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I hope you're okay man, that sounds like a terribly rough patch. I wish you well and hope you're doing good.
We are all friends here , well most of us XD
An advice from an old man if i may , whatever does not kill you - it makes you stronger !
thank u so much for the amazing job done so far, and we hope to see you again for improving this masterpiece.
we'll wait for some updates
1) add chorasmia and the region above to parthia, they pose a very little treat even to the shitty border of seleucid empire (they also need money, they start with negative income)
2) boost main parthia starting settlement a little
3) make factions start with almost 2 settlements (ex. dacians, tracians, numidians, parthians, armenians)
4) boost greeks a little (give back syracuse and pergamum)
5) add kingdom of Saba in the south arabia as a faction
6) add kingdom of Aksum in aethiopia as a faction
7) make tolemaic roster have sense.
8) remove something to the barbarians in power, they have too many elite units. they are meant to have weaker elites but with easier access.
9) boost a little nabateans
10) make a sub-mod where the three roman families are added back into the game
please make it on this map, with 3 Roman factions, it's more interesting to play so that there will be a civil war between them later
afrikan pikemen would be great for Carthage just to add variety to the unit options you already gave us ALOT of variety but even more variety in the options is fun
also maybe some copy paste unusable small factions across the map so there's more immersion
with these additions id personally think this is not only a great mod, it already is a great mod, but a perfect mod
However, due to the changes Feral made to descr_cultures, barbarian large and huge cities no longer show correctly on the campaign map - they will look like regular cities. Feral has not released a detailed explanation of the new descr_cultures yet and so I have no idea how to fix this.
I think the powerful surrounding enemies and the starting financial situation keep the AI from recruiting and going aggressive.
1) yeah, shield wall should be fine and more accurate
2) oh ok, then mine it's just a weird run with the seleucids. I swear i chose very hard on campaign and hard on battles, but i cannot be sure 100% bc i started a lot of campaigns when i installed it just to see the starting of every factions, so i could have missed to set again on the right difficulty. I'm gonna try another run and make some tests to see how AI works.
3) I find that while roman units are pretty the same in the vanilla in stats and, overall, number of soldiers, hoplites & greek phalanxes are a bit overpowered. especially the basic hoplites, considering their a basic soldier tier. Why romans have smaller units, compared to the average 123 (on large settings) per unit? wouldn't they be disadvantaged against other factions?
keep up with this amazing work anyway. looking forward for the other 2 factions :)
@Duke_Of_Tennessee
This mod is currently not compatible with the 2.0.4 beta because of the file changes. I will work on updating it.
I assume you're referring to the barbarian phalanx unit - that's just for gameplay purposes. It was in vanilla for Germany, I just gave it to all the barbarians. However, now that you mention it, perhaps changing it to shield wall would be better? This would still make them stand out, as no other barbarian unit has access to shield wall or it would overwrite their warcry (maybe Feral fixed this in the latest patch), and shield wall is something that seems more reasonable for barbarians to be able to do.
i'm also noting that AI has little initiative, except for already big factions such as Romans, Carthage and Gauls. In short - who starts with some territories. Little factions with 1 settlement just stand still and don't attack rebels or try to expand. I think because of the high prices of units/buildings and the lack of "magic AI money" that they usually have, so without a revenue they tend to remain defensive with their starting units.
can you implement a starting income bonus based on the settlements owned?
it would be amazing.
note: not understanding why a lot of cultures have the basic unit "spearmen" that can form a phalanx. I always found extremely inaccurate and illogical the german spearmen in the vanilla
I have no plans to release such a submod at this time. This mod was designed from the very beginning to remove the three Roman factions and replace them with three different ones, so undoing that change would require too much work.
@remy.bessenet
Try validating the game files and unsubscribing then resubscribing to the mod.
@Kelix Katz
The Greek City States have been renamed to "Peloponnesian League," implying that Sparta is in charge.