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Elephants and Naft Throwers should, by that logic, be availaible from Azden and Infantry buildings, as those are identicle to the structures the Persians get them from. Yet theyre not. So... maybe desert factions never recieved permission to use those units in the first place.
And I have to leave on wednesday :(
Do you have any ideas?
A) Unrecruitable from main city/village line
B) Are not part of a standard garrison
C) Are from fur trading parts and, most importantly...
D) Are really cool!
Steppe Mounted Bows
Palatina
Gothic Pikeman
Poison Archers
Chieroballista
Taifaili Cavalry
Avar Horde
Hope it helps! Good Shabbos!
Slavs seem to be completly excluded from the mod. No wood, no furs, no silk.
Desert Factions cant use wood or silk (and they arent supposed to have furs, so that works). The Himyar CAN use gems, thats working. (Jewish Stealth Ninja's! Am yisroel chai!)
Norse, Celtic, and Germanic factions seem to be able to use everything, but gain many seriously OP units very early on, with no resource. (The Celts, for example, can recruit Tier 3 Avar Cavalry from theyre basic village.)
The problem seems to be with units that are recruitable from the basic town, with no specialized buildings. If you want, Ill do some digging, see if I can find appropriate replacements.
PS. I really appreciate all the work you put into this. Its easily my favorite mod. Thanks!
Maybe furs should only be allowed for Roman factions? After all, they are the ones who used auxilliraries. That way the Norse and Celts would be back to normal.
The problem is why I wanted to use modded units at first but I didnt have time and knowledge so I used the vannila units.
Could be its not every faction, I tested the Picts, the Geats, and the Saxons. All three can recruit tier 3 Alanic cavalry, Gothic infantry, and had huge, mixmatched garrisons.
Furthermore, the WRE was able to recruit these units from any captured and unconverted barbarian faction.
Hope this helps... I really like this mod :)
this mod probebly messes with building_units_allowed
As for the celtic units, I didnt buy the DLC but that it good idea, I might add these in a few days if I will have time but no promises, thanks for commenting!
Would you consider creating a version that just adds the units? I love the idea of recruiting cool auxilliaries from the fur and silk trades, but I also kind of like the fact that WRE dies. It adds to the whole apocolyptic feel of the game.
Secondly, can you add Scatchath Teachers to Celtic factions with lead? The teachers are a criminally underused and incredibly cool unit, and the Celts can only aquire lead by expanding into Britain proper.
Yes or no, thanks a million!
Thanks.
Wood tier 1 can use Large Onager, it too OP becuse it can fire and explosion a large space.it will let expect WRE(Geats and Caledonians) more stronger,so if you like my suggest,please let Large Onager move tier 2 even tier 3 Wood.
sorry that my english is poor.
I am probebly not going to do any new mod sadly.
@panzar38 All the units are vannila and I dont plan on adding more units.
anyway this mod looks nice
Wood will allow siege weapons.
Furs will allow alani, gothic and nomadic units, because of the location of these resources, desert factions wont be able to use the furs because I dont want them using the furs in Axum.
The silk road will allow units from the hephtelites, ERE and sassnids.
I think I will allow units from level 1 buildings since I want the AI to actualy use the units in its armies, but the realy rare units (armored elephants, naft throwers, ETC) will come from tier 4, and will thus need research prior to their use.
I hope I will have time to finish adding the units tommorow, thanks for helping!