Yes, they get a unique double-size general unit.
Type: Posts; User: Augustusng; Keyword(s):
Yes, they get a unique double-size general unit.
The stuttering in battles is what the game does to avoid actually reducing your FPS to unplayable levels. Rome 2 isn't the best optimized game, and DeI is more resource-intensive than the vanilla...
Unfortunately the AI never upgrades its units. That's an issue with the base game, not something we can actually fix.
Yep, there are emergent factions in every region that can be liberated. Some have similar names to the original faction but others are distinct tribes. The next update to the mod will make more of...
Also there are a billion AOR and mercenary units, not just what's in their main roster. Give the mod a try, and if you really want to add more units to their roster, it's not that hard to learn to...
The team is aware of this issue and testing autoresolve changes to fix it. :thumbsup2
Also the mod already gives bonuses to certain major factions when they're the AI. You'll see a big AI Roman...
Thanks for pointing it out. For now I've replaced it with the Dacian historical description text.
Yes, it's a dice roll when the character is spawned, as far as I remember.
Well, they're in one of the scripts. Looks like they're the Indo-Saka heavy hoplites, Indo-Greek Nobles, Indo-Greek Heavy Cavalry, and I think the Late Saka Cataphracts.
Yeah, there are only a few reform units for the Saka and they all require level 3 barracks or main city buildings. I think we might be changing a few of these in the next update. Also I'm not sure if...
You'll have to ask Dresden, but all I can say is SoonTM.
The Empire government type is getting a buff in the next update, as indeed it is a bit of a weak choice right now.
I think it's all in cameras/battle_action_camera.txt but I haven't messed with it myself.
I think he uses a custom camera mod. However, you should not use camera mods with DeI. They'll mess up the scripts. DeI already has camera changes included because of that. Not sure if Jackie is...
Update: fixed more text that still referred to client states/satrapies. I think I got it all this time, but let me know if there's any left.
Update: fixed some text that still referred to client states/satrapies.
Update: fixed Gallic factions being able to create puppet states. They shouldn't be able to do that anymore.
Oh, is Rome not able to sack normally? Didn't realize that. Yes, this mod allows all factions to sack and liberate too.
This is a small submod I've made mostly for my own use; posting it in case someone else is interested. I'll post it to Steam if there's enough interest. Basically it changes the client state/satrapy...
Sounds like you're using another mod that breaks the population scripts.
No. Most submods won't mess with each other, but if you want to make sure, you'll have to open them with PFM and see if they use the same tables.
Probably a mistake in the description. I think that unit unlocks in the thorax reforms, so should be described as thorakitai.
I think it might have to do with the AI not actually building the resource-producing building in those settlements, and the city chain itself doesn't produce the resource. Think this happens with...
Update: Various fixes to unit sizes here and there, increased Parthian light cavalry unit size, and incorporated fixes from the 1.2.6b hotfix.
You need the Pirates and Raiders DLC.
It's not scripted. Just the AI is set to be aggressive, so it will betray you when it feels like it's a good idea, and it's hard to get treaties, especially on harder difficulties.
Yeah, some of those harder start positions depend on luck on harder difficulties. If the Seleucid satrapies all declare war on you early on, you'll be in trouble, but it's somewhat random. It doesn't...
Update: Fixed Dacian Axemen and Thessalian Levy Hoplite unit sizes. Moved Scordisci Elite Infantry recruitment to Pannonia (this fix coming to the main mod soon)
Just throwing this out there as an idea: lock some of the elite AOR units in certain regions to this chain (maybe just level 1 or 2) instead of the main city chain, to give players more of a reason...
Yes, Tarentum is kind of in the wrong place but historically it makes more sense than Brundisium. You can go into the files yourself and change that line if it's bothering you. ;)
Update: Fixed Rhodioi Epilektoi unit size and Pontic Lancers horse entry (fixed in main mod but you'll need this fix if you're using this submod).
Updated for DeI 1.2.6a. Increased nomadic cavalry unit sizes. Probably no startpos changes from here on out, as it's too time-consuming to update that.
Let me know if there are any issues,...
Rhodian and Balearic slingers use lead bullets, so they have better armor piercing than archers. Other slingers, not so much. Just longer range.
It should work. If it doesn't, try moving it higher in the load order. If it still doesn't work, I'll make an update for it soon.
Just to be clear, it's not a map submod - it's a city names submod I made specifically for DeI. It has the same effect as changing the names in PFM.
I made a vanilla city names submod ages ago. I haven't updated it but it should still work.
Also - Nova Carthago as such wouldn't even be founded until 50 years after the campaign starts, and it...
Hmmm... I guess the only thing making them incompatible are recruitment/upkeep costs, since those are in the same table. Maybe I'll make a version that works, but no promises (would have to keep the...
Quick announcement for the probably three of you interested: this submod is getting an update when the new fix pack is released. :thumbsup2
Also I've gone mad and I've further increased unit sizes...
That looks like it should read "Spartan" instead of "sparta." I'm gone for a few years and no one else wants to do text QC I guess. :whistling
Pretty sure it means units specific to the faction,...
Updated English Unit Names: Fixed Seleucid Agema Spearmen name.