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Regarding your problem: you really only need 3 mods:
1. Barbarian Engineering and Vanilla Enhancement Map
2. Barbarian Engineering
3. Danymok's Rosters Expanded
I recommend to uninstall the other three mods, the three above cover the full functionality and the other three will overwrite stuff and lead to further problems (keep them for your current playthrough though, deleting them might crash your save files)
This could already fix this problem, if the bug still persists, try to replicate it with ONLY the vanilla enhancement map mod installed. If it happens there too, please report it to ahowl (the author of the vanilla enhancement map)
1. Vanilla Enhancement Map and Danymok's Rosters Expanded patch
2. Barbarian Engineering and Vanilla Enhancement Map
3. Barbarian Engineering
4. Danymok's Rosters Expanded (150+ New Units)
5. Danymok's Rosters Expanded Submod - All Mercenaries in Custom Battles
6. Vanilla Enhancement Map v1.0 [Modding Resource]
Keep up the good work and thank you in advance!
- "Campaign AI Fix"
- "Passive AI Fix"
Would be cool if you happen to implement those changes or at least part of them. As for bigger map, I was testing it and all seems to work fine - additonal settlements and space helps bots develop further and counter rushes nicely.
Unfortunately Rome Remastered isn't very compatibility friendly between mods, which means Barbarian Engineering will conflict with anything adding or changing units, buildings and the campaign map. There is a submod for the vanilla enhancement map though, that one will be 100% compatible if you want a larger map.
Because of the compatibility issues I can't really recommend anything else, but if you think a particular feature is missing I'm open to suggestions for future updates.
Don't worry, I'm still developing the mod further and those ramparts are on the list of things to add in the future. I might consider adding walls to the capture event, that's an interesting idea, thanks!
This is a follow-up to my previous comment.
One other thought. Maybe if the Barbarian factions could build stone walls, they should be able to acquire the ability to build them if they capture a settlement with stone walls, just like with paved roads and dockyards. I tried to implement that locally, but I wasn't able to get it right and the game crashed.
That being said, I do believe that the designs for those ramparts fit Barbarians better. It definitely distinguishes them compared to the romans or greeks that they'd be fighting. I've tried to integrate it myself, but I don't really have experience with modding walls.
I really hope there'll be future developments with more unique features for different cultures. Maybe even a submod to allow four turns per year for players that want it could be implemented, with adjusted construction times of course.
Once again, thank you for the work done on this mod and I hope that that work does continue.
I really like the work on this mod. I've been using it and the submod to play on the Vanilla Enhancement Map and I quite like it. I've been also doing some local edits, mostly to change the quantities of different resources on the map, so they're not all at just 1.
I wanted to mention, just like I see that the user Cell TV mentioned in a previous comment, that it would be indeed really cool to see this other mod integrated into this one: https://steamcommunity.com/sharedfiles/filedetails/?id=3295194399
I do believe that the designs for those ramparts are quite great for Barbarian walls once you get to a Minor City. I've tried to integrate it myself, but it's not straightforward and I don't really have experience with modding walls.
I really hope that further work continues on this mod, together with the submod for playing on the Vanilla Enhancement Map.
;; mineable resources need a seperate tooltip for when they're being mined
"mining tooltip": "TMT_GOLD_MINE_TOOLTIP",
;;the model to use for this resource's mine
"mine model": "data/models_strat/resource_mine.CAS",
makes sense. If any issues. follow the same as gold and silver, but the EDB file is good.
I love people and how they share info. Not trying to be the wiseguy here, but just part of the community. Anyhow, I was really annoyed with not being to mine other metals. Less money than Gold and Silver, but still something to keep things spicy. So, I discovered the desc_sm_resources.txt and edited things like this:
Example: "iron"
by default it was "none", so I changed it to "mineable". Sample:
"subtype": "mineable",
Also, the export_descr_buildings.txt needs to modded. My choices:
mines requires factions { barbarian, carthaginian, eastern, parthia, egyptian, greek, roman, } and resource silver or resource gold or resource marble or resource lead or resource iron or resource amber or resource copper
Thanks for explaining - I wasn't taking into account the amplified effect the larger map would have. And thanks for the submod update - I just loaded my save and yes I am back into the black. Still will struggle a bit, but that's the point lol. And I at least can now build a few city improvements etc.
Thanks for the feedback, I'm glad you liked the mod!
The economy was originally designed for the vanilla map, the enhancement map has a longer average distance between settlements and as such higher corruption.
A few minutes ago I uploaded an update to the submod, adding +1 law each to the proconul's and imperial palaces. I think this should ease up on the late game corruption issues with that map.
Let me know if it helps your campaign!
Was an awesome campaign, great mod overall though! My mod list included this, Barb Engineering & Vanilla Enhancement Map, Danymok's Rosters Expanded, Swagger's Blood, Original Loading Screens, and Cleaner Region Border Lines.
