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I have a question regarding the harbor garrisson: playing as ERE and having a military shipyard, it lists an odd number on garrisson ships (like 20+). Though looking at the ACTUAL garrisson, no ship is listed there. Only ship garrisson that works is for the trade harbor. Is there any fix?
Regards
https://steamproxy.net/workshop/filedetails/?id=1575489072
got all 4 required parts and its this one that crashes it
changing load order didnt do anything
"exclusive ERE Protectores units for Magister Officiorum (needs ERE expanded roster submod"
Any changes to mechanics are excluded. You don't like some of them, others do. Neither can I nor intend to satisfy everyone. Sorry, modding rule no 1.
Sorry I just read about the agents and now I understand. Can I ask though if the AI will eventually use agents by mid game or late game?
Also another question, is there any submod that removes the penalty (increased upkeep cost) to garrisoning a city with an army? I hate that I get punished for putting my army inside a city to defend it. On the other hand, the AI it seems is not affected by this penalty
For agents - read mod's description, please.
For Huns - i did nothing to prevent them from attacking your faction, it may be their leader is passive or defensive character or whatever reason like too many enemies.
-Enemy AI does not use agents. Only ERE uses agents and only then are they just priests. No
champions or spies
-Huns for some reason are not declaring war on me. They're consistently raiding my lands and hate me but never tried to declare war. They also seem to not be attacking anyone else besides me and ERE (who they are at war with) even though many factions are at war with them.
-ERE stopped making armies around 50 turns into the campaign. When Sassanids declare war on ERE, ERE lost many armies. Even though they still had most of their lands, ERE never raised a new army. Sassanids and vassals easily occupied most of ERE after they stopped making armies.
Unfortunately had to stop the campaign because of the last point. Did anyone else experiences these observations? If so, any fixes for these?
Anyway limitanei incl. milites and comitatenses have individual patterns so skirmishers. So you need to make only for palatine units.
The Comitatenses, Militres Pedites, Palatini, and Auxiliary Palatini can have shield designs from the Notitia Dignitatum which have simple designs.
E.g, WRE Comitatenses having a Blue star with a red background
Regarding shield patterns let me know when you have appropriate ones for replacement.
https://steamproxy.net/workshop/filedetails/?id=1575489072
What discussed below is that if we want to do the current version of fote+ep, we have to turn off both ERE submode and WRE submode?
(and when we do WRE faction, we only turn on WRE, or when we do ERE faction, we only turn on ERE)
They can be active as long as you don't get runtime error, and it is the time you have to deactivate them when that error comes (+ probably reload save one or two rounds back). And for those who know what they do keeping them active for early game is recommended since romans are a bit stronger with.
Unfortunately, due to lazy CA limit any faction cannot reach +99 units per roster. This happens when WRE/ERE gets about IIIrd level of barracks
Check first screen with mods'order.
Step 2: Activate FotE part 1 & 2, get to game, quit again.
Step 3: Activate all mods.
Standard procedure for big updates.
Check other mods you use that do that.