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Chapter 1 (this 1) is the classical experience - build, upgrade, survive, and exterminate.
Chapter 3 (owing to its historical background, it covers the events of 60-50 BCE) however is being built specifically for people who complain that Chapter 1 is too slow and want an experience closer to the old Rise of Nations style of game (as are my projected New World Empires series). It is still not complete but once it's done, it will be meant for those who like to reduce Kings & Conquerors to nothing more than an orgy of button mashing (not my kind of game).
You can say that it's a bit like Command and Conquer / Total Annihilation: once you unlock the buildings in Chapter 3 there isn't much upgrading if any at all that's required to access your units ;)
*sigh*
I should've written a guide on this but yeah it is a single age mod. Only Classical Age to Classical Age works, nothing else does. The other chapters are less reliant on reforms, especially Chapter 3.
Thanks for the reminder that I NEED to write a FAQ/Getting Started guide Maybe I should start putting some thought into my new Wix site for that..
BTW,
This mod is facing balance issues. If you have been playing for a while, and notice a unit is too weak / not that useful, let me know so I can decide what can be done to it.
You can see what changes we've made in the change notes section.
sorry for the delay in getting back to you
So I tried out the mod again, and I tried as many different infantry units with different animations, but I could not find anything.
I then started checking some of the infantry units, and I found some bugs in unit_graphics.x which would've resulted in the errors you mentioned. I've since fixed them and hope that the mod can now run without crashing. Were you playing as Pontus or Chremonidean Sparta?
And yes it has been a mix of ground units but I haven't isolated which ones
I tried it with multiple civs and maps and got the same result
When it happens, is a Greek faction or someone with pikes usually involved? what about ships?
What factions did you start the game off as?
I ran several games on my machine and they came out fine without crashing before starting.
Do you have a screenshot of the error readout?
That is a very, very strange bug that should not be happening because it implies that your techrules.xml file is possibly corrupted. Have you tried re-validating your RoN files for both core and Workshop? I did have a CTD bug while testing this mod days ago (but it has been fixed since then).
unknown key, despotism of type tech file text: <left, random random random down
Please review https://kingsandconquerors.fandom.com/wiki/Frequently_Asked_Questions ASAP TYVM
I have updated the FAQs with your issue. See https://kingsandconquerors.fandom.com/wiki/Frequently_Asked_Questions for further details.
This mod is best played on Moderate to higher AI with not too few resources. The best setting is Large City Centre, as opposed to single town or Nomad.
However, the AI is unbalanced. I tried to play in tough and tougher, but the other players just don't do anything, only a bunch of farms with four citzens and a city center.
How can I fix it?
The mod is actually still playable but there was a defective file. I've since fixed it and it runs properly now.
The missing file has since been added in and the mod should be a little more playable now.