[SUBMOD] SuperTechmarine's Building Overhaul 0.1.4

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Re: [SUBMOD] SuperTechmarine's Building Overhaul 0.1.2a

PostPosted by Kadian » Mon Apr 14, 2014 23:23

CaekDaemon wrote:Also, does it work for 6.0? I haven't upgraded to 6.1 due to it being a beta.



It does work for 6.0 ; Can't vouch for 6.1 though, considering I'm waiting for all the bugs to get fixed :P
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Re: [SUBMOD] SuperTechmarine's Building Overhaul 0.1.2a

PostPosted by SuperTechmarine » Tue Apr 15, 2014 09:48

Updating will be delayed a bit due to other complications, i'll try to make it compatible with 0.6.1. by the end of the week if not before.
From the ashes a fire shall be woken,
A light from the shadows shall spring;
Renewed shall be blade that was broken,
The crownless again shall be king.
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Re: [SUBMOD] SuperTechmarine's Building Overhaul 0.1.2a

PostPosted by King of The Trident » Fri Apr 18, 2014 14:15

Thank you ! :)
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Re: [SUBMOD] SuperTechmarine's Building Overhaul 0.1.2a

PostPosted by zbones » Mon Apr 21, 2014 03:12

I am Anxiously awaiting the new version! Thank you soo much for all your hard work! :D
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Re: [SUBMOD] SuperTechmarine's Building Overhaul 0.1.2a

PostPosted by CrusaderT » Tue Apr 22, 2014 21:58

Looking forward to trying this out when the new compatible version is released. Thanks for your work ST! I love mods that change the building trees. I've run a few different mods in CK2 that change the buildings and it's always a ton of fun.
Favente Deo Supero - By God's favour I conquer.
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Re: [SUBMOD] SuperTechmarine's Building Overhaul 0.1.2a

PostPosted by zbones » Sun Apr 27, 2014 04:33

;) We miss you SuperTech!
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Re: [SUBMOD] SuperTechmarine's Building Overhaul 0.1.2a

PostPosted by Michael7123 » Sun Apr 27, 2014 06:22

I have a small request: can you make cultures other than the iron islands start off with more ships, with the ability to make more with updates. I get that the iron islands are known for their navies, but its a little bit unbalanced at the moment.
zbones wrote:;) We miss you SuperTech!
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Re: [SUBMOD] SuperTechmarine's Building Overhaul 0.1.2a

PostPosted by Hrolgar » Sun Apr 27, 2014 13:16

I've tried this mod just alone with other submods and alone with the main mod(0.6.1), it don't seem to work. Crashes on loading screen (just before GRRM's touch). Even tried to reinstall the main-mod and game.

Any suggestions?

EDIT:
I just did the same thing in AGOT Tweaks sub-mod, posted before I read. I see that it is not updated to 0.6.1 yet. Meh, sorry. I need to learn to read before posting.
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Re: [SUBMOD] SuperTechmarine's Building Overhaul 0.1.2a

PostPosted by SuperTechmarine » Sat May 17, 2014 19:37

Exams are keeping me busy. So don't expect me to update until the end of June.

Sorry to disappoint.
From the ashes a fire shall be woken,
A light from the shadows shall spring;
Renewed shall be blade that was broken,
The crownless again shall be king.
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Re: [SUBMOD] SuperTechmarine's Building Overhaul 0.1.2a

PostPosted by zerofighterr » Tue May 20, 2014 17:51

Take your time and good luck,

I dont have exams myself but I know how hard they can be ;)
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Re: [SUBMOD] SuperTechmarine's Building Overhaul 0.1.2a

PostPosted by CaekDaemon » Wed May 21, 2014 23:41

I'm still using the mod for 6.0, but I've got a glitch.

