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Thank you for your kind words. I haven't been able to do modding for a while now and I'm uncertain when or if I can continue. You are free to use everything.
Merry Christmas!
testing. would you be ok with me trying to incorporate this into the RXQOL mod?
and the armored spartan mod linked in description.
A few weeks ago, I get an honorable request to help work on the Total Conquest project witch I gladly accepted. This is not mean that I will not continue my Imperial Truth mods, but for now, I have to put it on hold. I updated most of the mods to be available four you, except the Units and Building mods. This is because it would be terribly time-consuming (which I don't have) and it will be completely redone when I will continue the series. During the work with the TC team, I will be able to learn from the bests, which I will try to repay with quality help. I also started to learn how to use Blender, and with that, I will be able to create my models instead of just using and recoloring the existing ones.
I would like to thank you all for your friendly support and helpful feedback I will try to do my best to come back and redone/continue the series.
Enjoy. :)
Thanks for dropping in, hope you will enjoy my mods. Yes, actually you did something wrong. :)
Try to change the "Unit color scheme from "Original" to "Realistic".
This has to help.
In custom battle, some unitcards appear as peasants... Did I do something wrong?
- Armoured Shield Pikemen (Argyraspides)
- Cavalry units recruit time increased by 1 turn.
- Early buildings give less income and buffs.
- Late buildings give more income and buffs.
- Mine 2 is buildable 1 level later.
- Paved Roads and Highways buildable 1 level later.
- Fixed sword sheath textureless white color for Greek units.
- Fixed the thin black texture line on the back of the greek helmets.
- Fixed the shining colorless stain on some Greek armor and helmet.
- Melee Greek units portrait and textures for all factions are fixed.
- Greek Generals, Standard Bearers, and Lesser Generals even for Egypt, Pontus, and Armenia are added.
- Fixed some unit model bugs.
Try to change the "Unit color scheme from "Original" to "Realistic".
Despite the lack of my time, I made an economy fix for my "Units and Buildings Overhaul" mod thanks to tester Pyrrus who gave me constructive feedback about how broken was the gold income in my mod. Income is drastically reduced, from now you will need more cities to upkeep a well-equipped army. I also used walls, to convert (not equally) trade income to tax income. In this way changing a cities taxes gives a greater impact on the overall economy.
Some unit values were also reduced for all units to gives space to unit ranking. Temples are a bit redone, to keep the uniqueness of the factions.
All changes all showed in the mods google document which you can find in the Steam mod description.
The new patch is probably not saved game compatible, sorry for the inconvenience. If you have any idea or feedback please let me know in the discussion topics to constantly improve the mods and with it the overall gaming experience.
Wish you a great weekend!
- Balancing
- Recruitable generals from Bobo Mauser's idea.
- 24 New Units from Alexander and BI
- Extended recruit pool from vanilla units.
- Buff system improved.
- Proper texturing will only available in the next update!
More detalis in the google document.
Enjoy your play and please give back some feedbacks.
I'm playing as Britannia and the Forester Warband unit doesn't have a faction specific unit card; they're just grey peasants. Their stats are right they just have no artwork <3
Your map overhaul makes me very happy, it's super cool to have a denser world to play in. I wish it had Rome 2's provincial management system but I think that would be Really hard to implement. I'm really excited to play more in this mod!