No patch or full release is ever savegame compatible.
Type: Posts; User: QuintusSertorius; Keyword(s):
No patch or full release is ever savegame compatible.
When it's ready.
Uh, no, there are invasions. Lots of events, they're just really late in the game, most of them happening after turn 500. So it's likely you won't see them unless you play long.
No new config file provided in the patch, so it won't be overwritten.
Needless to say, in the patch there are a lot more socii units to choose from.
Three technical issues of note with the patch:
1) If your game is installed in Program Files or Program Files (x86) the patch WILL NOT WORK. This is not our doing, UAC blocks modification of files...
They are late, post turn-500 for the most part.
The bigger concern was all the Italic units arbitrarily vanishing in a game where AI-Rome might have been wiped out hundreds of turns ago.
That was almost two years ago. In the current build, it requires AI Rome to exist for the date-based trigger to happen. The reform doesn't automatically trigger if the faction is dead.
Brief update on the patch. It's going through playtesting right now, signs are good that we didn't break anything! The uncompressed patch is 2.72GB, compressed in a zip it's 907MB.
The Socii government has been amended in the patch to keep the Italic units around longer.
Parthia is working as intended, different factions work differently. You get horse archers from their nomadic governments, and by settling them with the Foreign Colony or Nomadic Enclave.
No compensation, it's a balance of risks you make playing that faction. If you take your king away on campaign for extended periods of time, you may get revolt in Thebais.
Similar for the Seleukid...
I've rewritten the availability of the provinc using upgrade paths, instead of the building requirements. Which allows a more specific targeting, and should mean Egypt works properly. Beware, it's...
The Ptolemaic and Seleukid Faction Leaders have mechanics that either encourage them to stay in the capital (Ptolemaioi) or have to return there periodically or cause unrest (Seleukids). The rest of...
Coming up in the patch: faction re-emergence that actually works. Thanks to Erken for rewriting it, after I'd given up on it.
Agreed.
Eastern Celtic regions aren't intended, so that's working as it should. If that was included, it would massively expand the range of places that could be made provinces.
I have no idea why Egypt...
I can't see any reason why you wouldn't be able to. The only restriction on upgrading to a provinc is that it can't be in Italy, and the list of regional limitations on the provinc itself include...
This may have changed since 2.35, but this is what it looks like now:
;;; SATRAP'S RETINUE
recruit_pool "eastern cavalry khuveshavagan" 1 0.04 1 0 requires factions { f_parthia, }...
You have plenty of places you can recruit eastern cavalry from, the point is that it gives you superior Greek infantry.
They give you the combined recruitment of helcol_one and polis_two. That's not crap. Though I don't remember now if that's a change that came after the release of 2.35.
There's no mechanical restriction, it's more likely the culture requirement and geographical restrictions are the issue. In any case, the Philhellenic Satrapy is designed for places that already have...
The helcol_three is only constuctible in a certain number of pre-defined places. Meeting the requirements isn't enough, you have to be in the right place.
The helcol_ref is available in a broader...
Further down the timeline, and also into other places too. The aim has always been that they'd act as a "prologue" to the main campaign, showing you what happened leading up to the start date.
The Cataphracts are only available in Armavir and Shamushat, are are still available in both of their post-reform governments.
The Khaldilae aren't in the later government pools for Armavir.
This is easily fixed by dropping the requirement for the eastcol_three to hay_satrapy, rather than hay_philhelsat as it currently is. Which I've now done.
It came about because the Philhellenic...
They're beyond the 14AD "end date" of the mod, and we don't have spare unit slots for yet another complete roster change for Rome alone.
Nope, there will never be any Principate-era units, unless someone makes them for themselves.
The only remaining Roman unit to make are the Praetorian Cohors.
They'd rule them ungraciously, looking down on the effete Greeks who can talk, but not fight, and lord it over them at every opportunity. That's how most of them appear to have behaved.
You'll have less of the regular cohors from the patch onwards.
You can't build a Council Administration in Rome, they're limited to the Punic core.
Lots of governments are regionally locked, that's by design. Go beyond your faction's natural geographic sphere...
If you enjoyed the historical battles in 2.35, there are more in the works.
We have no ETA on 2.4, the next full installation. There's a lot of stuff planned for it.
2.35A, the upcoming patch is soon. We're playtesting now. It is not small, it's over 1GB in size...
2.4 is the next full release, not the upcoming patch (which is 2.35A).
Some of the existing factions will be undergoing a revamp for 2.4 as well.
423, I believe (that includes fleets).
Uh, projectile lethality is inverse. Lower numbers are better.
Speaking personally, I really hate the "destroy faction X" requirement in the victory conditions, I don't think it makes any sense.
Yes, simply put.