Imperator: Rome

Imperator: Rome

Full Mechanical Overhaul
Bugs
I'm starting another discussion for Bugs. Hopefully people see this and add bugs they find. I was afraid that the comments on the main mod page would drown out any potential bugs.

I'll start with one I think I found. I'm producing 7 Silphium and need only 5 for the unique "Trading in Silphium" modifier in the Nation Overview tab but, its giving me a "Trading in Grain" modifier instead. Im only producing 79 grain and need like 548 to get that gain modifier lol.
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Showing 1-13 of 13 comments
Dementive  [developer] Jun 4, 2023 @ 6:03pm 
I will look into it. This is a good place to keep track of bugs, report more if you find any.

With that said I can't push any new fixes to the workshop version until the new Invictus update comes out because any changes I make at this point will break everyone's current save because im in the process of making new mechanics. But any bugs that reported here I'll try to fix and those fixes will be in whenever the next Invictus update comes.
Last edited by Dementive; Jun 4, 2023 @ 6:04pm
The Grimwar Nov 14, 2023 @ 12:03pm 
Hey man, I think this mod disables achievements, no matter how I reload the save, open or close the achievement menu, the achievement for "The Bois are back in Town" just will not trigger!
Romulus Lycanius Nov 17, 2023 @ 11:44am 
Bug: If a tribe builds a sacred enclosure in a settlement but that is then taken over by a settle nation, the sacred enclosure cannot be removed.
Makkasag Mar 21, 2024 @ 11:03am 
Sparta's city art is overstretched
mkvltra Mar 21, 2024 @ 5:58pm 
Has a bug with the "Pearl of Itatlia" mission tree where the game expects you to be able to build 2 markets in a port city, but with this building markets are removed and farmer's markets are limited to 1 per city.
ThunderBear Mar 24, 2024 @ 4:30am 
There's a bug with the province UI picture for Sparta., doesn't show up just fuzzy mess.
I can white peace at the start of the war with the alternative peace button, i just have to have 1 war score and i can white peace them, its kind of overpowered, rome has been attacking me everytime and im ending it with a white peace at the start.
UHBESSHU May 12, 2024 @ 2:16am 
Originally posted by Romulus Lycanus:
Bug: If a tribe builds a sacred enclosure in a settlement but that is then taken over by a settle nation, the sacred enclosure cannot be removed.
I had same issue
Sweaty Snowman May 12, 2024 @ 5:33pm 
Age of Migration still bugged. Both with TI and Invictus + FMO.
Dakota Aug 24, 2024 @ 9:50pm 
I cannot find the character focus button.
Timotheos Oct 16, 2024 @ 8:55pm 
I also can't find the character focus button
Hyperion Nov 5, 2024 @ 5:39pm 
About producing bonus bug: somehow game can't compare scripted values. I've noticed that i got trading in wood bonus, but i don't produce 75% of worlds wood. So, in EE_events.txt, player_wood_produced >= 75_percent_of_world_wood returns true for 99 >= 432.75. In script runner debug info it shows that calculated 75_percent_of_world_wood is 75. Same for all other tradegoods. But if you check 75_percent_of_world_wood <= player_wood_produced, it calculates right: 432.5 <= 99 return false. So i suggest to swap comparisons, in adding trade goods bonus and removing it (it has same issue, player_wood_produced < 75_percent_of_world_wood doesn't work, but 75_percent_of_world_wood > player_wood_produced works)

Seems it affects all tradegoods

To help you:

Regexp find and replace
player_(.*)?_produced < 75_percent_of_world_(.*)?
to
75_percent_of_world_$2 > player_$1_produced
in EE_scripted_effects.txt

and
player_(.*)?_produced >= 75_percent_of_world_(.*)?
to
75_percent_of_world_$2 <= player_$1_produced
in EE_events.txt
Ser Longus Dec 13, 2024 @ 9:21pm 
does the mod change font? Letters now look "skinny" in my game
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