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This is last game update to content
August 15 2018
So should not need update, ignore launcher it does not check game content that was changed.
Take for example Tulipfurdum in Germany. I believe it's a Roman city now. So the battle map will have 15m high walls.
However, that city is normally controlled by barbarians (unless you occupy it or if some greek/roman faction conquers their way up there).
This means it's a barbarian main building in that city. And barbarian buildings have an effect (in the buildings_effects) that makes it have 8m high walls.
This means that if you attack Tulipfurdum, the game will tell you that "This settlement has 8m high walls, therefore you will be given 8m high siege equipment). But when the battle starts, the city has changed to be a roman city with 15m high walls. That's why it doesn't work.
Is this compatible with mods that edit startpos though?
I wonder what happens with other siege equipment
@Tenerife_Boy: I'm a big fan of the TV series Breaking Bad. My name is reference to a quote from that show. ;)
The author says in the description that the settlement map cultures are hardcoded in R2 and can't be changed, unlike in Attila where they can be. Unfortunately, those Roman cities in Syria have to stay since a submod cannot be made to fix it.
A workaround would be to save the game before an encampment battle, temporarily disable this mod to play the battle and reenable it afterwards.
I suggest opening all mods up in PackFileManager and looking for changes to the "building_level_armed_citizenry_junctions_tables". Try looking if any two mods each add a table with the same name or one named the same as the one found in "data_rome2.pack". That's most likely the source of the conflict.
All my mod does is change which battle map is loaded. There are no changes made to garrisons or any other database tables.
There is also a limitation of a maximum of 20 units per garrison army. If you have more than that some will be removed. Maybe that is the issue?
and some graphical mods for units (skins)
If custom "tile_upgrades.xml" files were fully accepted by Rome II you could make it so that all Greek factions have Egyptian looking towns in the Egypt cultural region and Greek towns everywhere else. Or only have them be fully hellenized when upgraded to level 4 and else look Egyptian. You can do all these things and more in the Attila engine. It only works for whole culture groups though and not for single factions.
You could however change the factions' culture in the database file and give them the same building set as other desert factions (and not use this mod). You'd then also have to change the startpos file so they start out with Egyptian buildings and not the Greek ones.
Btw, I love your loading screen and building icons mods. I consider them essential for all my playthroughs. :)
However, I have two questions.
The first one just works with the Rome faction.
Secondly is his march to empire divide thank you to you.
For this to work you have to go to the file or just tick the mod thank you.
One question - is it possible to give the "rom_egypt", "emp_egypt" and "rom_cyrenaica" factions the Egyptian-styled settlement tiles rather than the Hellenic-styled ones? If so, that would be great to have as a separate mod I think.