Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Damn, didn't realise that - will try to fix when I get back to AAA: Greeks in the near future.
Two days ago I managed to find out a messy way of getting faction leader appearances working for Rome II by unlocking a new "Rank 11" which requires 10000xp to get to (in comparison, reaching Rank 10 is 2000xp, so it's extremely unlikely a player would manage to get to 10000xp in one character's lifetime). I may release a submod for people who want to see faction leaders like that very soon along with a small update to each mod.
However, downside with that system is that - once a character becomes faction leader and ranks up to 11 - they'll gain all their skill points at once. I've been trying to create a script that prevents a character from gaining skill points after rank up if they're faction leader and then have skills be earned periodically via events (like in a Paradox game), but still haven't successfully run it yet. To be honest I'm not the best at LUA, so if anyone else has a lot of experience with LUA I'd really appreciate some help on that.
It would be awesome!!!!
Also, could you make that whenyou enter in diplomacy window, you should see the faction leader without the helmet and the combat gear, unless he is leading an army, just with his clothes in the lvl that he is, I think it will help a lot in some kind of espionage (you learn just from opening the diplomacy view if their faction leader is old/young, leading an army or not, what lvl he is etc...
Thanks again for all of your work!!!
Will do, I too am also getting tired of only seeing linothoraxes on early rank generals and - generally speaking - don't like how the rank 10s look anymore. A lot of new assets have been made over the years which I have gotten permission to use, so I will be making some updates after I'm done with other tasks on AAA: Generals.
Because that's how rank 1 generals look in my AAA: Generals mods. It's a way for you to see how a general looks when they're freshly recruited from via the candidate window so you can get a clear look at them, plus it's a more obvious way of telling if they're completely inexperienced at a glance for you to want to give them experience. To get them to rank 2 for their first helmet, that general just needs to fight and win one battle.
Soon I will update this mod so that - when in battle - rank 1 and 2 generals will have the appearance of a rank 3 general, which adds in a helmet and a cloak. I feel that when in a battle it doesn't make sense for a general to not at least be wearing a helmet and/or some kind of obvious signifier of command (i.e. a cloak or a sash). However, for the campaign map view, I think it fits as they're not in combat.
The upcoming updates to all my existing and future AAA: Generals mods will make it so that - when in battle only - ranks 1 and 2 will use the rank 3 appearance (helmet + cloak).
Oh yeah, that was one of my long-requested features! Basically, at the start of every game, generals are assigned appearances based on what is in a file called a "startpos.esf". In the vanilla startpos and the previous DeI versions, most generals were just assigned generic appearances (e.g. Rom_General_25, Rom_General_01 etc for Romans). I wanted some more characters on the startpos to actually have unique appearances, especially the more famous ones such as Pyrrhus of Epirus, Ptolemy etc because it meant that both they and I could make some more unique appearances of generals that matched the famous people to help diversify the map at the start.
My mod not overriding Pyrrhus is as expected as DeI added that new appearance recently, but I do want to replace him with a unique appearance on this mod some time in the not so distant future. I need to take a look at what references he has and then make a new, unique appearance for him.
What do you mean? What's changed exactly? Would be good to know so I can help update it.
Yes, it works with DeI - it's a commonly asked question.
Hahaha yes! That is an annoying issue. I will come back to update this mod soon to not only fix those issues but also provide more variation for each Greek culture's general. A lot of new models have been made by the community since I first released this mod which would help out a lot.
Sounds like the good old over 35 mods issue again.
@iNsaneMilesy
Their head models are the same, the difference is in the hair styles. I may reduce the number of beards the GC Spartans have because you're right in that by GC's point in time beardless was becoming more fashionable. However, I'll still give them on average a few more than the other Greeks simply because they did historically use them more and they even had their own styles that are well documented. Their long hair also persisted into this time period, so I can't remove that.
Still works for me - must be an issue on your own end.