Thank you!
Type: Posts; User: Cavalier; Keyword(s):
Thank you!
The walls of Nicomedia are too high for medium and light siege towers, meaning units cannot get onto the walls.
I was wondering how I recruit Auxilia, Cavalry, Antesigiani and such? I figured out you need the Divided Assignments - Colonia Militaris for Legionnaries but cannot figure out how to get Auxilia
That mod really helped with immersion for RII. It's not as needed for Attila but more is better, I guess
The buildings and settlements in general is one of the few things I always thought CA did very well with Rome 2 and its good to see them back in a mechanically better game!
Looks great boys and girls!
Yea you could limit to Constantinople, Alexandria, Jerusalem, Paris, Venice and so on which would make room for special buildings in those capitals to show their importance
Hey, do you guys think its possible to somehow take the 10 slot buildings settlements that the wood elves have in Warhammer and incorporate it with this mod? I noticed someone made a TW:W mod which...
Will the custom buildings from warhammer replace the ERE/Byzantine architecture as well?
I've played a couple of battles and feel like I should give my opinion on some things.
First of all, I love the unit designs. Absolutely top notch.
Anyway, Units, and by units I mean the entire...
Excellent job with the mod, I'm having a good time fighting custom battles.
Was wondering about the pre-set formations button though(the button you click and a number of formations show up like...
I don't think aristocratic women wore burkas or niqab though
I keep it kinda basic with modding for now but I basically got the No aggressive agent mod, the Weaker Towers mod and Dresdens longer building time mod. I havent tried combat mods yet
There are mods that modify all of the things you listed, released on day 1. I suggest you get it because its really fun actually.
Ah, ok. Thank you
I select Ultra(160 men) and I only get the Large(120) unit sizes, anyone know why? Is it only in the prologue or something? Or is the max 120 now?
I'm not sure why but this mod caused end turn lag for me where normally an end turn would take 5-10 seconds until its my turn again, with this mod it took me around 60 seconds or so. Weird.
Turns out the Thranduil Army reskin mod caused the lag. It's all good now. Sorry for hijacking your thread with this issue MOS guys.
But hey, at least we know the additional ancillaries work...
I'm not sure it was worth it to be honest, because I really can't stand the long turn times that started occuring.
EDIT: nvm, it must be on my end as I replaced it with the original file and end...
Well, I managed to solve it and successfully made a high elven general of mine lord of Ost-in-Geil in Mirkwood. The only problem is that the endturn times increased by at least 50% But I guess that...
Alright, I will try and station a HE general in for example Dol Guldur when I get access to my computer.
Otherwise I guess I'll have to basically copy all of the Silvan Elves fief entries, add...
Do you think it is save game compatible? Or is any such edit always requiring a new campaign?
If I want to make for example Silvan Elves fiefs inheritable and most of all, available for the High Elves, do I just edit the export_descr_ancillaries and add the egypt line to the mongols?
Damn they look sick. It would be even sicker if you could reskin like the normal forest wardens and stuff in a similar manner. Like Sword/Bow quendi but this style!
Could someone help me quickly.
I wanted to reskin the Wardens of Erynnor into the Sword Quendi that the High Elves have, as well as using the Noretino skin for the regular archers for the Silvan...
The knights certainly had full mails, but I doubt the horses were as armoured, fully covered in mail. The nobility wasn't as wealthy as their continental counterparts - Sweden really only became...
Didnt Rome in Rome II have an option to "Form Empire" or "keep the republic" when a certain faction goal was met? Could that potentially be implemented here?
I cannot launch the standalone faster battles submod with the standalone FotE packs. The game says there is no compability :S
Just install the mod and try it man
I used the texture version on steam, part 2 and 3 and pretty much every ERE unit were missing helmets and bodies(except for legs and arms). The standalone version works fine! worth mentioning is that...
I have this problem too, how'd you get it to work? I mean, the .pack files aren't showing up at all in the mod manager.
And now it doesn't work again... workshop mods work fine though
Apparently the game updated and now I can see the mods again
Hey guys, I've got this issue where none of the mods I have(which is 14) doesn't show up in neither the Mod Manager in the launcher and the Mod Manager created by Mitch. Anyone know what's up with...
Great mod. Couldn't stand my eastern romans fighting wearing pink and bright yellow.
If anyone likes to fight sieges, simply place half a stack or so in a city and the AI will likely attack it.
The AI will attack if it has like an overwhelming advantage - like 3 stacks to 1. Which kinda makes sense since attacking a settlement with walls with even numbers is just stupid.
what's wrong with it?
Probably just the artist taking liberties to making the general look good