Yes
Earldoms: No plan
2. We haven't figured how to do it. Attila wasn't made with great tech progression in mind
That is not a problem on your side. Attila wasn't made with tech progression for Agent model in mind
Unfortunately they must wait for a dev to complete them
I...have it right there
Steamcommunity.com
Maybe, you're using a submod which modifies the startpos?
We never removed Navarre, its right there. Second row from the top, second column from the right, just after Milan, just before Nicaea, below France, above Zengids
Was any of the population type exhausted in Turin?
Well, the Western Ulus of the Mongols would grow differently apart of the Yuan Dynasty.
In Tier 1 (13th century), The Mongol age of Conquest, Song-Jurchen influenced equipment would've used from East to West.
But from the 14th century on the Golden Horde and the Ilkhanate/Chagatai successors e.g. Jalayirids and Timurids would've absorbed more Turco-Persian influences.
We have to admit, we need to update our Mongol models. Most of them are old and low quality.
The Nicaean and Epirote units have been released. Trebizond will follow, bundled together with playable Wales in campaign.
I agree, it overshoots way too often. I will see to it.
Never. It always has been 2 turns per year
Released and playable, but not fully complete
Steam Workshop
No, not right now
Gak nyediain.
Tapi kalo pak tani harusnya cerdik lah, tau cara lain.
Being worked
When DETrooper figure out how to script the Papal system to work if the player is the Pope, and how to adjust its electoral system instead of the common dynastic hereditary monarchy system all Attila factions uses
No
There is no plan for them
When its done, and as the dev in charge of naval units, it won't be soon.
Yes, if they fills certain niches on certain factions
You can't
What Rise of Mordor does until now in their map-making streams are only the visual part. The logic part is still under research under a joint modding team comprised of the brightest modders of the TW modding community. Here's the exact quote from Maestro of the RoM team:
"Campaign modding foremostly requires a working campaign map. Campaign map modding is essentially split in two things, because the campaign map itself is split in two dimensions. One is logic, the other is visuals. Logic concerns all kinds of things: no-go zones, trade routes, you name it. Visuals, on the other hand, is nothing more than making sure that where there is supposed to be forest logically, there are trees on the map; and where fleets can go, there is sea.
At this stage, visual map modding is at a workable state. Not perfect, but good enough for the sake of making a game-ready campaign map. Hence, we are able to preview what we’re previewing now. The logic dimension of the campaign map, however, still requires further research and development of a tool in order to make it moddable. So, at this stage, we could make a map that looks completely like Middle Earth as you know it, but armies, agents and all that would still think they’re in Attila Europe.
To get a full campaign map going, we will have to wait for the development of the tool. Sings are promising, but one should not place bets that it’ll be here before the end of 2021. And, from there, we still have to actually mod the campaign map and test it all over. And then there is all the gameplay that will need making and testing.
Long ways ahead still, but ever onwards to a full RoM campaign!"
We already have a Discord server for 3 years already
When we can figure out how to script the entire Papal system for a player-controlled faction
I have to ask Banskie and Zsimmortal about the exact sources they used. However, they actually are in the wiki article for the French Garde du Corps.
The name simply refers to the 3rd company of the French royal guard. The 1st was the Scots Guard, the 2nd was the Gentilshommes au Bec de Corbin.
Steam Workshop
No.
Maybe you had play another mod which need manual installation into the data folder?
Until 1500. Yes, Pike and Handgonnes are in the late-game.
kittyraider
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