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sad to hear all that, but thanks again!
Yes unfortunately not everything is accesible to us modders.
I think it's best to start a new campaign when using the new mod, since some data in your current game may be linked to asset references (textures) which have been changed in the new mod.
Unfortunately I don't believe there is a way to prevent the computer to field two armies or allow you yourself to field two at a time.
You can however toggle the use of AI control for the second army in the preview battle menu, although I believe that AI on your own armies is pretty suicidal.
i am currently using this mod with macedonia in the 80th round, so i guess i have to stick with this mod-version for now and finish the campaign..? although "Hoplites now are stronger in the front, weak in the back, and while cavalry should be very effective by charging in the rear, cavalry availability is reduced as much as possible gameplay wise." sounds very tempting! maybe with carthage next, or is there a compatibility with this one and those additional rebalances?
Thanks for your valuable feedback and ideas!
Regarding the recruitment of Generals, I am not able to set any of the traits, as those traits are generated randomly when the General gets recruited.
I do have the ability to set the recruitment turns necessary but I find the 4 turn recruitment turn fair enough for what you get.
It's balanced in the way that it just take that 1 extra turn you may not want to spend unless you really need that General unit.
Of course I could make weaker General Units, but I don't want to make the player or AI have a too easy way of getting Generals and think of weaker General Units more easily losing from stronger units as a bit questionable :D
By the way check out the latest iteration of this mod here:
https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=3252101212
Also consider downloading the Realism Patch for more "realism" :)
on the other hand i was thinking if it was possible to give each faction a lower tier general (2-3 rounds of recruitment time) who has better traits to permanently manage settlements, because 4 rounds for the existing generals are kinda long and they usually spawn with commando/assault traits. thanks.
A new mod "Total Rebalance III - Rome Rebundled (Complete Edition)" has been released, including both Total Rebalance, Ultimate Campaign Bundle and the Unit Variation Project all in one bundle.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3252101212
Note that the balance changes differ a lot from both Total Rebalance - Rome Rerostered III and Total Rebalance II - Ultimate Campaign Bundle. (see mod's description)
In "The Great Reset" campaign, Gaul now has the Ancrya settlement in Galatia, Turkey.
(historically accurate, see: https://en.wikipedia.org/wiki/Galatians_(people) )
- Low tier skirmishers now have +2 XP starting from a Level 2 Archery Range.
- Roman Senate can now train Elephants at Arena building
- Roman Senate now has a faction bonus, namely +3 XP on Legionary Infantry and +3 XP on Praetorian Cavalry
- Numidia now has a faction bonus, +1 XP bonus on all units starting from a Level 2 Governement Building