Yes. That's power dissollution. That way you don't have to conquer every village of an otherwise done for faction.
This feature simulates a surrender of a faction what otherwise usually doesn't happen in TW games.
is there some script? for example: sulla will come back from east in 83?
Looks promising.
Hi, i'm having problem with starting campaign, each time it crashes, custom battle works fine, but i simply can't play the grand campaign
I can't install this mod, this is ing
how can i install it please
For god's sake i can't make it work! It crashes while loading the campaign
Giant problem. I can't play campaign. After load it the game crashed. Always.
Downloaded and installed.
Game loads. I can see campaigns. Try to run any campaign. Crashes before finishing. I can't play campaign.
Test1.
First Triumvirate.
Can't play Caesar. Can load Gauls! Gauls crash after minute of playing.
H.
Last edited by Hanti; February 14, 2016 at 05:54 PM.
Rep for you! The idea is brilliant and it works.
No and no. You can't drop it over Third Age or Stainless Steel to make it work, but for DBM it works perfectly. Perhaps, because it's de facto DBM-submod
Just make sure to:
1) make a spare copy of DBM first
2) change the name of that copy to Imperium_Romanum
3) install it over this prepared copy
YES.
No. I tried it and it does not work.
Fact, I downloaded 4 files from http://www.file-upload.net and 4 files from https://mega.co.nz but this data.rar did not help either.
YES. Even DBM 1.0 is enough as a base.
And if someone will install it this way please look at this post too:
KEA, thank you for this mod. I really appreciate your work!
Short impressions:
1. Some cities can train troops (13 turns to new unit). But even in that cities some units have 125 turns to start training, so they
will be not trained. WAD or bug?
2. I really like those scenario and faction's descriptions. Very spicy!
3. The loading screens are pure nostalgic also. Great idea with hexes in total war game world
4. Many factions finance will collapse in few turns, which means if they train spies in first turn and later loose them, no more spies will be trained. Bad idea, IMHO. I would suggest stabilizing economy. There will be not many new troops because of 125 time of waiting for new units, but money should be available in at least small amount. I don't think all those leaders had empty purses.
5. Very enjoyable arrangement of scenario themes. I used to play Ageod's Alea Jacta Est game, so it's so nice to be able to test similar scenarios in different format.
I am grateful there is possibility to play as Marcus Aemilius Lepidus - not many times I've seen this as option in games (not even once I think).
6. The battles are long. Nice and surprised. AI works (spearmen chase cavalry, opponent have reserves in rear). Strange thing was my cavalry couldn't catch infantry. Sometimes I think even heavy cavalry should be faster on field.
"Unlocalised" needs some attention. Only one or two units I think.
Some buildings/units can get better names.
I even did little editing myself:
Latin "Comitia Curiata" instead of Italian "comizi curiati", "Comitia Populi Tributa" instead of "Comizi Tributi" etc.
Two Titus Divi Filius. WAD? Four Emperor's scenario.
Those watchtowers could be smaller. They interfere visually with map. I didn't like that size in standard game either.
That's intended: that way you cannot train them but garrison them for free. There are only a few places where you can train units, the historical military centers. But you don't have to pay upkeep as long as you place units inside (Roman) towns. That simulates supply - as much as it is possible within the sphere of M2TW.
Some factions start with a marginal territory but huge armies, such as Sulla in the first scenario. The trick is to keep your units in towns as much as possible (see above). As soon as you go on campaign your purse will be drained drastically.4. Many factions finance will collapse in few turns, which means if they train spies in first turn and later loose them, no more spies will be trained. Bad idea, IMHO. I would suggest stabilizing economy. There will be not many new troops because of 125 time of waiting for new units, but money should be available in at least small amount. I don't think all those leaders had empty purses.
That's Titus and Domitian, who's full name was Titus Flavius Domitianus. Unfortunately, Roman naming convention causes a bit of a headache for M2TW, so for the game they are two "Titus" faction heirs - and make it three Titus' adding their father Titus Flavius Vespasianus as faction leader.Two Titus Divi Filius. WAD? Four Emperor's scenario.
Thanks for answer.
There are some other things I've seen:
Iberian Scutati Heavy Spearman - no picture.
Spoiler Alert, click show to read:
Retinues with no texts (as start of the scenarios).
Spoiler Alert, click show to read:
The same flags (banners). One of them could be blue insted of red. Will be easier to spot own units
Spoiler Alert, click show to read:
Scenario starts. 92 regions to conquer to win. 17 regions controlled. Means: 75 regions must be captured. Turns remaining: 11
Spoiler Alert, click show to read:
In relation to the victory conditions, you do not have to play to them. Personally I changed the dates so I have a few years to complete the objectives but if you rush (as your meant to since there is no point in trying to improve your settlements) then it is possible
All ancillaries should have proper texts. What scenarios are these?
All 3-D graphics are by DBM. I wouldn't even know how to change that if I wished to (what I don't BTW. I usually have banners turned off).The same flags (banners). One of them could be blue insted of red. Will be easier to spot own units
You don't have to conquer each settlement, you just have to cause the collapse of the opposing faction by killing the other pretenders.Scenario starts. 92 regions to conquer to win. 17 regions controlled. Means: 75 regions must be captured. Turns remaining: 11
It was strange enough. All texts entries were correct. I just load that picture and save it in the same place/format/name and it started to show itself in game.
Anyway, I want to say something about money balance in game. I would suggest rising funds or increasing recruiting costs (x5-10?) and decreasing upkeep costs (x10). AI factions do not understand policy of not fielding entire armies and go bankrupt right from the start.
I just started scenario 4 as Caesar, and it's turn 4. Pompeius is bankrupt. All his armies are on the fields storming my "countryside".
About money:
Spoiler Alert, click show to read:
About proper siege:
Spoiler Alert, click show to read:
No free upkeep.
Spoiler Alert, click show to read:
Unlocalised placement text
Spoiler Alert, click show to read:
Now, it's localised. I just changed {Illyrian_heavy_swordman} to {Illyrian_Heavy_Swordman} in export_units.txt.
Spoiler Alert, click show to read:
Last edited by Hanti; August 26, 2016 at 03:55 PM.
Looks like an awesome Roman mod. Go Romans!
Firstly: Thank you for this great mod! I played it quite a while and loved it so far!
I think its a pity, that all this beatiful legions, that are avalaibel are unused, i tried to make them usable, but failed. I'm no modder and dont have spare time to learn from the scrap. What would be great in my opinion: every roman faction should be able to recruit every legion, every legion should have a building where it can be recruitet, and the aux a seperate one. in battles the aux is the same for every roman faction why not the legions? At the scenario beginning all Legion HQs are built acordingly to the historic situation and with forthgoing expansion you can get new legions from the conquered provinces.
Maybe you KEA or some modder will consider this idea and make it happen as a sub mod for the sub mod!?
This is no criticism but just a presentation of an idea!
Last edited by Bernardius; November 17, 2016 at 09:32 AM.
EB II is finally out! ...NOW!!!...