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cant play without.. pls update!
Multiturn recruiting abandoned from this version.
I noticed DEI team is often updating main_unit table. In order for easier future updates, and to keep inline with default DEI main_unit table, multiturn recruiting is abandoned. Unit cost is slightly increased for player and AI, Navy recruitment cost is increased by 50%. Anyway I noticed AI has some issues with miltiturn recruiting, especially with navy recruiting.
All main updates for nomadic factions units is in main_unit table.
Game might not function properly in Grand Campaign (Antiqua Legendary for GC only) without updating (problem with nomadic factions and expanded nomadic rosters). Your previously saved campaigns, except Grand campaign should function properly after DEI 1.3.2 update.
Could you include some more aspects of Testudo?
Version for HATG is out. I highly reccommend playing Antiqua Legendary for DLCs
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2875121058
I have a question, were the victory conditions modified?
I ask because i play ROTR using the DEI mod and i have a problem in my Iolei campaing because in the victory condition i have to recluit a specific unit but with DEI i cannot recluit it... so i finish my campaing without de achivement :(
thank you for the mod friend!!!
I had idea to publish version for all dlc. Like story of Rome. Probably there will be more.
Do you have any plans to do this for other campaigns other than RoTR?
BENJIN GENERALS
ANTIQUA
DEI
Well, it works for Roman faction, at least.
AAA: Generals - Rise of the Republic + Italians (Aging, Advancing, Acclimatising)
If playing as recommended, as Roman player, when you finally deal with your neighbours on south as required in History Objective for Roman faction, which will likely take 200-300 turns, maybe more, maybe less; you can find youself in strange world - Carthage is already annihilated by migration tribes, Greek factions on south are annihilated by latin minor factions, Tarchuna is controlling all northern portion of the map, there is no Roman-Carthage wars in sight, no Greek faction with elephant (Ephirus) on south, no barbarian tribes on north to conquer... history fully alternated, AI can't handle big kingdoms so no real opponents are on map in late game.
To handle this many scripts are included in ANTIQUA LEGENDARY;
To handle this many scripts are included in ANTIQUA LEGENDARY;
- All major factions have autoreslove bonuses in defensive battles against other AI factions; This means all major faction will likely remain on map until you handle them.
- Occasionaly scripted AI Carthagian and Taras armies will appear on map in order to preserve power of that major factions. It is particulary important for Carthage because AI can't hadle overseas kingdoms with bases spread on map (Africa, Sardignia, Corsica, Sicily).
And yeah, on turns 180 to 200 scripted Taras armies will appear around Taranto, armies with elephants, just like historic Ephirus faction. Maybe they will even help you to deal with Samnites, but don't worry, they'll enter in war with you, sooner or later. Diplomacy is tough in ANTIQUA LEGENDARY, but that is other topic.
Adjusted for DEI 1.3.1 (quick check) / adjusted campaign main menu / adjusted reforms requirements descriptions
Added Tarchuna to playable factions
You should be able to continue with previously saved campaign without issues.
This mod is completed as it is. I`ll add Etruscans playable in next edition and eventually hotfix if something big is reported in meantime. Probably I`ll shift to make similar mod for grand campaign or/and other DLCs, depending of feedbacks and community interest.
[SORRY I DELETED LAST USER COMMENTS BY MISTAKE]
Amazing mod! Is it possible to get the garrisons to match the time period? It bugs me that the garrisons are made up of marian looking legionaries.
That is why SEND DIPLOMAT function is disabled in ANTIQUA LEGENDARY mod.
Because you have no normal save game on legendary and game is auto saved after you already made wrong move. So, the tension is greater, game is far more demanding, you have to be 100% in otherwise you'll loose. . Nothing like hard difficulty where you can easily return to previous turn if you do not like outcome.
And, in my mod AI is not crazy overpowered like on default legendary, so there is some valid feeling or realism and fair game.
- Campaign pace is 3-4 times longer than normal pace
- Many campaign bonuses AI receving on legendary are reverted to hard or normal values
- Once battle start, few handicaps are applied to ai units because game will apply bonuses (hardcoded). This is not exact sience, values are hardcoded in exe file. From my experience I assumed where those bonuses were applied. I adjusted battles to hard difficulty feeling. Normal battle difficulty is too easy for veteran. AI is stupid, just rushing forward, some bonuses are neccessary to remain.
It took for Rome some 200 years to conquer Italian peninsula. In this mod, it may take, if you playing as Roman, max. 50 years which is (50x12) 600 turns. You should complete in about max. 600 turns because more the time pass and greater is your empire, more scripted handicaps influence your campaign. Those handicaps are applied only to player and should prevent standard total war steamroll in late game, when your faction is too strong for other opponents. In normal DEI there is no handicaps for turn number, and number of controlled settlements, like in this mod.
Light version.