Instal Steam
login
|
bahasa
简体中文 (Tionghoa Sederhana)
繁體中文 (Tionghoa Tradisional)
日本語 (Bahasa Jepang)
한국어 (Bahasa Korea)
ไทย (Bahasa Thai)
Български (Bahasa Bulgaria)
Čeština (Bahasa Ceko)
Dansk (Bahasa Denmark)
Deutsch (Bahasa Jerman)
English (Bahasa Inggris)
Español - España (Bahasa Spanyol - Spanyol)
Español - Latinoamérica (Bahasa Spanyol - Amerika Latin)
Ελληνικά (Bahasa Yunani)
Français (Bahasa Prancis)
Italiano (Bahasa Italia)
Magyar (Bahasa Hungaria)
Nederlands (Bahasa Belanda)
Norsk (Bahasa Norwegia)
Polski (Bahasa Polandia)
Português (Portugis - Portugal)
Português-Brasil (Bahasa Portugis-Brasil)
Română (Bahasa Rumania)
Русский (Bahasa Rusia)
Suomi (Bahasa Finlandia)
Svenska (Bahasa Swedia)
Türkçe (Bahasa Turki)
Tiếng Việt (Bahasa Vietnam)
Українська (Bahasa Ukraina)
Laporkan kesalahan penerjemahan






And for that reason alone, I don't think I would recommend any add-on mod for 1212 ad that suggests changing said load order.
Generally I have no issues with this mod, however I'am currently working on why 2 months skip per turn, so its summer, then winter, over and over again.
"That is realistic. Wasn't it a French crusader army that needed to sack several Catholic cities on it's way to crusade? Or was that an English army?"
Wasn't really necessary and no, not realistic, attacking catholic cities was forbidden by the Church, most catholic cities were hugely supportive. Marauding crusader armies sacked the cities of political enemies over ancient rivalries. They were, in essence, just ♥♥♥♥♥♥♥♥.
Bah, same thing.
AI work fine with this in Rome 2 DEI supply system, should be same here.
It's simpler to the supply system in DEI for Rome 2.
Thoughts on improvements:
Baggage trains units would be a cool addition, as well as ports having effect on supply. I would think all food producing buildings should feed into this more than at present. Only farms currently appear to increase reserve production, and there are several other food producing buildings in the game. Roads I would think would also impact logistics efficiency,(currently no improved road buildings appear to do this).
I may be wrong on some of this as I'm just basing this on what building descriptions are saying with mod enabled.
however it appears to be working for me.
By the moment they reach, if it is a distant faction, my city/castle, there are only 3-5 units left in their army!
In the current state the mod is more like a cheat than a realistic feature.
Like I said, you will need to tweak the AI so when they start to lose units, the only option will be to raid (maybe) for supplies or return to the nearest ally city to replenish.
But, the replenish option to the city will be a back and forth process, which it will be ridiculous.
Another option is, every turn they raid, they get a new full replenished unit, low tier of course and random.
Excellent mod, thank you!
By the way why didn't you implement the raiding for supplies? Player AND the AI?!
The AI armies don't seem to replenish and they become very weak and unbalanced...
It's only logical!!! :)
most of us here are masterminds
On another note, please try to read the other comments first. I have answered this question literally 3 comments below your question.
But yeah, we play together in coop and there are a lot of desync. Is it normal ? Any idea of how to fix it ?