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As to the easyness of it, yes and no, In many ways battles feel easier, but I still win/lose campaigns at the same rate. I'd say the biggest factor in this is the way cheats work for the AI vs in vanilla. You see, as the campaign progresses, the AI will consolidate, build better economies and so on. You'll end up with big powers late game. As to the AI modding its ongoing, I keep improving one thing, finding I broke another :D
However, if your fumiliar with RPFM, its fairly simple to edit yourself if you already know what to edit. Its in .loc files, basically text files. :)
As to titles, I've tried to add a translation in the description of said title or ancillary.
While personal names were before this in Hittite Egyptian etc. and I've essentially just added more of the same.
A full translation, that doesn't exist unless ofc somebody wished to make a similar sub-mod as for the unit names but for the rest as well. :)
I think youve made a fantastic work with the names and it all but its a lil confusing for me, are there and mod that can make general names and cities in english under your mod?
That mod requires another mod that edits startpos and then you can't use other startpos mods.
What this mod has attempted to do in this respect, is to have a more generic Akhenated legacy, Aten is now named the 'Deity'. As a generic deity. You can combine thologies as happened originally with the later Jewish Yahweh, with combining Yahweh and El.
This mod does not mod startpos. So it's compatible with a number of startpos mods bc of it, but also bc of it cannot bring Yahweh as part of the pantheon of Gods.
Sometimes their bigger and more noticable, like nuking Aten to the Deity or changing unit names to Hittite, Akkadian etc. Sometimes simple spelling fixes.
I make a lot of these, and I mean a lot. Keep when I made what change is time consuming so I shorten it to localization changes often.
Last I did some minor spelling stuff and created localization for the new Hercules/Erakere title I added for Greece. Which may not be noticable if you play Elam or what not. :)
Working Joe's 'trigger' list: (What causes what)
https://steamproxy-script.pipiskins.com/workshop/filedetails/discussion/3331938787/6655846466489681338/
Cuckold, Degenerate, Girls, Attractive, Ugly, Fertile, Barren, Arse affect fertility in this mod.
Glad you like it, always makes me happy when others too like it. :)
I can confirm that I'm seeing it though
https://youtube.com/watch?v=l4lawLVit58
Once I get some time I can look into it, see if I find anything, though no promises :)
Thus the bad is just that, atm as it stands I can't due it due to platform limitations. But, since can't do it, it also means this mod isn't a startpos mod and thus is compatible with other startpos mods. One could thus in theory develop this and just design it to be compatible with this mod. Someone just has to do it. :)
was the culprit, it had a bug with latest update but acording to the autor it should be fixed by now,
Thanks a lot!
The renames wouldn't do that but some lua code might. However I don't recall having messed with this Lua though. :)
Glad you like it! :)
However i'm having a problem, i don't know if this was already reported but, could it be that the renaming of cities to endonyms meeses ups with victory objective counter? i have conquered some cities that don't appear as conquered in the victory objectives, could it be a name matching issue? it sounds stupid but i don't know which other mod could be the culprit
https://steamproxy-script.pipiskins.com/sharedfiles/filedetails/?id=3454083981 (this is how it looks for me)
From experience I know things that do this is if one use an unit mod that edits the same units. Say the Dunanu chariots, bc now the unit's chariot count is back to vanilla, but it's men count is not, so the games scratches it's head on what to do with the extra men. I think your using another unit mod, which isn't compatible with KPO. :) They'd have to make an compatibility patch or similar for it to work :)
-The next update in the coming days will mod the garrisons and the trading post outpost (it will be turned into an village). The Garrison mod will probably nuke your garrisons for a few terns before they replenish. You can negate these effects by preventing the update in your steam updates or take it while your faction is at peace and you can safely recover garrison strengths. :)
Current mod version is u345 (see change log above), this concerns the coming u346 and beyond.