I started a Feedback thread in the Discussions tab to not spam the comments here
Let me know how your next campaign turns out, I'm interested to see if you're still able to complete the campaign in 50 turns without Parthia's overpowered horse archers
The Parthia campaign has become a bit unplayable because I cant really take cities that are capitals and even if I take the capital it keeps moving to the next city. It is requiring too much workaround of cheating 30000 denari each time I take a capital and having to fix all ensuing public order issues. So I would wait to start another campaign until it is fixed : )
And if one wants faster Marian returns or bigger AI, one can always just spend several dozen turns just ending them and maintaining without expanding.
And thank you for the mod! A bit of feedback is the least I can do after having a lot of fun with it :D
The capital bug is fixed in the vanilla enhancement map submod, if there are no problems reported there I will implement it in the main mod. That fix is unfortunately not save game compatibel and I pool all non-save game compatibel changes together in a bigger update. Otherwise people will be reporting all kinds of different bugs, depending on when they started the campaign.
Again, thank you for taking the time and providing feedback, I really appreciate it!
Turn 50 for marian reforms is actually really early. In vanilla it usually takes the AI around 100 turns to get there and even during my testing of the mod is was somewhere around turn 60-70.
The AI in this game is very slow with expanding (and also modding capabilities are limited here) so what you describe sounds about right for turn 55. Romans only start to heavily expand after the marian reforms (Julii never expand at all most of the time, that's also a vanilla problem)
Feral gave the AI the capability to disband units in the remaster. For some reason the senat's AI is constantly recruiting and disbanding units while they are the richest faction. It does get better though after the marian reforms, they will have almost a full stack sitting in rome then. There is nothing really I can do about that.
I took Rome around turn 55. They had 6 generals and only 3 units with gold chevrons and nothing else. The roman factions were quite weak, all only 3-5 cities. Germania. Brittania and Nuimidia were the only factions that really expanded with Germania taking around 15 regions and Brittania and Numidia about 7 regions. I play as Parthia on VH VH, I felt like the marian reforms triggered quite late in around turn 50.
Another harmless bug: The denari that the description of the mines building says does not equal the denari it shows in the city finance tab. Second level mines description says +1050 but I only get 735 in gold mines and 525 in silver mines. First level mines also give less than description.
Regarding the bug: It is exactly as you described, I tested it out. I can see the negative law bonus and positive happpiness bonus in the cities. However, not only the money is a problem but also all cities public order drops by like 50% in a turn in which I took two capitals. This is because the bonus maxes out at 125%. Since I am already at 100% because of the administration level 10 bonus of the mode the happiness can only increase to 125% while the law decreases to -125% from the original around -30% I have from temple and other law bonuses. I can fix the money with the rome shell but I dont think I can fix the public order problem. This means almost all my cities had civil disorder in that turn and I imagine also in future turns that I take two capitals or even one capital in one turn.
If you can, check if the settlement you took was another faction's capital. If it was then yes, I do know what's happening (short version: all the administration bonuses are applied twice for a single turn, so your corruption explodes for that turn only)
Technically not a bug, more an oversight on my part when I wrote the script. I'll adress this issue with the next update.
I am pretty sure it shows up under "Other" in the Turn Expenditure. It does not show up in the city I have taken as corruption. And it last for exactly one turn. After that turn I am back at +10000 and the "Other" Expenses are back down to 50,000 from the previous 70,000.
I have two more mods running but they only affect unit cards and unit textures so I dont think they do anything.
Do you have any idea what might be causing this? I can also send you the save file if you want.
Link is in the description under Installation.
Please check it out if you're interested in a bigger map
There are different sources of recruitment points: every settlement starts with 1 and gains an additional point when it reaches city level. The last two levels of walls each give 1 point and through the administration system all settlements can gain 2 points. So each settlement can have up to 6 recruitment points.
Then there is 1 additional point for your capital and Rome gains 1 point when it reaches large city level and another one at huge city.
I hope this solves your mystery :)
I think I might have encountered a possible bug though, but maybe I am also not understanding the recruitment system. I have several settlements in which I can recruit two units in one turn, if I am not mistaken anything bigger than a minor city.
This "bug" started appearing before lvl 5 administration level, so that should have nothing to do with it. Is it possible that those bonuses might still be applied due to the settlements having been capitals in the past? It might also not have anything to do with them being capitals.
I am actually liking it cause otherwise recruitement takes so long, but I thought you might want to look into it, unless I am misunderstanding the game mechanics around recruitement.
@CenZ Glad you like it! You can see the currently active bonuses on the Governor's building at your capital. Also whenever your administration level changes, you get a notification with the active bonuses
Adding a different map is on my to-do list, so it will come eventually. Unfortunately it will probably not be Ahowl's map (although I think this map is great too!). Technically it's not that challenging making it compatible, but having it play well with Barbarian Engineering is not that simple. I would have to redesign parts of the map and the mod in order to have both working well together. At this time I don't want to commit so much time "just" for a new map.
The likely candidate right now is Rendaus' More Regions map but I'm open to different suggestions.
On a side note: To my knowledge none of the map mods are really 100% compatible with Danymok's rosters, the game won't crash but you will miss all the new mercenary units
There is a possibility for a different map somewhere in the future, but no promises.