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Save often.
(a) Barcid Spain,
(b) 2nd Punic War,
(c) Iberian Revolt,
how would you rate them in order of difficulty?
THANK YOU
The campaign took a really long time to make and is much more detailed in terms of scripts, objectives, narrative and events than the first one, despite covering a shorter time period.
This is in part because the historical events that this campaign depicts are described in a lot more detail by historians, and there were certain reversals of fortune that are too essential to the story for me to ignore. Also, it's a period of total warfare, so there were a lot of historical battles to include.
There may be a few surprises and unavoidable setbacks along the way. After all, you're going up against your protagonists of the first campaign, and they're not pushovers. Save often!
Please report any bugs you encounter so that I may squash them under my boot.
Changelog here: https://steamcommunity.com/sharedfiles/filedetails/changelog/876564570
Also the base version of the mod has been updated as well with a crash fix and some other minor fixes
Yes the AI is allowed to cross the red lines. Same as in the campaigns of Hegemony: Rome.
You can buy a truce through diplomacy though, if they are bothersome.
https://steamcommunity.com/sharedfiles/filedetails/?id=2194662950
https://steamcommunity.com/sharedfiles/filedetails/?id=2194662995
@Tom Is it just that the game happened to crash once when you built that camp, or does it consistently occur every time you try it? I can't think of a reason why it would crash there atm, so I'm trying to verify that it isn't just a random game crash caused by something else.
You don't need to fully kill the Turdetani by the way, you should indeed be clear to just go after the Greek colonies.
It's a long and challenging campaign, my test playthrough took about 18 hours to complete. There are some custom mechanics and occasional timed objectives that can sometimes result in defeat if not completed in time. I highly advise reading the descriptions and hints.
It is definitely intended for veteran players, who managed to complete Vanilla's Pyrrhus campaign.
I changed the name from "Invader mode & ship types add-on" because I think the new campaign really takes the cake here.
The way vanilla does it is the settlement sites are randomly picked from cities that are a certain rough distance from the starting position of your invader faction, in such a way that all of the settlement sites a medium distance from the starting position and not close to each other.
So basically it's random (though eligible cities depend on starting position) and I didn't tamper with it.
I could rework it down the line if you have any ideas? But it's not a priority for now.
I tried a few times but always failed at the stage when you finally settled and have a city under your control. Problem is in an absolutely abysmal financial situation, like -700/-800 in a week. Even when I disband almost all my forces except 1-2 units, it seems the game just calculates costs in a wrong way.
The updates are mainly in the base mod, and that is to say that all the factions are done and the entire map is done.
And then class and type. Just like in thr files on the repository
I used modtechnique "merge" then tried "add" as shown. Neither work.
<entity modtechnique="add" class="brigade" type="numidianCavalry">
<buildfactiongroup>Numidia</buildfactiongroup>
<buildfactiongroup weight="5">Numidia</buildfactiongroup>
</entity>
<entity modtechnique="merge" class="brigade" type="scorpionbrigade">
<buildfactiongroup>Numidia</buildfactiongroup>
</entity>
<entity modtechnique="merge" class="brigade" type="commonScouts">
<buildfactiongroup>Numidia</buildfactiongroup>
</entity>