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But thanks for the tip on changing the file settings, i'll try that out.
There are no plans for making an Aria faction specifically for either age, but it is simple enough to change which age the mod appears in (though I cannot guarantee the balance - for example, Aria, being very resource hungry, might struggle in early age). You can just open up .dm file that you are using in notepad (for exmaple LA_Aria_Live_Updates.dm) and search for #era 3. If you change that to #era 1, it will appear in early age. Set it to #era 2 and it will appear in middle age.
'Mainly' is not the case; it is only a part of the inspiration taken by this mod.
Also, playable but not very interesting (tested both goddesses).
Ah, the latter might be an error. Will take a look. The staff officer is a slightly cheaper alternative to the general.
Hm, that shouldn't be the case. Arian cav should be, in general, equal or greater in speed to Stepp Horse variants (excluding barded horses)
I'm glad you like it!
Ah thanks, I'll adjust this. It might have retained Dom5 pricing for that unit, I'm sure.
Ah, this is something I did not know! Thanks, I'll correct this.
Hmm, I'm not sure what the problem is. I will try to push an update in the coming days, I'd appreciate it if you can check if the issue still happens then.
Ah, thanks for reporting this issue. It will be fixed.
Of course. This seems perfect for a single player RP campaign. Also, regarding the yuri sensibilities: it just so happened that my Border Patrol Leader Chanteloup lost her horse and in a dramatic reveal (that was the opposite of Hua Mulan) she turned from a cute girl into a burly mongolian man.
In more serious words the cavalry update introduced the dismounted version. The stats seem right but the sprite hasn't been updated to reflect a cute girl. This might be a known issue but I thought I'd write it here just in case.
I hope you can find something in it to enjoy!
Hi, may I ask around where in the game you had this error with the live version? I was able to launch a test game with my copy of it. Good to know that the 1.1 version works though!
But i got an error sprnumber to high when using live one.
Please, feel free! This goes not just for Aria but for all of my mods past and future.
It is not. Both are spin-offs based on a separate original setting. This is how the same characters appear in both mods despite being wildly disparate in timelines.
Hi, thanks for pointing this out, I forgot to set it back to 100 turns after testing it. I have pushed an update with this fix, plus some balance changes based on suggestions taken up from the comments.
After enabling it the message that it is disabled still shows up (confused me quiet a bit).
Also it began almost instantly, the 'Cataclysm has come.' event showed up 1 year in, preceded by drain scales.
I played as Caelum with thrones victory and Horror Cataclysm disabled, if that is relevant.
Unfortunately, the most you can do in this game is set your cannons to Hold and Fire Archers.
In the 2 turns that they are holding, they will actually not shoot at archers yet, so they should fire 1 volley at frontline units. After that, it's just hoping the enemy doesn't run out of archers or the friendly fire starts happening in earnest.
"And will there be option to recruit General of the Artillery and Grand Marshall of the Royal Guard. If they somehow die?"
They are mortals, so unfortunately not. The Queen and Empress being recallable as gods is already stretching it a bit, but it's a compromise with the game system. Maybe you can twiceborn or simulacrum them somehow.
And will there be option to recruit General of the Artillery and Grand Marshall of the Royal Guard. If they somehow die?
Also MG team and 300mm MLRS when?
Your red mage remnants are decent fire site searchers, so you should reasonably find fire gems eventually. Think of it as oil exploration to fuel your thermal plants. When playing as Aria, the theme is that you're playing a nation *in the middle* of its industrial revolution, and to leverage it, you need to find and exploit the necessary resources - fire, air and water gems among them.
This is a conscious decision to leave no natural water access to the nation prior to "unification". The rationale is twofold: gameplay-wise and lorewise. Gameplay-wise, Aria is intended as a nation with a narrow magic lineup, particularly at the start. The idea is for you to lean more on your very strong national troops rather than mages (cannons being viable alternatives to Evocation spamming). This only opens up later on as you unlock new heroes, finish reunification and find hybrid magic sites. It is intended to be difficult to break into other magic paths as Aria. Lorewise, you are correct in saying Air/Water is the rough analogue I chose to represent Blue magic, and that is the school Aria is weakest at due to its acute shortage of magic stones.
Thematically, napoleonic cavalry are unbarded and that is the basis of this decision. Schwarze Reiters as well, though more late medieval, also typically don't bard their horses. Aria's cavalry is specialized in two ways: First, their standard role cavalry - hussars and border patrol, are on the cheaper side, their costs modeled from LA Tienchi's barbarian cavs. Second, their specialized cavalry, that is, everything else, have something special or unique to them that demands the cost increase. Such as the Lippizaner's Pipette Lance, or the Schwarze Reiter's bulk gold recruitment option. For what it's worth, the Kingdom-side's cavalry are more traditional - medieval, in that they are all heavily barded, so you might be interested in checking them out.
"Imperial commanders should be drain-immune for both thematic and mechanical purposes"
They are primarily military commanders with mage abilities. Thematically speaking, they aren't researchers in the job sense - any research they do provide will have something to do with their magical talents, so not having drain immune fits.
2) The mount-system changes have hit the cav pretty hard, they die really fast for their price. Giving all the horses at least Light Barding would help. The Reiters especially should probably have heavier armor to match their riders.
3) Perhaps the Arcane Industrialists should have a chance to pick up Air or Water? That's Blue magic, right? It would make it much easier to create the national items; at present there's no national e/w crosspath available on either version of the nation.
4) The starting site should probably provide a fire gem, to get your Industrial Zones online and reliably enable the Strategy items early so you can create one or two to help with the Civil War.