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I see now that this mod is standalone and doesn't require another mod in order to play the EB1 campaign. Thank you for the clarification and assistance!
Oh, you're not supposed to stack this mod on top of rt2021's original port. This mod is a standalone. That's why you're getting the indian culture message. rt2021's latest updates include adding the Indian faction and my mod doesn't account for that
I've loaded the EB units mod first before the main mod and I've now run a test where the Libyran Swordsmen are available to recruit in Kart-Hadast. However, when initializing and loading to the main menu I encounter this error message.
See ink below for screenshot of error message.
https://imgur.com/a/3sebJDX
That's extremely odd, the libyan skirmishers aren't there either. Do you have any other mods that override the export_descr_buildings.txt file?
Yes I do not see the Libyran Swordsmen in Kart-Hadast. Please see link below for screenshot evidence.
https://imgur.com/a/7bNQmoi
The new units are restricted to certain factions. Also, this mod incorporates the custom battle roster made by someone else, so those new units are restricted to factions that historically used them
Libyan swordsmen should be available from the 3rd level barracks in core Punic regions. Are you certain you have the mod loaded?
Also I tried starting a fresh Carthaginian campaign to see if the Libyan Swordsmen were available but they were not.
https://steamcommunity.com/sharedfiles/filedetails/?id=2637753606 has all of the changes in my version, plus a few new ones and is regularly updated. You can consider rt2021 to be the "official" maintainer of EB1 on Remastered. If you're asking about my Revamped mod, it's still being developed but only for fun. I add new features and then play them for fun. So it could be a few more months before I release another Revamped version
Make sure to thank Teobec and b0GIA the next time you see them since they made the new units. Also rt2021 for porting over EB1 and incorporating the Imperator map, and also making huge progress on making the campaign script better.
I'm currently making progress on a fixed version of EB1 Revamped, but it's more of a personal mod-and-play rather than a dedicated public mod.
There was a severe scripting bug that caused 2 copies of the campaign script to run at all times. This caused other bugs like infinitely spawning buildings, blockade debuffs not working, and exaggerated war weariness. The bug is fixed in my local build, but I haven't revamped the Romans and fixed the Macedonians yet
All credits for the new units go to Teobec and b0GIA, and for the new map rt2021
The extreme Seleucid population growth is because there's too many grain resources spread across the fertile crescent. You can remove most of them in descr_strat.txt. You might also want to remove a few grain resources in Ukraine. That area also has too much population growth
As for the bugged shield, Teobec and b0GIA are probably working on that
One suggestion, maybe nerf pop growth. Playing as the Seleucids and it felt like all I was doing was upgrading settlements. Also the shields on the Hellenistic legion units were bugged? Same with the elite Seleucid spear units. Not sure if there is a fix I missed on that
btw i run this mod on ssd but still slow..
The other culprit is a that Europa Barbarorum I is known to have slow turn times even back in the original Rome Total War due to the massive number of scripting in the campaign. This still affects Remastered. Are the turn times slow if you run EB1 on the original Rome Total War?
Are you using Windows 11? Switching to Windows 10 made turn speeds 3x shorter for me
Recruitable only in Syracuse and Akaragas from level 3 factional MIC and above
They're still in this mod, but the EB1 Revamped mod removes them due to being visually and statistically redundant with Samnite Heavy Infantry
Thank you for reporting. I only ported over those units from Teobec's and b0GIA's release - I have no modeling or texturing experience. I'll report this to them
P.S. Casse supremacy.
That could be done in the WIP EB1 Revamped mod I'm building on top of this. I only removed them because actual family members were spawning with client units like infantry bodyguards. If I could fix this then yes, they'll return
Correct, I am currently developing an overhaul of EB1 which will include extra scripts for all factions, many new units, deeper building system, and overall improved gameplay. These changes will be made in batches. The first release will include overhauls for Macedonia, Epirus, Koinon Hellenon, and the Ptolemaic Empire
Short campaign conditions are extreme for the Imperator Mundi map campaign. Usually some variation of "Take 300 settlements and own a bunch of settlements". To make things more confusing, there are two sets of victory conditions per faction. One determined by your faction summary, and one seen in your faction leader's trait which explains a different set of objectives. Honestly, feel free to ignore them and play by your own rules. If you're talking about the classic map campaign, I'm not sure
just enable this mod by itself
Probably not, that requires that the EBII team is fine with it, and that those EBII models and textures are converted from a M2TW format into a Rome Remastered format. If you or anyone have 3D modeling skills and gain permission, you could convert EBII units and share them with the Rome Remastered community