Ja i tak przemianowuję nazwy na te, które aktualnie posiadam :D
Wersja do druku
Ja i tak przemianowuję nazwy na te, które aktualnie posiadam :D
Moze mi ktos pomoc ? nie potrafie odpalic Romka ..wogole mi nie odpala mod menagera ..moze ktos wie co za przyczyna ?/ prosze o pomoc
CA coś zawaliła grzebiąc przy launcherze, może to dzisiaj naprawią. Na tą chwilę musisz przestać subskrybować jakiekolwiek mody, odinstalować te dodane ręcznie i ogólnie wyrzucić z data Rome 2 wszystkie mody (te subskrybowane będą miały obrazek o takiej samej nazwie pod sobą). Jak już odpalisz launcher, możesz dodać mody tylko raz, zamknięcie gry spowoduje powrót do punktu wyjścia.
Tak wygląda "wolny" od modów folder data Rome 2:
[spoiler:3gumzmfo]http://i.imgur.com/EcCfN5D.png[/spoiler:3gumzmfo]
zrobilem tak wszystkie mody usunolem ,sprawdzielem spojnosc plikow i dalej nie odpala mi sie ciagle wczytuje ...i drugie pytanie moja kampania juz przepadla mam rozumiec ..
do bani z tymi aktualizacjami ciagle rozwalaja ludziom gre .nie moga to jakos inaczej rozwiazac ? albo to jest swiadomo ich praca .czlowiek traci godziny na gre stara sie podbic co sie tylkko da , czeka na reformy i co ..cos wyjdzie i bam pozamiatane ..
Problem juz nie wystepuje ..jakos doszedlem do bledu
Opcja Edytuj post.
Trochę chaosu zostało wprowadzonego przez kolejne wersje wydawane w ostatnich dniach. Uporządkujmy to. Obecnie obowiązuje wersja przejściowa 0.82h z dopiskiem Rewizja nr 4.
Co zostało zmienione?
Wersja 0.82h: Uczyniono DeI kompatybilnym z ostatnim patch'em od CA (Pory roku i Cuda świata antycznego) oraz Hannibalem u bram, co nie oznacza iż poza ogólną adaptacją zrobiono coś więcej względem najnowszego dlc od CA, o tym niżej.
Rewizja nr 1: Przystosowano startowe armie i kampanijne skrypty do zmian w grze
Rewizja nr 2: Usunięto przyczynę wyrzucania do pulpitu na starcie kampanii (uszkodzone pliki starpos)
Rewizja nr 4: Poprawiono wyokrętowanie jednostek. Zoptymalizowano poruszanie się statków transportowych, modyfikując pośrednio ruch lądowy
Ważne: Z obecną wersją DeI kampania Hannibala jest zabugowana i niegrywalna, chyba że nie użyjemy moda. Ekipa przeprasza za tą niedogodność, ale w chwili gdy odsłona o numerze 0.85 jest prawie gotowa, trudno skupiać się na wydawaniu wersji tylko dla HatG. Wersja 0.85 i tak będzie wymagać rozpoczęcia nowej kampanii od posiadaczy ostatniego DLC z uwagi na zmiany jakie pojawią się w tej kampanii. Do tego czasu warto zagrać w podstawowego Hannibala u bram, aby miec później porównanie z modyfikacją. Cierpliwości ;)
Mamy już wersję 0.85
Ja jednak poczekam spokojnie na 0.9 lub 1.0 :)
Poniżej lista zmian, które ona wprowadza:
Cytat:
What's new in this release (0.85):
General changes:
Overhauled all Celtic Tribes with more than 40 completely new units and individualized faction recruitment options
Revamp of Macedon and Greek factions in general with 4 new units
Introduced new Hellenic Shields from RS2 (our great thanks to the authors of that wondeful mod to letting us use their assets)
Made DEI fully compatible with Hannibal at the Gates:
Changed Arevaci and Lusitani factions recruitment options to the ones of DEI
Overhauled recruitment options for the new campaign for the reform system of DEI
Tied cities reinforcements to the DEI units
Gameplay changes:
Overhauled battle balance for less spikes in power of certain units. Especially rebalanced the power of swords vs. spears and the role of short spear vs. long spear units. Hoplites will be much easier to win if attacked from the flank/rear (as Pikemen), for example.
Overhauled missile balance so that all missile units have a specific role and individual sets of skills:
Archers are now able to fire above obstacles so they don't need a clear line of sight to fire against units. This makes them the better unit to strike from afar behind the lines and slowly deplete their strength.
Horse archers are more powerful than foot archers but they have much less range and cannot fire above obstacles. Their mobility is the winning point.
Slingers are the best unit at firing from range on a clear line of sight. Their high accuracy and AP makes them very deadly; their drawback is that they need to be positioned correctly to get the most out of them.
