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It would be great if the bugs could be fixed. Thank you very much.
Thank you so much for all your effort!!! <3
I think slave can be made playable by moving them from the unplayable to playable list @ the beginning of descr_strat. For the senate, I don't know if they would be playable w/o also removing the superfaction tags to disable the senate missions and such.
-Coffee
Not that I know of atm. But, I wouldn't expect anything concrete at this point for that map, as the regions need to be finalized and whatever is bugging the stability needs to be fixed before I'd expect any modders to be interested in sinking the time to make use of the map.
The only thing I can say for sure, is there will eventually be a version of that for Chivalry, in the same way as the current Chivalry map submod - since I'll be the one actually making the map in that case.
How about the larger map you have worked on. Anyone preparing work on that one?
-Coffee
Barbarian Empires uses it for the same time period.
Scourge of God uses it for the BI time period.
Chivalry Remastered map submod uses a cropped version of the map.
Those are the ones I know of.
This map is only set up for vanilla Rome. To run the Alexander campaign on it, you'd have to port the map into Alexander.
Hi sorry, this map is just a template mod, as such there's no plans to do things like making changes to factions.
The best thanks would be to check out some of the mods that have started using this map.
From what I remember, there's Barbarian Empires, Mundum Vincere and Scourge of God.
Tysm for taking your time in sharing this information. I will definitely try that as soon as I figure out why GIMP is not letting me mess around with the files. Much obliged.
Seriously, how do I treat you with a cup of coffee or something as a way to express my gratitude in thanking you for taking your time with your response.
Really great work. Something amazing was done with this map....Love it....
There's a number of mountain passes I deliberately made narrower (traversable tiles linking diagonally) specifically so roads wont generate through those areas. It's mostly to discourage AI from expanding in those directions; like from the Gangetic plain into the Tibetan plateau, or through the Caucasian gates. The whole point is that the other side of those mountains is supposed to be remote. If you want to edit it, you'd need to edit map_ground_types.tga to change the mountain ground type to a traversable ground type at those spots.
@Skald
That's a vanilla behavior that I can't really control at all without extensive traits/scripting. Basically, the way to mitigate it would be to make new traits that reduce campaign movement points to zero, and add those to all the starting rebel armies. Considering that this mod is supposed to be a template map only, with only the absolute minimal changes, I feel that'd be outside the scope of what should be included.
On some regions, I select and build roads, yet they just don't show up on the map (regions on top of modern India with mountains). Yes, that is how much I love playing these Kirsi Mods and how many regions I conquer with each campaign... At this time, best mod for the best game, along with 150 units from Danymok....
What could be causing it? What file would I need to edit?
Yeah, that mod made all the new factions proceduraly using the Atlas tool, the issue is that tool works off an xml sheet you have to fill out yourself by hand with every single detail, and doesn't have much in the way of documentation, making it a lot of guesswork for what fields mean what exactly.
Most importantly of all, it doesn't have any function to read that data from your existing game files and populate the excel sheet automatically. And if any error arises due to me misunderstanding what a field meant, it could be impossible for me to figure that out. It's still a great tool, don't get me wrong, but spending the time to set up the xml to use that tool is a daunting idea when it's a prospect of "this may or may not work, and if it doesn't, you'll have no idea why".
Whereas the tool Kommisar is working on atm will be able to import your existing data and then from there you can continue editing in the tool.
Can you pls run the game w/ "enable_logging" tag active under advanced options in the launcher. Then open up the message_log file after it crashes.
File location in \AppData\Local\Feral Interactive\Total War ROME REMASTERED\VFS\Local\Rome\logs
I'll need at least the last few lines of the log file to see what the game was doing right before it crashed.
I tried everything and nothing has change.
There's some work ongoing in the modding community to make an editor that can automate the edits needed for things like new factions. I'm planning to wait for that to come out 1st rather than add factions by hand, as that gets way too tedious.
@[GoT]Sarghir
Sorry, I don't have the previous version of the map.rwm, which you would need.
I don't think there's any function for you to roll back to a previous version of a mod in steam? Sorry for the trouble it's caused, the end turn crash was basically the main complaint I was getting about this map.
@GGDOG
In general, recruitment will depend on export_descr_units where you define what factions have 'ownership' of what units, and export_descr_buildings where you define what buildings & conditions are needed to recruit the units.
ok cool thank you. I think i'll have to learn how to mod the game, I've tried to copy paste some content of TC mod directly into Kirsi map mainly files inside data folder but what i get is that i can only recruit peasant & Bireme for each faction ( I have tested on Julii and Seleucid ) but the game somehow managed to boot instead of CTD, lol
do you know which file may be related to recruitment ?
Ah! I see. Is there any way I can roll my mod back to the earlier version? I was really enjoying that campaign, and would have liked to have finished it. I am new to steam mods, and I am not sure how can I use only an earlier version of a mod.
Sorry, the changes required to fix the random end turn crashes mean that they will not be compatible with any existing save game, since I had to split the sea into multiple sea-regions on the map_regions.tga.
I really liked the TC mod, unfortunately I have no experience modding cultures, religion, or scripting, so it's rather insurmountable for me atm. Also, this mod is intended to be as bare bones as possible, so that the map is more easily incorporated into other mods.
That said, I'm uploading the fix for the end turn crash as I type this. I've tested up to 292 turns in an AI only campaign, no crashes. So hopefully other modders will be more comfortable using this map going forward.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2929725358
For steam mods, you just need to subscribe to it, then in the Feral launcher go to the mod manager tab and tick the box for the mod.