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anyway for those interested in having a more default rebel spawn rate
Here is the path (DrivePath:)\SteamLibrary\steamapps\workshop\content\885970\2565237427\data\world\maps\campaign\imperial_campaign\descr_strat.txt
Edit the lines:
brigand_spawn_value 10000
pirate_spawn_value 10000
Replace with ↓
brigand_spawn_value 20
pirate_spawn_value 20
smh -_- bruh... Rebels and pirates are a huge part of history, since the dawn of man kind.
Been playing with this mod for hours!
https://youtube.com/live/AipOV_22gnA (for those interested in seeing what it looks like in 2025.)
+mapimprovements
+rep
+Take my Points
There is one issue i found so far and its the marble at the south side of Italian boot leg. Unable to reach it due to being on mountain. Otherwise its been great.
Though i would like my hord of rebels to come back and the pirates. where are the pirates. How or what do i need to do to get the hord of rebels back? thanks
I really wanna try this mode
It would be like putting the numidians between a Roman faction and Germania
You gonna make them playable right? Not just for the ai
Here is wishing you well on helping out with the Total Conquest Project too. I rather like the way they have incorporated Carthage to function like the Roman factions now.
Take your time, mature players have infinite patience with mods and those that make them when it is a labour of love. Most really come into their own after the game is no longer supported, like with Shogun 2 for instance.
Always good to see mods working more closely together to help share their skills.
Earthane
A few weeks ago, I get an honorable request to help work on the Total Conquest project witch I gladly accepted. This is not mean that I will not continue my Imperial Truth mods, but for now, I have to put it on hold. I updated most of the mods to be available four you, except the Units and Building mods. This is because it would be terribly time-consuming (which I don't have) and it will be completely redone when I will continue the series. During the work with the TC team, I will be able to learn from the bests, which I will try to repay with quality help. I also started to learn how to use Blender, and with that, I will be able to create my models instead of just using and recoloring the existing ones.
I would like to thank you all for your friendly support and helpful feedback I will try to do my best to come back and redone/continue the series.
Thank you very much, I'm glad you like it!
The mod is updated, also made a few fixes. Thank you @BENNI.RoR for your city name suggestion!
Probably I have to recreate the new territories and hope that will be enough. If you would like to give suggestions about regions, adding region, region name, city name etc. Feel free to write.
Right now I'm trying to find the source of the problem. So far I know that one or more of the added regions (180) has some issue with the new update. I will try to fix it before the next year, Christmas slowed me down a bit, but I guess that is understandable.
Happy xmas & new years cheers
If you don't wanna reduce the overall number of cities you could move Seleucia and Ctesiphon really close together but keep them on opposite sides of the Tigris river. Or in the case that you merge them to "Seleucia-Ctesiphon" you could create an entirely new city nearby. Maybe this map is useful: https://image.jimcdn.com/app/cms/image/transf/dimension=2000x1500:format=jpg/path/s91aa07fbabb796a3/backgroundarea/i52a24186b4fe5331/version/1486648645/image.jpg
I see two options: You either put Ctesiphon and Seleucia closer together, but that could cause problems.
Or you get rid of both and create a new settlement called "Seleucia-Ctesiphon" closer to the river and halfway between the two current positions. Right now there is a bridge south-west of Ctesiphon. Put the new city left to that bridge directly at the river.
Secondly picking a city from that age can be extremely hard, because not many accurate maps are left and when you check that few and you see that the city placements, not really match, you just give more space for the visual look with an approximate city placement.
Do you have any suggestions, for the name change?
If it's more accurate and improves the mod, I'm open to new ideas.
They also should be much more down south, closer to Babylon.
https://www.youtube.com/channel/UCd_279RjcJn4j9mNp7vvT4Q
Time is irrelevant. There were many games back then where developers did care for small details. Sadly the Total War series is not like that. Worst cases like Paradox Interactive, when they claim they do historically accurate games but they only focus on some of the biggest/or better-known countries and don't care of the rest.
If you believe that the vanilla game is good enough, enjoy it. No one's forcing you to come here and give negative feedback, and negative ratings to the mod. Especially if you not rating the mod itself, but only don't like something which is my opinion.
You are more than welcome to give constructive feedback, that would serve more than trolling around.
"the shallowness of the developers"
you do realize it's a remaster touching the old basegame as little as possible but putting it in a fresh suit? it's like saying the devs back in 2004 were shallow.
english version
https://www.youtube.com/watch?v=XY7OkqDu4mI