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No, the mod is alive. Version 0.7.03 (2024.XI.16) is currently available.
And working is continuous, but not quickly - things are in real life))
This mechanism is disable factions from settling before the conditions for a minor victory are met. For now, you can settle at any time, so skip the minor Victory and go to Triumph))
So I'm playing like Romei Expedition, I have alle requisites for the minor victory but there is no check on the status "not settled" and, in consequences, the mod don't give me the minor victory... Is this a bug?
Yes, we know about this)) And we will gradually make the necessary changes. Mod in progress...
I'm enjoying it nonetheless, so thanks!
We think about this )
The restrictions on requiring onagers are really harsh now, wow. Merc onagers are now completely useless (1 onager, and enough ammo for 2 shots). Maybe this is a little too harsh? I totally agree with removing exploding shot, though!
I like what you did with the building trees & rebalancing of the $ they make.
Some of the techs claim to do things like provide a bonus to sanitation - this doesn't work. Thankffully, it also doesn't cancel the old Roman techs.
Regarding balance, in both playthroughs the ERE & their friends (Armenia) just rolled over the Eastern Empires.
If there is any way to incorporate the various bugfix mods into this mod that would be great (for example, the community bugfix mod and the building slot fix mod).
Packs updated:
_ABellumCivile.pack
_ABellumCivile_OD.pack
_BellumCivile_02.pack
_BellumCivile_03.pack
Заходи к нам на Дискорд канал - там как раз дискуссия была в последних сообщениях, У людей решилась такая=же проблема
Такая трабла была уже у Игроков - все решилось.
If everything is downloaded correctly and launched in the launcher, there should be no problem playing for net for any faction that is available in a single player game.
Check next:
- You and your friend downloaded all packs from mod;
- place the pack-files in the correct sequence in the game launcher. See how in the description on STEAM, download the manual or go to discord and look there... or ask more at discord too ))
-Btw is it possible that the new factions are added for faction selection in Coop? I tried setting up an orthodox divide start date campaing with a friend, but we could only choose the vanilla factions, no access to the new ones, ( vanilla factions with new start pos locations work perfectly fine). But we couldnt choose rome expeditio, armenia etc.
-Regarding onager, yeah onager is very strong for defense, and having it early from a romanized barbarian settlement with a wood carver is quite strong,
-Looking forward to future updates with great excitement, the mod is looking amazing and extensive in scope, one of the best surprises for me this 2024.
In the upcoming update (in ABC assemblies), in addition to other changes, onagers will also be limited - this will still bring chaos)) I hope that defense of settlement for the Player will become more varied and interesting. Since artillery in settlement defense for the Player is imba aka cheat
Well, you can create a custom army, where there will be two palatine units infantry and two cavary, just like in the campaign. Well, or edit it yourself in the RPFM prog
Well, there’s no need to create an army of 10 Domestics, which have a limit of two units, in order to watch it in battle. Right?
But why? The number in a custom battle shows immediately what the limitation is in the campaign
I am not a native English speaker. Perhaps I don't got your question)
I didn't understand the question))
What exactly does this mean? Number of soldiers in one unit? Or some new units for the faction?
The Huns have changed:
- scripts;
- personality behavior;
- a vector of expansion... no, not expansion, but a vector of movement and burning of regions;
- units;
- regions of birth of stacks
Are the Hun scripts enabled or disabled?
Have an award.
"Eastern Roman Empire doesn't start the game divided? I see its emergent minor factions like Macedonia and Pontus as 1-unit fleet in the middle of the Mediterranean?"
ERE start at divided only in Orthodox Divide assebly. Few fleet at start in other assemblies - it tehcnical solution. later we remove that fleet, in future updates of mod.
"Wait, are we only supposed to choose one of the sub-mods?"
Yes. Mod has 3 assembly. You must choose only one. For each assembly own pack-set (look at manual or description or better discord-channel).
"Either Bellum Civile Aliud pack or Orthodox Divide, but not both?"
See upper - its two different assemblies. Similar, but different :-)
"How to play as the Roman Expedition in 410?"
It faction is playeble only in Orthodox Divide assemblies.
Either Bellum Civile Aliud pack or Orthodox Divide, but not both?
How to play as the Roman Expedition in 410?
That's the right decision. But I hope that when you get used to the mod, you will change to the Very Hard difficult level of battle))
Are you talk about AI-morale? Hmm... Conception of our mod it settings - it hard game for human. But without fanaticism )) You are may try decrease battle difficulty and continue the campaign from your savegame. It setting is aviable in standart game menu.
I answered your question in Discord ))
Oh, damn)) I forgot to include this in the manual.
The basic level of elaboration is for all factions. These are global mod changes. But there are factions that have undergone personal elaboration. Starting characters, units, victory conditions, scripts. In general, the higher the level of elaboration, the more time is devoted to the faction... development :-) We will include a more detailed description in the next version of the manual.