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Докладване на проблем с превода
1. Is it possible to have Thespian hoplites and the Sacred Band for the Boeotian League in WoS?
2. Another question could some hoplites have the Killing Spree skill?
3. Is there by chance the possibility of reviewing the Venetian population perhaps by adding some phalanx units as a historical script, such as the Nobles with thureos or the young hoplites with aspis?
https://steamproxy.net/sharedfiles/filedetails/?id=2507194347
This campaign was already compatible and recommended in our compatible mods collection, but now it is perfectly integrated with Para Bellum, with its scripts, mechanics, units, etc., and you can find it in the Open Beta main menu campaigns as the "Late Roman Republic: First Civil War".
Many thanks to Euro-Centric Military Historian for sharing so kindly this great campaign, and also to DETropper from the Divide et Impera team, for allowing me to use his superb script to make this possible.
- Transferred to the campaign mod, with some adjustments, the War weariness mechanics, supplies, omens, expanded seasonal conditions now also available for all campaigns.
- Transferred also the resized battlefields.
The info of these new mechanics and changes was detailed in the previous update announcement, and shown when a new campaign is started.
- Alternative autorresolve calculations taking into account more variables like the new units classes.
- Alternative Marian and Imperial legionaries animations holding the pila.
If I can make a request, is there any way to improve the frankly moronic ranged AI at sea? I used to just try and avoid naval battles, relying on double stacks and autoresolve, but this team is doing some damn good work. Is there any way to be able to have ranged ships shoot at chosen targets without overriding move orders? I keep trying to use archers with flaming arrows but they just keep shooting at targets that are at 100% fire damage and leaving fully intact ships alone.
One more thing to implement that would be amazing are more cultures based on regional areas that work with the population system. So basically it would make factions more diverse.
Both of the above would make awesome sub mods!
Great Work Para Bellum Team!!
I don't know if that is a bug on this mod or on my end?
Will the absence of many DLS affect the quality and functionality of the mod and submods?
The Campaign I played with second Punic War Campaign as Boii faction some minor factions with just one Province had 2 full stacks? Maybe it's because I use all of the Para Bellum mods in Alphabetical order and not the Para Bellum all in one collection? I'll try to just download the Para Bellum collection mod instead of using all of the Para Bellum mods in order, maybe that's the reason IDK? I use this in the open data mod.
1. Open data
2. All of the Para Bellum mods in alphabetical order.
3. Population
4. Unit
5. Units II
6. Units III
So do I need to download the Para Bellum Collection all in one mod?
About the stacks they are limited to one for factions with less than 4 provinces.
And about the omens in theory are applied to the AI too ;)
@ Uzi2Quixk: You can recruit archers with Rome through their auxiliary system:
https://forums.totalwar.com/discussion/92296/roman-auxiliaries-guide#post779680
https://www.honga.net/totalwar/rome2/region.php?l=en&v=rome2&f=rom_rome&t=auxiliary
@ Daimon Doxografo: great suggestions, I take note!
@ Switching Doom: translation is available in the PB campaign and collection mods description, but it needs some updates, so if you want to help I can share with you the excel file to complete in the discord channel you can see above in this mod description.
I was playing the Boii faction in the second Punic War Campaign and I had bad omens for like 6 straight turns and multiple rebellions.
1. I'm one that likes a slower campaign with unit caps, not into multiple 20 stack armies running around all over the campaign map. So can you make a submod that gives the AI less armies and also the player, makes no sense to have minor factions with multiple 20 stack armies running around.
2. Can you make some random Barbarian invasion scripts.
The Germanic Shields look a lot better in the Magna Geramania mod.
- Seasonal conditions added to all DLC campaigns, correcting many details and adding more variety of effects, icons, etc. For example, now the food amount varies between the seasons, during the spring will reach its peak while a harsh winter will have a negative effect. Also these effects will be reflected in the public order, morale of the troops, replenishment, the economy and other decisive factors.
- War Weariness: Whilst you are at war with other factions war weariness will increase. A higher war weariness leads to reduction in public order across your provinces. Though can be reduced by winning battles or signing peace treaties, losing battles will increase it.
- Omens: Every season the omens will influence the spirit and state of your troops, so they will be a key factor to take into account before engaging in battle.
- Rebellion chance can be checked by hovering over the 'Current public order:' text in the Province Details panel.
- Added Wonders of the Ancient World messages to most of the campaigns DLCs (WIP).
- Removed weird tornado effect around ships with the "Row faster" stance.
The new mechanics require a fresh campaign start. About the saved-games compatibility I'm not sure, but if you have issues in the next link you can download the previous version and overwrite the updated one, for this search the Para Bellum - Open Beta.pack file that is located in one of the folders at \Steam\steamapps\workshop\content\214950\
And replace/overwrite it with the previous version (_OLD file) by renaming the mod like the original one, deleting the suffix _OLD
https://1drv.ms/f/s!AkxsjR9oKKNhhcVDaWm6LWPjw20JfA?e=TiVVhw
Also there is a version of the updated mod but without pirates (_NO_PIRATES, delete the suffix and overwrite too), so if you have a crash while passing the turn I recommend this option (after performing a clean installation of mods as you can see in point 7 of the rules), though I only received two notifications of this issue since the Beta release...
The translations needed for non-English languages will be ready in the coming weeks, so till then some text could appear in blank in other languages.
Credits for their amazing mods:
Dresden (Divide et Impera team): Season Effects.
JaM (Rome II Total Realism IIII): HatG minor factions script.
Minion-J: Wonders of the Ancient World.
R2TW team: War Weariness, Supplies, Omens and Rebelion chance scripts
About the extra units, I will add them in a submod to keep as optional. I don't set any limit about what can be modded as Para Bellum, it is a total overhaul and currently changes all the aspects of the game, but I'll keep the philosophy of being optional to be subscribed by parts.
And about diplomacy in theory it should not be affected in that way, but I take note to take a look.
I have a question about the placement of the Beta in the loading order of the mod manager, I suspect that some of the submods compatible with Para Bellum could be interfering with some mechanics of the Beta.
I saw that you added Major Factions Guaranteed, you even made scripts for divided empire. Start a campaign and it does not work with Palmyra, I have all the submods above the beta, including 12 tpy, could it be interfering with the latter?, Where should the Beta be in the order of loading, regarding all submods?
@ Dick Steele: yes they are tough, but has their weak points too as explained in the mod FAQ.
@ The Soul Flenser: when you start a new campaign is better to avoid checking/unchecking mods to avoid all short of issues...
@ derek: I'm not sure if that works that way, but Para Bellum includes the mod "A world to explore".
@ Mjölk: probably the animation is not perfect, maybe it could be improved in some way, also I was thinking to release a submod to convert that units (mixed phalanx) into the classical hoplite phalanx.
@ Thura26: the scripts are in the scripts folders not in tables.
@ The Green Knight: Thanks! I take note ;)
@ Il Silvio Oplitico: more units will come in later updates, before I have to fix other stuff.
1st of all, love Para Bellum, amazing mod!
2nd, when disabling Open Beta and Units parts (because I have other reskin mods) my roster with GC's Rome is really short as for example Vigiles take both Rorarii and Velites.
I also noticed that I can't recruit some units like the Eagle Cohort. Idk if it's because I took out Open Beta. I could use some help, thank you :3
Can you please tell me which tables in PFM that I should edit to make Rome 2 BAI similar to Attila. Or is there any script that effects the BAI?
Other than that, fantastic mod. Thanks.