Javelin users are the strongest missile unit by far, but they have a short range and low ammunition
All missile units have had their ranges overhauled for more realism.
Overhauled weapons' initiative vs deadliness for more balance. Deadliness will be more effective against initiative and so in general sword units will be much stronger than same tier spear ones.
Rebalanced elite units so they are not so highly above main troops as they are now. They will be still much stronger but for different motives. Less for durability and more for strength. This means that if flanked or attacked from the rear also an elite unit will deplete in short time.
Cavalry is easier to disengage and is more powerful during a charge, especially on the rear. Also pike units and hoplite units cause much less damage to calvary if hit from the rear.
Tweaked certain units that were too powerful in comparison to others (albeit always in respect of the difference in power of certain factions in confront to others; this will always remain in DEI)
Tweaked cinematic camera zoom so that it doesn't end in front of units
Campaign Changes:
Added resources and correct unit sizes to HatG mini-campaign.
Improved AI recruitment priorities in main and new mini-campaign.
Altered CAI budget and personalities.
Changed Local Traditions in Spain to be Iberian.
Fixed starting Armenian military tradition (requires new campaign to experience).
Lowered number of regions required for Military Victory for Minor Factions (requires a new campaign to experience).
Fixed Season movement changes. Every season has a harsh movement penalty, but land movement is doubled. This was done to help fix the transport movement problem.
Fixed Carthage introduction text.
Reduced research time of starting technologies to help early AI recruitment.
Changed required technology for Seleucid/Baktria tier 1 stables.
Altered stats of Baktria/Seleucid Eastern Satrapy Palace.
Fixed Seleucid Deployment Formations.
Lowered Agent Success chances.
Lowered the effect of Agent actions that harm units/buildings.
Lowered Character skill effects for income, diplomacy and gravitas/power skills.
Altered battle climate probabilities/fatigues. Snow battles more likely in north, less fog battles, higher cold/heat fatigue during certain seasons, etc.
Changed artillery recruitment for Romans to have Ballista from polybian reforms.
Customized army and navy stances based on culture:
Barbarian Ambush stance costs less movement, has a higher chance to succeed, and gives a morale bonus.
Roman Fortification stance costs less movement, gives a morale bonus and a higher defense bonus.
All Garrisoned armies now get a replenishment bonus. Barbarian Garrison stance gives more morale. Hellenic/Roman/Eastern Garrison stance gives a defense bonus and reduces upkeep.
All Sieging armies now use local food and cost more to upkeep. Barbarian sieging armies also get an attack bonus.
Barbarian Mustering armies get a larger replenishment bonus. Roman Mustering armies get a defense bonus. Eastern mustering armies get a morale bonus.
All Raiding armies now use local food, have a defense penalty and an attack bonus. Barbarian Raiding costs less movement, increases morale, has a higher defense penalty and higher attack bonus.
Naval Blockades now have higher upkeep. Hellenic Blockades have a morale and attack bonus.
All Docked Navies now have a replenishment bonus.
Hellenic Naval Patrol reduces piracy more, costs less movement, gives a larger defense bonus and attack bonus.
Hellenic Naval Raiding causes more piracy, has a smaller movement penalty, uses less movement, and has an attack bonus.
Added new Minor City building chain "Public Land" for all factions and campaigns:
The general concept is to bring a smaller version of sanitation and forum buildings to the minor cities.
The chain has 3 building type options: Medicus (sanitation), Trader (market), or Garrison/Watchtower.
Special one-per-faction tier 4 buildings: Rome - Garrison, Hellenic - Hospital, Barbarian - Hall of Heroes (sanitation/guard mix) and Eastern - Trader.
Scripting changes:
Overhauled all the reforms and army caps scripts for less possible problems:
Removed the need of saving reforms informations as the checks will be done at every load (this means less possible problems with save failures and also in the rare case something can not work properly on next load everything will be checked again)
Added check for global reforms/MP reforms not more available so that reforms advance no more in those cases.
Major changes in the structures of the scripts so that in future is easier to add/remove features.
Inserted full Messages for the reforms. Now users will experience different messages depending on the type of reform and if the reform is of the player, global or of another MP player faction.
Misc:
Removed numbers from regional Legionaries.
Overhauled all the reform system for what it concerns CiG and HatG. No more reliance on copied records as the reforms scripts will do the correct troops selections.
New UI graphics for certain building types.
Notes:
Some of the new changes (as noted) require a new campaign start to work.
While in its totality this version is fully compatible with previous save games this last update of CA requires a new campaign to work correctly. As such it would not be a bad idea to start anew if you can.
The new HatG mini-campaign in any case requires a new start for the DEI changes to work.
teraz tylko czekamy na Rafkosa i jego spolszczenie, bo część jednostek nie ma opisów...