So I have to take back what I said earlier, the startpos processing bug seems to be affecting Rome 2 now as well with the new launcher.
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So I have to take back what I said earlier, the startpos processing bug seems to be affecting Rome 2 now as well with the new launcher.
There is also a crash in the ED campaign with Palmyra and it was in vanilla also, I can't figure out what it is yet. Usually it happens if they are being killed off.
Some of these things exist, they just may not be obvious. There are many effects already for having various population types.
Which trailer?
There is no official version of the GAME that is non-steam. The mod has a workshop version, that you can download from the Steam workshop and it will auto-update. Some people have problems with this...
To be honest I am not sure we will ever get to it. We have some assets that are useable (and there is a submod that uses Constantine assets for it). But we have limited time nowadays and most of it...
It seems they listened and are at least postponing the removal https://www.reddit.com/r/totalwar/comments/e6pr0y/ca_is_about_to_inadverantly_kill_start_position/f9u942u/?context=3
In the new launcher you can compile a startpos with Rome 2 (although it seems to hang/stop but it does work...sometimes). In Attila you can't. It is a problem, though, for mods making new startpos...
Yes they are just missing the unit set assignment.
I do plan on trying to make the time to get the Iolei at least properly rostered.
It shouldn't run any differently from other campaigns. It should actually run better since the map is smaller and it has less reforms.
Thanks for making this! I just kept putting it off and finally forgot :(
I am going to link to this from the official submod thread.
I will update the link, thanks Jake!
I don't think so at the moment.
Some folks have issues with the old launcher and mod order. If you are not experiencing those issues, you should be fine.
The ships portion may not be functioning in that submod since its scripted and another submod can override that.
It could be a mod launcher issue, the new launcher has real problems with submods. Many have to use the old launcher.
From my understanding you can't edit formation behaviors sadly, I could be wrong though!
If you make a list of bugs you find with them I will correct them in the next update.
No, all current versions of the mod and official submods require the latest game version.
There is a beta option in steam for release candidate launcher, which is the older launcher version. Some people have better luck with that.
He is using 60 units per army, which means he won't have enough manpower for total units (not per unit). Supply system will be a problem also.
They have templates that tell them to recruit X number of spearmen, Y number of cav etc. Then they have values assigned to each unit, where elites are higher value. Where possible they try to recruit...
The single player version has a lot of scripting and restrictions in order to make it a certain type of experience. Many of these have to be changed or removed for multiplayer or for different...
Other Mod Versions now on Steam -
Divide et Impera: Alexander Co-operative Version
Divide et Impera: Alexander Versus Persia Version
Its possible you are having an issue detecting non steam mods? I am not sure. I will probably upload these to Steam today
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Updated Versus version:
- Removed intro/chapter...
Another version, this one is for head to head play and has Persia playable: http://www.mediafire.com/file/kvzwdmkyp60uk2d/%2540%2540%2540%2540%2540%2540_DeI_Alexander_Submod_Versus.pack/file
-...
You can edit most of the population mechanics under the manpower script section.
The button is supposed to disappear on that screen but doesn't always for everyone. I am not sure why. The night commander doesn't have a second tier if I remember.
Thanks, its a vanilla effect...
I think it rounds up, so it ends up being worth it with the low attack values.
1st class should be least (or even not) affected by tax levels. Lower classes are most affected.
It usually affects food and supply production/storage.
Currently we don't have ads, if we ever do add them it would be in a very unobtrusive way because I hate them :) I am hoping we can use our small patreon money to support it over time, we will see...
Thanks!
At higher imperium AI tends to recruit what it can up to its maximum, it may be whats happening here. You can change the number of fleets per imperium level in the fame levels table.
Edit - an...
I am not sure if thats from vanilla or not. A lot of naval combat is sort of hardcoded to ...suck. :P
The city of Rome acts like a barracks and allows for the recruitment of core units for Rome without the need for building a traditional barracks.
Europa Barbarorum is the greatest mod ever made :)
Yes I would like to do some more campaigns. Caesar would be a good one, as would Spartacus.
Yes I would like to expand on the information aspect in the future. This is just a launch version to get it out there and going.