I need to build the Improved Economic Infrastructure VI, but it doesn't exist on the building list, and you need it for Common Town. Any idea how I can fix that?
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Re: [SUBMOD] SuperTechmarine's Building Overhaul 0.1.2a

PostPosted by Kadian » Thu May 22, 2014 12:46

CaekDaemon wrote:I'm still using the mod for 6.0, but I've got a glitch.

I need to build the Improved Economic Infrastructure VI, but it doesn't exist on the building list, and you need it for Common Town. Any idea how I can fix that?


It's a mistake in the files ; Eco infrastructure upgrades from V directly to VII. You'd have to change the entry for the VII infrastructure to upgrade from Infrastructure VI instead of V...
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Re: [SUBMOD] SuperTechmarine's Building Overhaul 0.1.2a

PostPosted by CaekDaemon » Fri May 23, 2014 07:27

Kadian wrote:
CaekDaemon wrote:I'm still using the mod for 6.0, but I've got a glitch.

I need to build the Improved Economic Infrastructure VI, but it doesn't exist on the building list, and you need it for Common Town. Any idea how I can fix that?


It's a mistake in the files ; Eco infrastructure upgrades from V directly to VII. You'd have to change the entry for the VII infrastructure to upgrade from Infrastructure VI instead of V...

I see it, thanks.

I hope I don't have to go crawling through my save to fix this, though :o
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Re: [SUBMOD] SuperTechmarine's Building Overhaul 0.1.2a

PostPosted by zbones » Sun Jul 13, 2014 18:18

SuperTech,

I want to personally let you know how much I enjoyed your mod. It is such a loss that you have not had the time to update it. I look forward to its return.
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Re: [SUBMOD] SuperTechmarine's Building Overhaul 0.1.2a

PostPosted by zbones » Fri Nov 28, 2014 20:20

I am very saddened to see this mod fallen into obscurity. I sincerely hope SuperTechMarine decides to continue development, or we can see another talented modder or maybe even the development team integrate advanced building features eventually.

This mod provided myself and my group of friends with a great deal of entertainment and we greatly miss being able to turn our respective seats into flourishing strongholds rivaling the trade citys or Superior Castles of the series.
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Re: [SUBMOD] SuperTechmarine's Building Overhaul 0.1.2a

PostPosted by cosmic » Sat Nov 29, 2014 00:58

Indeed, 'tis a shame. This is one of those submods I would've liked to see incorporated into the main mod. I hope it has a return sometime.
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Re: [SUBMOD] SuperTechmarine's Building Overhaul 0.1.2a

PostPosted by Azsouth » Sat Nov 29, 2014 06:52

this looked interesting, but when I learned about sub-mods this was already out of date, I agree and hope someone takes over or the mod creator comes back.

would be nice to have a decision where you import wine every year and after a certain amount of time you get a wine cellar for all the wine you have in stock :).
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Re: [SUBMOD] SuperTechmarine's Building Overhaul 0.1.2a

PostPosted by King of The Trident » Thu Jan 01, 2015 21:36

I'm sorry but I had to bump this. This mod was one of my favorite sub-mods on this site and the sheer depth it brought to the game simulating the economic advancement of your demesne was really awesome, I hope someone updates or integrates it with the main mod because it really is a piece of work.
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Re: [SUBMOD] SuperTechmarine's Building Overhaul 0.1.2a

PostPosted by zbones » Sun Jan 04, 2015 19:50

At this point, its safe to say SuperTech has all but abandoned this sub mod. I really hope that the Dev team decides to integrate this into the main mod. I have been asking for it for the last 2 versions, if more people speak up and request it, mayhaps the devs will consider it further.
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Re: [SUBMOD] SuperTechmarine's Building Overhaul 0.1.2a

PostPosted by b_alassad » Sat Jan 10, 2015 19:32

zbones wrote:At this point, its safe to say SuperTech has all but abandoned this sub mod. I really hope that the Dev team decides to integrate this into the main mod. I have been asking for it for the last 2 versions, if more people speak up and request it, mayhaps the devs will consider it further.


Agreed.
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