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Unless the devs come back, it's rather unlikely. I ran into a hardcoded issue that stonewalled my progress and am currently not really into the game.
I am considering cleaning it up in the not too distant future and maybe then I might be hooked back into it and by coinkidink another modder has found a solution to my main mechanical problem. In which case I would continue work.
Yeah it is a lot of fun!
IIRC the reason Pez use that skin instead of the Phalangite skin is because I did not want two Units of the same subfaction use the same skin. But if you want to change it yourself you only need to replace two lines in a textfile.
search your steamfolder for "brigade_greek_heavyHoplite.xnt" there you replace the last two instances of "heavyHoplite" with "phalangite" and save. If you run into multiple instances of the file, take the one that has "caputt" in it :D
Second. I noted that the Pezhetairoi Unit uses the Heavy Hoplite Skin instead of the Pikeman Skin. Would be amazing if you could change that=)
Sure, Carnute VII. I'll gladly have a look!
Good luck with your mod!
My Carthaginian civ mod however works well with the campaign.
How might I fix this?
Thanks, I'm happy you're enjoying it :)
You've done great work here! I'm really enjoying it. Thanks for being so responsive too.
But Governments don't really work as upgrades of each other, rather they unlock seperate unit rosters, all with their own lineup up. Currently different AI nations have very different ideas of what constitutes a good army, tho they generally prefer Skirmishers and spearmen, I assume there is a bias towards low pop req units somewhere.
Yesterday however I played vs Carthage and they made swarms of Mercs + native javelineers and Hoplites + Phoenician Archers. That made me very happy, as it's exactly what they should do.
So I have a followup question then -- does having Hoplites and such locked behind a government type make it less likely the AI will recruit any actual higher-tier units? I noticed that, for instance, Etruscans mostly start as Oligarchs -- this means they are limited to spearmen and the like. While that is fine initially, I am curious as to whether the AI will actually replace Oligarchy with Democracy -- given that it's a new building.
Seems more likely that the AI would be too dumb to understand the prerequisites.
Will the AI build stronger types of units? Or are these cool roster additions essentially just for the player?
I've seen a few comments on how they only field levy units -- will I ever see dangerous AI foes? I want to check with yall prior to sinking a couple good hours into a runthrough.
Usually "Greek wares" disables most of your levantine Troops(apart from Archers and Marines) but unlocks Punic Hoplites(who require armouries) and Heavy marines(who need a lvl 2 dock) (and Citizen Cavalry).
For more Details check the Thread "Punic Military in Detail" and/or my handy spreadsheed linked in the moddescription above.
Great quality but extremely expensive really represents the fact that they are the sons of rich carthaginian nobles.
You have my thumbs up!
Yeah, those are annoying, the AI is Hegemony's biggest problem. I'm thinking about giving some bonuses to the AI progressively as the Player advances, but i think that's the only one that's really in my ballpark. For the rest I'm probably making it worse by giving the AI even more aweful unit choices to make :D
I find that the AI overall is pretty stupid (vanilla and all mods). Improved after the DLC but AI needs to be more aggressive, it needs to look after its supply lines, still too easy to capture AI food centres and the AI just starves. It doesnt reconquer food centres in a timely fashion.
Too easy to buy off enemies via Diplomacy.
Cities revolt too easily, the immediate production centres around the city should also change hands so that the city doesnt starve (again) and has resources (where it revolts to an AI faction). AI needs to build better buildings than it does and it doesnt react or adjust properly, if it is being slammed in the field, and losing cities to me, why does it need such a large navy? If I slam a faction down to its last city, it doesnt need a shipyard and a fleet.
I do like that I had to find a city that enabled me to build and field cavalry. Nice one.
Longbow should certainly look at this Mod and build on your great work.
That's because there is no simple way to get new unit models into the game*, so I have to make due with what's in the game. I mix up brigades to increace the number of recognizable brigades. In short there are 60 land Brigades in game (a few of which have the same models to begin with) and I've got around 20 per civ(and one extra civ).
However that with the Greek general is not intended, I will look into that before the next Update, thanks for the Report :)
*There is a way to get models from Heg2 into the game but that would not be worth the hassle for this mod
Rebalance of Latin Elite Hoplites Line(Classici, Triarii(1), Triarii(2) and Nobiles)[Triarii(1)got better, Classici and Triarii(2) got cheaper, Nobiles got more attack, +minor rebalance]
nerf of Latin Miles, Latin Famuli, Sabellic Nesimoes(I) and Fratrum Fortis(I)[Less defence, and other nerfs]
added Intimidation Penalty to Democracy Skills(Mech Rasnal, Demokratia and Res Publica)[-300]
reduced Intimidation Penalty to Democratic Government -Upgrades[-500 -> -300]