in said city with hellenic slaves, However I've noticed all my hellenic slaves seem to en mass convert to christianity. Are slaves more susceptible to convert to christianity?
tinwiz  [ophavsmand] 7. mar. kl. 10:25 
@GeneralKerbalmaster911 the decision doesn't show up until 854 AUC / 101 CE. You could change that if you want by manually running the mod and editing the files. You'd need to edit the te_decisions.txt file by changing the potential = { trigger in the "convert_to_christian" decision, for example, by removing the "current_date >" line.
GeneralKerbalmaster911 2. mar. kl. 19:29 
Hey so Uh, How does one convert to christianity once one spams the events to spread it in their territory? Im trying to do a super-early Christianity Thing So i can focus on spreading christianity alongside my own expansion. so knowing how to get the option to set state religion would be awesome
2V^|Dz1adek 27. feb. kl. 11:37 
Thanks.
tinwiz  [ophavsmand] 27. feb. kl. 0:39 
@2V^|Dz1adek it is event based and the AI ruler can still convert but that should prevent the population from reaching the threshold for country conversion.
2V^|Dz1adek 26. feb. kl. 16:35 
If I play with 1000% conversion and assimilation will this prevent Hellenic Rome convert to Christianity or is it event based?
tinwiz  [ophavsmand] 24. feb. kl. 17:08 
@Ebbson about 1030 AUC / 277 CE. A popup event announces it.
Ebbson 24. feb. kl. 12:00 
Hi! So I was just wondering, around what time does Manichaeism start spreading?
SAS 23. feb. kl. 8:11 
sound good, great mod!
tinwiz  [ophavsmand] 22. feb. kl. 18:47 
@ThePeoplesLastChoice yes, it is. That happens because the default has to be changed for the Huns/Huna to show up at the end.
ThePeoplesLastChoice 22. feb. kl. 11:41 
so at the game start there are some barbarian locations with huunic and huna culture but they change culture and religion after about a year from start, is this normal?
tinwiz  [ophavsmand] 22. feb. kl. 9:00 
@SAS Yes, I will have a look and test.
SAS 22. feb. kl. 8:48 
does it need to be updated?
Riekopo 16. feb. kl. 16:00 
new Invictus update
tinwiz  [ophavsmand] 9. feb. kl. 6:09 
@Logan314 if you're running Terra Indomita this mod should be disabled, since it's already included.
Logan314 8. feb. kl. 13:53 
@snow ball im using both on terra indomita. Its roughly 50AD and running fine so give it a shot.
tinwiz  [ophavsmand] 2. feb. kl. 13:15 
@Snow Ball they are not compatible as far as I know. It's up to you, depending on whether you want an extra long campaign or not. If you do, then this mod extends the timeline to 1229 / 476.
tinwiz  [ophavsmand] 2. feb. kl. 13:13 
@Scott_Axel yes on the original mod page: https://cs2bus.com/sharedfiles/filedetails/?id=2729500336
Historical Imperator Pack - Invictus do i use this or do i use your mod?

I dont see a lot of changes in your mod besides saints and barbs? nor do i see it being incompatible.

if they are compatible what mod order?

Thank you.
Scott_Axel 27. jan. kl. 0:53 
Love the mod! Is there anywhere to see all the changes it adds ? Me and my friend are doing a mega campaign, and would like to be able to see what the mod changes and adds to the game.