Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Fixed recruitment slots
- Unit cost, movement etc. effects are now compatible with all DLCs and all mod unit packs from other modders.
- Got rid of cultural conversion changes (they were a relic from the previous CA system).
it seems like the building costs and times have been switched to vanilla; everything else works great!
Thanks!
How can i remove the ''Unit Upkeep increased by 25%'' Its not afecting the Radius and 100 other new units in My Unit mods Pack???
Tried to balanced the highter upkeep in this mod
- with a 1.5x bigger unit size https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=192808315
- with a 2x bigger unit size
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=234058137
but its still not working .Any alternative will be helpful.
in my case the game unfortunately is not working anymore with your mod (after patch 10). But it is already updated as i read in the description?! I used your mod together with some other ones and they always worked together perfectly. Anybody any suggestions?
Also I havent edited costs in multiplayer.
I will update this version when patch 9 is official.
Genius thanks!
- Added new techs from patch 8.
NOTE: You will need to get 2TPY Mod to actually change the turns per year. I removed the startpos from this mod so that you have the option of using other TPY mods with this (you can use 4TPY, Hegemonia, etc.)
Lowered building recruitment slot bonuses.
I am Patricius Darwinius Virtus, creator of the mod Realistic Roman Army.
One of my submods, Realistic Roman Area of Recruitment, modifies the startpos.esf.
That kind of sucks, since people can't use any other TPY mods etc. anymore.
Since this mod is more or less the most complete one, I wondered if I could use it in RRAoR.
Happy modding,
PDV
- Due to reports of AI not recruiting with multiple turn per year recruit times, I reworked recruitment. Now, all units are 1 turn to recruit but there is one less recruitment slot.
- Decreased attrition, increased siege times by 1.
- Various changes to improve compatibility with other mods.
The movement actually used to be reduced by 50%, so I have been slowly increasing it as I get more testing.