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It uses the :Vanilla Rome" units for Egypt and then adds a few more (local) units like African Swordsmen, Gbeto, Mameluke General for Egypt.
So no, it's not Ptolemaic Egypt :)
Despite this, if you are still interested, there is an updated version of the mod from this page available on this page:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3004910214
And thanks for letting me know!
I sometimes find such things and try to patch them, but yes, not bad for a free mod :)
Make sure to check out the ultimate campaign bundle too, you probably will enjoy the Rise of Empires campaign a lot too (which comes in 2 flavors)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3004910214
but a head up some banners are wrong in the battles for example greek swordsmen have the carthage banner.But overall great mod man keep up the good work!
A new (save game compatible) version of the Total Rebalance II - Campaign Bundle has been released:
Total Rebalance II - Ultimate Campaign Bundle
This version includes a newly released campaign called "RIse Of Empires" and includes the latest "Remix patch" with some additional balance changes.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3004910214
With the patch, units are less overpowered and mercenaries are recruitable without the embassy in relevant regions:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2996277676
Fixed Genitour Bodyguard and Eastern Swordsmen 3D model texture
I added your guide as a bonus to this mod page.
Note however that any update of this mod in the future will overwrite your changes, but would only affect new campaigns, not saved games.. the change would have to be manually added again if I update this mod.
(but I don't plan to update this mod , unless things are game breaking)
Thanks again Wamce!
For anyone else wondering; simply go into your preferred campaign's descr_strat text file, they can be found in the mod's workshop folder in your steamapps.
At the very bottom of the specified campaign's descr_strat text file will be the !12tpy commands.
Remove the ;; colon marks from your preferred form of turn typed (either 4 turns or 12 turns per year), and then remove the marks from script as well.
So this means that nobody needs to download an extra mod for it to work, it's built into the game by default!
You could probably add this to your description at some point to let people know that the 4 and 12 turns per year option works in your mod as it's built in. They just need to go into the folder of the mod, then go into their preferred campaign's folder and go to the bottom of the descr_strat text file to change it.
Thank you for your comment.
I believe that is some left over code from Ganim's Europa 270 BC map which this mod is based upon.
I did not remove the commented lines, but I guess we now found out why they were commented :)
I am also not really sure what would be required to make the 12 turns per year thing work either, or at least, I am not really motivated to look into it :D
But you could probably find a "12 turns per year mod" somewhere and then put those changes into this mod, if you really had wanted that.
Hope this at least helps you (partially) answer your question.
- Fixed an issue where loading the Italian Auxiliary Cavalry in battle caused an error.
- A few minor balance changes, most notably the VIking Raider unit now takes 2 turns to recruit.
I tracked down the issue and found out I made a typo for that specific model file.
I just fixed that typo and uploaded the update to this mod page, so your issue should now be resolved.
Let me know if you encounter any other (game-breaking) issues, it is greatly appreciated.
Error: Filename doesn't exist : African
data/characters/BI_equites_auxilia_empire_east_rebels_African_Iod0.cas
(For the "lod0.cas" I can't tell if that's a capital i, or lowercase L, and the popup window won't let me copy/paste)
I believe you are an experienced player, but a general pro tip, aside from strategic planning of building a big army instead of expanding and focus on a problem point on the map, massing velites (9 javelins per velites) works really well against elephants, and in my mod, they even can be used as light infantry as long as you keep them away from cavalry, which the spearman are pretty good for.
And otherwise enjoy playing as Carthage :D
And yeah I knew about the multiple riders. So Hanno's unit had 112 men, at 3 per elephant, then another of 72, also 3 per, and then 24, 1 per. So 85. When I get around to playing Carthage, I'm gonna have fun knocking over Rome. Lol
Yes, depending on the campaign you play, If I am not mistaken, it should be around 61 elephants in total for Hanno's starting armie, if you play on 160 soldiers = 1 regular unit size.
Of course there are some smaller armies around him which he could have used to add another set of elephants, probably that's what happened.
Otherwise, the " number you see" may be misleading, the elephants outside the small elephants are counted in triples, since there are three archers on each elephant, so divide by 3 to get the "real elephant number".
And yes, there are more elephants for Carthage in their starting armies as usual, I think that gives the player a real feeling that you are playing with Carthage, and it makes for a bigger challenge as when you play against them.
And yes Hanno is a madlad :)