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@ Mceffe: No, the AI in Para Bellum includes custom entries and this is a submod, so it will not work as intended without Para Bellum Campaign or the Collection.
@ Switching Doom: The AI in general gets some bonuses according to the difficulty level, but this mod is not based on bonuses nor changes anything related to that.
- Added Skidvar´s fantastic script mods: Random Personalities, Starting Ranks, Changing Capitals and Supply lines, to add new mechanics to the campaign.
- Revised political power system values, so now it is more important to keep an eye on the opposing parties and keep a balance.
- Increased mercenary pools and levies from client states (compatible with the population system), so now you can recruit an important amount and variety of troops from your client states.
- Revised AI priorities and tasks order.
- Historical events chronicle also added to HatG, CiG and IA campaigns.
- Fixed the ladders issue in some siege sceneries.
- Improved autoresolver system, now it takes into account the hoplitic infantry class .
- Translations updated.
- Slaves/revolts chances fine tuned.
- New campaign map image.
- Other tweaks to allow more realistic development and better survival chances for the major factions.
- Revised economy: Reduced the capital bonus income as much as possible. To balance, now the low tier buildings provide a bit more of income. This way is easier to develop strong economies in other regions also, and don´t rely so much on the capital, adding a nice strategic factor, and I think that could help to guarantee the initial persistence of factions like Rome or Carthage.
- Fauna populating the battlefield maps is increased in quantity.
- Historical battles rework: all except Alesia and Teutoburg are rebalanced and include more accurate army compositions. The Nile map is extended so you can see the pyramids up close.
- Historical events chronicle added to the main campaign messages. All credits go for the EB, DeI and RTR III teams.
- Increased traffic in trade routes between 100-200%. Credits for Boicote.
- Better zoom in and out levels for all campaigns.
- Updated the translation files -> check mod description.
Here you can check the updates for the other Para Bellum parts:
https://steamproxy.net/sharedfiles/filedetails/changelog/2400760333
Enjoy! Cheers!
https://steamproxy.net/workshop/filedetails/discussion/2010751524/4747300038104744049/
it would just say that the version of the game is outdated
@ Dr Octocock: Fixed!
Tried all combinations also with the normal campaign mod but issue persists
About the fort maps they are not compatible with the bigger battlefields so I added custom deployables for the different factions, which is more realistic than the forts.
Maybe I´m wrong, but as far as I know it is only possible to change the initial buildings with the AK. Para Bellum already changes the startpos.esf so you would need my modified files as base if you don´t want to mess up important features included with Para Bellum - Factions, like the family trees for all the unlocked factions, the Carthage starting positions, initial armies, etc. If you are interested send me an invitation through Steam and I can share these files.
Did you eliminate agents for the AI? I am not showing any even though I have my fame set to one of each at all imperiums .
Fortifications did you eliminate the walls? I get the deployables but no walled fort.
Is it possible to change the starting buildings for factions in PFM or do I need to learn how to use the assembly kit...I'm comfortable with PFM but never used the assembly kit. Finding a lot of factions are taking forever to build military buildings.
Regards
3c_Arm_Armenian_Slingers east_military_infantry_1
6 legion units with 2 bronze stars autoresolved against a 1500 (+/- a bit) man Veniti attacking army and went from 2 bronze stars to 4 units of triple gold and 2 units of double silver. As I mentioned this happened twice. Obviously they won.
Is this normal? Could it have anything to do with traits talent and toadies?
Regards
https://steamproxy.net/sharedfiles/filedetails/?id=2010751524
for more historical developments (includes also improved AI), because this one is more volatile, favouring more varied results.
The reason I want to do this is to totally stop the desert kingdoms from expanding which I can do by giving them no money either in hidden capital bonuses or faction GDP. I hate the way the DK wipes out Carthage/Egypt/Seleucid then starts having navies in the ocean... Wish I could just delete the DK DLC...
JW
https://steamproxy.net/sharedfiles/filedetails/changelog/2010751524
Para quitar la mecánica de bandidaje tienes que comparar los contenidos de este mod con los de Banditry & Plagues, que está enlazado en la descripción, y quitar del mismo modo que anteriormente explico las cosas que estén iguales en ambos.
Lo de la infantería auxiliar creo que también pasa en vanilla, aunque lo intentaré arreglar en la próxima actualización.
Saludos.
Muchas gracias por vuestro trabajo de verdad, puede ser que este sea el mod que salve el juego para mi, ya que no soy muy fan de modificar completamente el juego, me interesa mas mejorar el comportamiento de la IA en campaña ya que en batalla no es algo que me moleste mucho.
-Respecto a la reforma de la infantería auxiliar y la caballería auxiliar, el mod menciona que se desbloquean una vez se investiga la tecnología de las cohortes, pero no se ve reflejado ese cambio en el juego, quiero decir que si entras a la información de los barracones no vas a ver a las unidades de auxiliares ahí, ni tampoco se menciona su desbloqueo de reclutamiento en la tecnología (como si que pasa con la reforma griega de los hoplitas) ¿Es esto algún tipo de fallo?
Pero tengo algunos problemas (separo mi comentario en varias partes, disculpa por el spam):
Principalmente quiero una experiencia lo mas cercana al Rome 2 vanilla, sin grandes mods que cambien muchas cosas, por lo que lo que mas me interesa es algo que modifique el comportamiento de la IA. He probado este mod y la verdad es que el trabajo en la IA parece bastante bueno, llevo unos 20 turnos como Atenas y Macedonia recluta piqueros y hoplitas normales, mezclándolos con algo de infantería cuerpo a cuerpo que tienen al comienzo (la IA vanilla únicamente habría hecho hoplitas de milicia y a volar) e igual con Tylis y los odrisios, no han spameado libertos de leva y el ejercito tiene bastante variedad, además de que la IA parece bastante activa a la hora de atacar a otras facciones, no declaran la guerra y se quedan en su ciudad reclutando sin moverse)
https://steamproxy.net/sharedfiles/filedetails/?id=2092861985
Also you could opt between this mod or the main Para Bellum - Campaign:
https://steamproxy.net/sharedfiles/filedetails/?id=2010751524
But just choose one, the main difference is PB - AI Campaign is more dynamic, and PB - Campaign is more conservative, but also dangerous ¬¬
Question: Is it possible to make Carthage keep an army in their capitol? Syracuse takes it by turn 15 all the time. I see certain factions i.e. Sparta, Insubres always have a full stack near their capital. Possibly because of ZOC?
Regards
https://steamproxy.net/sharedfiles/filedetails/?id=2295176791