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Thanks for telling me that at least.
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)
I get that there's the campaign and all, but I just think having everyone and their mother having Galatian and Celtic units is pretty silly.
I just think that the general faction rosters could stand to be somewhat simplified to only incorporate the regional and mercenary units that a faction would reasonably have, you know, instead of stuff like the Iceni and Arverni factions having mercenary elephants.
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
Does the crash always happen, or it is random?
Could you please share your savegame on Discord?
For Late Imperial reforms, you need 80 not 120.
And also you need to own specific settlements:
Rome, Antioch, Alexandria, Carthage, Pella, Pergamum, Gadir, Bagacum, Numantia, Ancyra, Amaseia, Brigantium, Lemonum, Carthago Nova, Lixus, Philadelphia
i built 120 imperial palaces and nothing happened
Sorry I'm not your personal Santa Claus, and I have no intentions to follow the steps of Rome II (I hate this game). This mod has its own path, and its own vision, and will be updated accordingly when it's time to.
Have you checked the conditions listed in Mod Hints and FAQ? The ones for the late reforms are quite complex (intentionally) as those reforms aren't mandatory to enjoy the game, they are flavor reforms for the most patient players.
Thank you very much for your answer.
I'm a bit embarassed but the problem is idk how to have access to the music files in the mod folder. I could tell you the file name after I can find out how to have access to it.
Sorry for the late reply about the Civil War conditions.
Civil War may start normally, during the regular province conquest, but that takes longer than vanilla game.
For AI, the Civil War starts automatically if none of the "normal" conditions of Civil War were met till turn 270.
For player, the condition is for Roman culture in the world controlling minimum 30 huge cities (player and AI romans combined)