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This theory and it's supporting evidence comes from the Erasmus University of Rotterdam dissertation entitled "The Ethnicity of the Sea Peoples" by Dr. Fred C. Woudhuizen [1959 - 2021] published in 2006
-Knossos-Troy Campaigns?
As an update to this mod.
No, we’re not asking people to make submods to unlock factions. I’ve already unlocked them for the next update last weekend and entirely removed the "Slaves" faction from being able to spawn as that faction was one of the major sources of random crashing in the fog of war for many players due to something in their hardcoding (e.g. if the faction leader dies in battle, the game always crashes for some reason). There are still a few things I’m working on before release, but faction accessibility isn’t an issue. The only submod suggestion I made previously was for Israel since that’s something we’re not planning to do.
As for submods in general, I’d love to see ones that expand the depth of the mod, like Absolute Bronze, which introduces population mechanics and a tin/copper/bronze system. That kind of thing enhances the experience rather than just unlocking content that’s already in the works.
I was looking forward to the factions outside of the areas available to play in TW:Pharaoh,Dynasties, but im not gonna hold my breath.
Even if some brave soul did start unlocking other factions to play as, they wont be able to finish the mod with the weird tribal no man's land outside of the map areas they thought we shouldnt be reaching or whatever the thought process there was.
Also, I’d recommend using the absolute bronze submod, the additional copper/tin global market system adds more economic potential. And it has the script which helps major factions and makes late game more fun. It was removed from the base mod for some reason
I think the best option would be if someone did a submod for AoB that included them. One very easy way - without having to edit the startpos - would be to either re-brand the existing emergent faction for the province of Canaan to be something like that, or potentially use one of the placeholder "bro_raider_##" factions (we left a few unused to allow players to do extra things with them for generated random events) to be a newly spawned faction designated as the "Habiru", "Israelites" or whatever other name given to them to spawn via a special event (either one-time at a certain turn time, within a range of turns or be dynamic via scripts - up to the mod author as to how complicated it should be). This way it can stay historical as a base but bring in the "what if" via player choice.
Okay but don't worry, I've had that bug you've got before and I'm sure it's fixable. If I run into it again I'll let you know what the solution is.
Thanks I'll check this out.
I’m working on a thrilling beach assault scenario, but the map you're using is set too far inland from the shoreline. As a result, my ship units end up stranded on dry land, turning invisible, and the game inevitably crashes.
@Benjin
Are you using any other mods (e.g. Absolute Bronze)? I've had that happen to me once.
No, it’s not dead. Just because the next update isn’t dropping immediately doesn’t mean development has stopped. The work that remains only needs one or two dedicated people, and I’m putting in that time now. Calling it “overambitious” because progress isn’t instant is a lazy take. Mods of this kind always take time, and usually most of the progress is done by a couple of highly motivated people who have that time to spare.
So it's basically a dead mod since you lack manpower to properly develop and maintain it.
It's a overambitious project for such small team.
Still, thanks for what we got and also congratulations on your wedding and other real life related things.
It’s not a quick or simple process, and rushing it could cause more issues. I appreciate the patience of those who understand that modding (especially unpaid, complex work like this) takes time. I’ll provide more frequent updates over the next few weeks so that people are more in the loop here as not everyone here checks our Discord.
I get that it’s frustrating to run into crashes, and I appreciate you playing through both campaigns. That said, comparing our small team of three to DEI - which had 20-30 people, more resources, and over a decade of development compared to our 4 years - isn’t exactly fair. Even in DEI, startpos edits are rare due to how difficult they are. Dresden last edited it 4-5 years ago for a major update and swore never to touch it again after it took over a year. The lack of factions in AoB is entirely due to how frustrating startpos editing is for total conversion mods as it’s not a simple database change.
We also don’t have unlimited time - some months, one or all of us can’t work on it. For me, I had a wedding, changed jobs, and was upskilling on weekends, which put modding (including AAA: Generals) on hold for the past 7 months. Only yesterday did I finally get time to allocate to AoB, which is why I’m just now replying here.
I understand it's an amateur unpaid project, but like, how many years do you need just to add some playable factions? DEI has been in development since Rome II launched and it changed the whole games and even added new factions, and you need years and years just to add a single faction?
To think about the fact that we got such talented modders using their free time to create something like this makes me happy. Thx for that! One of my favorite games never gets old because of mods like this.
Don't waste your time on this mod's campaign, it's trash. Just use it for battle sims.