Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Bugs:
1. Most factions start with 1/0 fleets. Takes Imperium Level 3 before one navy is allowed.
2. Consular and Triarii Maniples are unable to be made. However, Triarii Maniples are still in the game only through general units.
3. Ardiaei has access to generic Greek(?) style naval units in addition to its normal roster of units.
4. Ardiaei ship unit stats aren't always displayed properly.
5. Under the Trade & Finance panel in the Importing section of the UI, it shows white squares instead of resource icons.
Feedback:
1. AI liking trade deals is good, but they go a little overboard. As Rome on turn 1, Massalia was willing to pay over 8000 talents for a trade agreement.
Thanks again for your contributions to this mod. With enough careful labor, I could see this mod rivaling Divide Et Impera in popularity someday. I especially like the increased technology turns and how devastating the loss of armies are when it takes 2 turns per recruitment of a unit. This has led to some realistic situations of the AI willing to become a vassal or else face total annihilation.
2. Consular maniples are gone. Instead, i opted for Early and Late Manipular units, with latter simulating late Second Punic War reform and introduction of Gladius and widespread of Mail armor.
For Triarii as general unit only is also intentional, as Triarii maniples were half strength, and quite commonly not even drafted - these were not professional soldiers but ordinary middle class citizens.. they usually served only what was required, and large majority of them served their terms when they were younger. (requirement was typically 10 years in total, not consecutively)
3 and 4. Yes, Ardiaei will get their own naval units in next update, together with a new ship - Liburnian!
5. Yes, i'm aware of that, but not able to figure out why its happening..
Thank you for your feedback, it was very helpful!
1. People of Rome > I started a new campaign a week ago and as far as I can see, it works without problems. It was a good move to limit the pop requirements for buildings to 4, because with 8 PoR seemed to have a problem. But it works now.
2. Descriptions in unit cards (right click) > I noticed that for example mercenary Italian swords are still referred to as spearmen in the unit description. You might want to change that. Also, I have the impression that the description of naval units does not match what their actual role is, which is a bit confusing because you changed naval combat roles significantly and this is not reflected in the current unit description.
My two cents at the moment, I will report more if I come across other things...
But when I look at my relationship with other factions, it says -30 diplomacy due to 'Expansionism'
As Rome: my army travelled double-time through sea.
Result: this cost more money (of course), since my army is now at sea and travelling double-time.
Next turn: I change double-time into 'none' and I send my army to ground. At they arrived, the costs hadn't changed.
How I fixed it: I changed my army's mode to 'fortify' and then back to 'none'. This fixed the costs issue.
I hope it's clear. If not: I can try again and make screenshots.
I think it is because they feel like they are being attacked in their rear/flank while that is not truly the case.
But I think I've seen this happen in vanilla too. Maybe it can be fixed in your mod?
I think in this particular situation, its a combination of AI rushing forward (running and getting disorganized), then getting into fort with both flanks exposed, and getting attacked... Its like the worst possible combination you can get into, and AI usually don't end up in such situation in normal open battle.. but fortifications are a problem.. I will try decreasing some penalties a little bit, but dont want to remove such combination completely because it would make normal open battles worse
And regarding enemy moving through walls sometimes, i wish i could do something about it.. fortification maps are just completely bad sometimes.. i think its probably the worst battle map you might be in.. Not only they dont reflect defender's culture, but rather location (Romans fortified in Gallia will have gallic camp and vice versa), but overall object placement is badly made and there are spaces where there are some invisible obstacles..
Ill try asking around other modders if somebody has an idea how to modify these battle maps, but not sure if its possible..
Is it also possible to make AI attack multiple entrances of the fortification? Right now it's very easy to defend a fortification because the AI always attacks through 1 entrance only.