What's the difference between this version and the 2019 version?
(Edit) Found a comment that answered my question, but I want to ask if everything from 2.6 is in this version.
What's the difference between this version and the 2019 version?
(Edit) Found a comment that answered my question, but I want to ask if everything from 2.6 is in this version.
Any possibility of a version 4 D:
getting incompatible versions in multiplayer
If I could make a seperate comment for suggestions, it would be really cool if you can add these celtic helmets to the mod.
It would be cool to see the Gallic Agen/Port Type helmets: Romancoins.info
Recreations: 66.media.tumblr.com
I personally like these type because it may be evident of Gallic and Roman ideas mixing, such as this Gallic Montefortino Buggenum with celtic cheek pieces: I.pinimg.com
Sorry for spamming links, these all seem like good representation.
I first want to say that I am excited for your mod as this period in roman history is my one of my favourite time periods. However I have notice some things that can be improved on. According to your summary, you want the mod to take place between 60 to 45 BC. The helmet in the image, which I think is a Imperial Gallic helmet after noticing the ribbing at the nape. This helmet would not be worn during the time of Caesar.
I recommend sticking to the variants of the Montefortino and the Coolus. This website shows the archaelogical class variants that can be made: Imperium-romana.org
But we must be aware that variants can come in all shapes and sizes. This might be due to head sizes or someone trying to meld both positive elements into one helmet. So their could be a shorter coolus-like Montefortino or a wider montefortino-like Coolus.
While I agree with the width of the shield, I have noticed depictions of the shield being a bit longer lenth-wise. Even though this depiction is a century before this period of time, the roman scuta I think should be a bit longer, reaching at least below the knees: I0.wp.com
Here is another source that is near the marian reform, about 50 years before the time period of the mod: Upload.wikimedia.org
An archaelogical find dating from the 2nd Century BC:http://www.roman-reenactor.com/scutum el fayum.html
another depiction: I.pinimg.com
Do I install it to the steam folder if I have steam?
I don't think I hear the marching
I don't hear any music in the main menu
I am a bit confused, why is some of the artillery have such a short range? nearing close to the range of some skirmishers
I'm confused, what does this specifically do?
If it inspires any emotional reaction, I just want to let you guys know that my jaw drop for four seconds when I saw this announcement. Can't wait for this update and good luck!
I know the random AI load out system was something to be desired but if anyone has found a way, I would love to have this mod with more authentic enemy load outs. My reasoning is that clearing houses in which the enemy defends by using anti-vehicle weapons and LMG's feels a bit annoying. I know that it can be said that it adds to the difficulty but it some situations it can get pretty cheap where your screen can become instantly bloody by a shot of a panzerfaust and then die through a melee attack. If anyone knows a way to turn it off or can give instructions to turn of random AI load outs, please respond.
why is the mg42 a command weapon throughout the level. Each sequence I see about two Germans carrying it
Is their anyway to play the mod with anti aliasing
Will this campaign be anyway related to the original TAR 2.0 mod on Twcenter.com?
Is there any sound when you reload the musket?
2.0 was released a few weeks ago, Forums.taleworlds.com
Link for the mod
American Revolution Mod: Ausgamers.com
"To the question of the transformation of the units unfortunately it is a mistake that can not be correct for the startpos is a hybrid of the hybrid etc etc ... to have a startpos complete with all the emerging nations and other modifications I had to accept this error, the solution lies in advancing with the shifts create a small army and do at least one opening battle in the first 5 turns, then the problem will go away and gradually advancing with the shifts (type 10 rounds) will disappear completely.
I found the positive side of the error that I well accepted, since I like to make the nations "little" stronger this error will create small armies of line in the early rounds in order to make those who would conquer a nation "little" things difficult" - Mod Author about the changing units bug
I remember the author said in the total war center that because of the amount of factions and changes, the bug is inevitable. It goes away in less then 10 turns I think or sooner if you already finished a battle I believe
Reznikov
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