Thank you
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Thank you
Any news?
just back from my vacation :)
yeah, iīve added two new cultures and currently add two more to the next build 0.2 + updated the map and some factions which are horde in 0.1 and are now settled due to some more space/regions (gaetuli and vaccaei). basic groundworks are in heavy rework to add the new namesdatabase and UI for the different cultures. alot of coding atm...
Hi _tartaros_ this not a pressure question but do you have an approximation release date for v0.2 beta? the reason why I ask is I'm planning to LP and try to help promote your mod and don't want to start a Campaign with v0.1 if the next update is coming fairly soon, I'd rather wait. Loving your work so far, this is a very promising mod, many thanks.
Hi all. How are you doing. Any interesting info to share?
Checkout his youtube channel https://www.youtube.com/@_tartaros_gloryofrr8098
Hello, any news?
Hi, iīm working on the 0.2 and prepare a first alpha release for the new version. should be still some weeks away, but development goes steady step by step.
short update:
Upcoming first release of 0.2 alpha be coming in Februar and will contain:
•- updated Map with 817 Regions
•- updated factionrelations and diplomacy for a more active and aggressive Campaign
•- updated Mercenary Pools (now every Region has one...)
•- updated Banners and Icons for all 118 Factions
•- 105 playable Factions + 13 unplayable Factions, emergent Servile Uprising (Roman Slaves+Gladiators), Libyan Mercenaries Faction (Mathos), Saka, Baktria and 3 Roman Sub-Faction (Senate, Latin Colonies and Italic Allies), Pretenderfactions for Carthage, Seleucid + Ptolemaic Empire and the Roman Republic (Civil War Faction)
•- "hordecamps" and more realistic resource positions
•- faction core attitudes and faction relationships (behaviour of factions in the campaign)
•- new buildings (Tax and Mints, Temples, Politcal and Governments, Riverports, expanded mines, traderoutes and much more)
•- reworked buildingtreeīs and costs
•- reworked unitcosts and economy
•- alot of Bugfixing - My Claim is: every release has to be fully stable and playable.
https://i.ibb.co/Vq0DSf6/20240125122657-1.jpg
https://ibb.co/JsW27DZ
https://ibb.co/JsW27DZ
Oh, goody! I am very pleased by these news. :) This mod is one of my favorites.
Any progress on the autoresolve issues? They tend to be campaign breaking. Any more buildings / bonuses / ??? for extra law so that we can hold land far away?
Hi Alhoon,
iīve updated alot of parts, but i didnīt changed the autoresolve so far.
you know about the files involved for the calculation?
regards
Changes coming with 0.2
•- updated Map with 817 Regions
•- updated factionrelations and diplomacy for a more active and aggressive Campaign
•- updated Mercenary Pools (every Region now has one...)
•- updated Banners and Icons for all 118 Factions
•- 105 playable Factions + 13 unplayable Factions: emergent Servile Uprising (Roman Slaves+Gladiators), Libyan Mercenaries Faction (Mathos), Saka, Baktria and 3 Roman Sub-Faction (Senate, Latin Colonies and Italic Allies), Pretenderfactions for Carthage, Seleucid + Ptolemaic Empire and the Roman Republic (Civil War Faction)
•- "hordecamps" and more realistic resource positions
•- faction core attitudes and faction relationships (behaviour of factions in the campaign)
•- new buildings (Tax and Mints, Temples, Politcal and Governments, Riverports, expanded mines, traderoutes and much more)
•- reworked buildingtreeīs and costs
•- reworked unitcosts and economy
•- alot of Bugfixing - My Claim is: every release has to be fully stable and playable.
:( No I don't. I have heard that some mods have mitigated it. I don't know how.
Playing all battles because 1400 veteran soldiers could lose to 300 rebels is a bit of a chore, especially in such battles that should be easy, low-casualties battles.
Could we get more buildings that give law, so that we could have a chance to keep a decently large Empire? Even if they have a cost per turn (like 100 denars/turn), they would be useful.