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Thank you very much for your answer.
I'm a bit embarassed but the problem is idk how to have access to the music files in the mod folder. I could tell you the file name after I can find out how to have access to it.
Sorry for the late reply about the Civil War conditions.
Civil War may start normally, during the regular province conquest, but that takes longer than vanilla game.
For AI, the Civil War starts automatically if none of the "normal" conditions of Civil War were met till turn 270.
For player, the condition is for Roman culture in the world controlling minimum 30 huge cities (player and AI romans combined)
Sorry I don't understand what you are saying. What is Bendu? A city? A region? I can't find it in my files. And what's wrong with the Cappadocians? You mean Cappadocian Cavalry? But it's available for recruitment in the mod, as well as classic Pontic Light Chariots and Scythed Chariots... I don't understand what you have to say.
I'm sorry it may be difficult, as the music was collected throughout the years and I didn't log the music track names properly. Althoug some of them I may remember. Could you please tell me the file names so I will see if I remember them or not? The music of the mod is not packed, it is easily available in the mod folder to listen to, in any regular player like Foobar2000, Dopamine or Winamp.
Thank you for the great mod.
I'd wanna ask where could I find the music tracks of the mod, please ? There are some I really like and would like to know where they come from.
Thank you in advance and sorry if the answer is obvious, for me it's not.
From my reading of it, seems like civil war needs 30 Huge Cities owned by Romans and at least 9 on the scale of popularity with the people? Could you help me have a glance and confirm/correct this, please?
Just want to have some clear criteria to aim for in my game! Thanks
The triggers are in major_events folder script files.
Chaz says the Civil War should be after Marian reform, but before Imperial reform
Currently I have 122 settlements but only 5 on the popularity with the people scale. The Senate loathes my guts (with some help from me) but still not enough popular support. And it seems to be taking a while for the masses popularity meter to go up though I'm still expanding.
So can I check if any triggers for the civil war were changed for this mod? Any advice on how to get it started a little sooner? Thanks
Yes, the work slowly goes on, although no promises, no release dates etc.
My take on the Rome situation is as follows:
The easiest for the player are the Julii followed by the Brutii and than the "poor" Claudii. The Julii are fine easy to play, nice profitable rebel cities to conquer with immediate income. Making peace with the Gauls guaranties a long friendly relationship. The Brutii are OK, but with the lack of initial money have a hard time to advance and fight the Invader. I have seen them attacking base cities of the Brutii. The Claudii are not in favor of "God Lanjane". Their 2 starting cities are very far apart. Their second city is too close to Messana/Sicily. Moving their city would help, since the player could put a fort there to buy some time.
Less rebel cities around Italy would make this a very, very interesting mod.
Thank you for the compliment!
Rome is the strongest faction in the game long-term, that's why starting conditions for Rome are just a bit harder than the other factions. But as I said earlier, it is not that hard, please do not exaggerate.
Is it that hard to read the FAQ and the mod description... Or do you think that the mod developers are idiots who don't know how to make unit cards?
The mod starting situation was designed with experienced RTW players in mind, who don't see a big challenge here. In fact, there are plenty of ingame mechanics to quickly gain an upper hand over the AI. Since you play as one of the Roman factions, it means strategically the best army roster long-term, and also the other Roman families are your allies for a decent part of the game, which is itself a major buff on its own.
And for some reason, when playing for the Julii, the Senate demands to capture Felsina, when there are plenty of other settlements nearby, for example Ancona
It is impossible to play this mod without cheats, at the start the Romans have very little money and troops, and if you play for the Julii, then the Scipios and Brutus have 2 full stacks of troops in the settlements, and you have 0, where is the justice?
Imperial reforms triggered for me at 39 huge cities controlled by Roman factions (excluding Rome) but with 40 huge cities global (except Rome)
1. This mod is not for BI. Select Rome tab in the RR launcher
2. Switch the game language to English
error in descr file bi data descr_diplomacy_comments.txt line 36::14 nomad is not a valid faction, culture or all
still thanks for answering the question.
You can spawn army stacks on the map but no, you cannot issue complex orders to them. When AI becomes passive all its stacks become passive as well, including the spawned ones, and also, spawned units affect the AI economy, meaning when AI income is in the red it further contributes to the stuck (there's another issue where AI cannot effectively get out from negative income and stops working). This is broken on so many levels 🥲
And what is the most demotivating of all, is the fact that the game dev from Feral, who usually was welcoming to tech questions and very helpful to us modders during these years (kudos to him), immediately stopped responding when a simple question was asked about this particular bug. He simply vanished and never replied, which means, I guess, that this problem is indeed severe and no adequate workaround exists for now, unfortunately.
complete programmer/ modder unknown here so I apologise if I say something that is stupid/ impossible but can't you somewhat cheat to get around this bug?
say if a faction is at war with the player they get every five turns an army based upon the town nearest to the player and every 10th turn a capital-based army. these armies are authomatically send against the player's nearest town and or general.
Likewise every faction gets one or more "legendary generals" wiho are programmed to appear at some year (say pyrrhus, Perseus, Scipio, Hannibal, Decaballus) with an army and are programmed to conquer the nearest city and then go against the player. (the player does not for obvious reasons)
addmittedly it is still not ideal even if it works but it would spice things up (and at least give the player a reason to keep the peace and guard your flank)
I have added 14 additional factions in the developer version of the mod, but I don't want to release it because a major game-breaking bug is discovered in the game engine which the devs aren't going to fix for now. The bug basically makes random factions during campaign completely passive. The more factions you have, the stronger the effect. This is extremely frustrating and stupid bug which simply makes the game ultimately unfun to play and strategy layer not working, basically. Unfortunately, this bug triggers even in the current version of the mod, and even in the vanilla unmodded version of the game.