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As Thrakes, I fought off coalition of Armenia and Sarmatians in Crimea. Had a pitched three armies battle against them, almost 10 000 men - and women - on the field. Two kings died in that grim day, including my leader, it felt like Battle of Five Armies. So cool. Red lines of screaming head hunting maidens, charging against blue wall of pikes pikes, it was epic.
Everything about those campaigns was engaging; strategical level, tactical, city planning, trade. But for me the strongest selling point of this mod is stylish units visuals, unmatched in my book. Kudos to the art makers.
So, while aiming toward excellence is for sure important during creative endeavours, take pride in what you and your friends had already achieved, dear Lenjane.
I ve toggled fog of war and there was lot of changes on the map, like Numidia establishing rule in Spain, or Bactria getting wrecked by Parthia. And I had lot of wars.
This is because Vanilla Music submod has its own soundfiles database and needs to be updated separately to support the changes from the base mod. I'll do it too.
Your update didn't affect my saved game, or the new campaign with those two submods active. But I ve checked the big map main campaign, without submods, started new game and Germans indeed regained their original voice lines.
I think I've managed to locate the issue, will test the fix and upload within few minutes. Should be savegame compatible.
`C:\Users\YOUR_USERNAME\AppData\Local\Feral Interactive\Total War ROME REMASTERED\Mods\My Mods`
Start a mini-mod folder there with altered files, which you then can activate in the launcher and move above the main mod. This local submod will be always safe from overwriting.
It is very easy to code in.
First you need to locate the mod folder, by default it is in
`C:\Program Files (x86)\Steam\steamapps\workshop\content\885970\3019789188`
Find the export_descr_unit.txt file in the mod data folder, find the infantry unit you want to assign a shieldwall, and find the line in the unit block starting with "formation". It usually ends with "square", just change it to "square, shield_wall".
Example: "formation 1, 1, 2, 2, 8, square, shield_wall"
Thank you for the feedback, noted, I will see what I can do about it.
There's a version of the mod in development with almost twice as many factions but when I was working on it I eventually lost motivation completely by the decision of the company to stop supporting this game in any way, even though it has some crucial engine bugs left unfixed, including the especially nasty ones, like the character movement stuttering and the "passive AI bug", resulting in random factions on the map becoming completely passive, randomly. The latter bug can happen in any mod, no matter if it has 20 factions or 100 factions, and to my opinion it completely destroys the strategic layer of the game. Until the devs fix it, I feel completely discouraged to continue investing my limited free time and energy in modding the broken game actively. I still do some stuff but not release it. If something changes, I'll gladly return to the active modding, but now I feel like I should change the priorities and improve other parts of my life first.
In my plays, the rebels do not attack each other. Doing nothing. Just waiting for Rome to show up.
Other surrounding factions are too weak or attacking other faction, but there are to few.
Just a question!
Thank you for clarification. I appreciate it!
I do not think there are any errors. I`ve missed checking the top level mercenary buildings, however, I`ve located both the Cretan archers and Rhodes slingers after the another try.
Great! Time to get busy :-)
There may be differences in recruitment options/regional recruitment between mods, some intentional, some due to errors/overlooks, I think this one might be the latter unless you checked the Mercenary Center building chain for those regions and they are not there
Thank you for these mods!
I play BE HL and start playing Barbarian Empires (Open Beta 2) to enjoy both of these mods.
Just to make sure I got this right, Barbarian Empires (Open Beta 2) does not offer the Cretan archers and Rhodes slingers for recruitment. They are available as mercenaries only, is it correct?
Personally I don't like more turns per year scripts because they break some important aspects of the gameplay and seriously affect the mid/late game in a bad way. But I understand why people might like to have longer living generals and such
1) Custom battles were never meant to be of any use here other than testing, and there's no working multiplayer for this game anyway so I never bothered to "organize" custom battle menu
2) "Organizing" the custom battles roster, due to how the game works, is not possible without making duplicate dummy units in the mod code and producing massive code bloat, making it more difficult to work with in the future, and reducing mod performance, and for what? There's no value in the custom battles, the mod was meant solely for campaign use. I might as well disable custom battles for good
There's a submod called Provincial Campaigns which includes the Mundus Magnus map directly ported from Hellenistic Legacy original mod, and the mod already includes all the content from Hellenistic Legacy except traits. So basically playing Provincial campaigns submod gives virtually the same experience (plus the new factions added here)
Thank you, I will see what I can do but it's a problem of the base game, not the mod problem :(
Thank you very much for the kind words! Please, if you have a savegame where crash can be replicated, send it to me in the mod channel in the Rome Total War Community Discord server
- Cato the Elder, Roman senator, 149 BC, last words
(Otherwise all unit icons will be peasants and some Scythian units will use wrong textures)
Thank you kind sir!
(Otherwise all unit icons will be peasants and some Scythian units will use wrong textures)
Imperial Campaign button text wasn't showing up for non-English localisations.
I've fixed the problem and the update should be live now