![]() ![]() The standard version also expands the auxiliary pool in almost all regions. Standard: Includes everything in the light version, alongside new units for some minor cultures with extremely lackluster rosters like the Arabians, Africans, Easterners and Etruscans. Also includes a great shield overhaul and it gives every faction access to auxiliaries. Light: Includes new units for the 31 major, playable factions in the game. Be sure to check out the other versions as well and pick the one you like the most. This is the standard version of the collection. GrudgeNL, for indicating how to make new projectiles.This is a collection of some of my favorite unit mods for Total War: Rome 2. [It took me a while to figure out that entering a period in the 'decoded text' is not the same as entering '00' in raw hex data. [Ahiga, for showing how to change texture files manually in a hex editor. [All the contributors of this thread, for helping me understand how to get Victory Conditions to work. VINC.XXIII (for getting names to work) [All the contributors of this thread, for getting the Qin mod to actually appear in Custom Battles after the recent update. Secosatarian (for getting names to work) Magnar, writer of several modding resources OldFox and Wiid, creators of the original Qin and Kessen mods: here, and here.Įmperor, creator of the Qin Content Pack mod I have not tested compatibility with mods that make smaller changes to the game's systems. This mod is incompatible with any mod that modifies the startpos.esf file. It has been untouched from the original mods. Some family members, like the starting character's wife, tend to die early for some reason. If someone wants to design a storyline of missions for this mod, message me with details and I would be happy to implement it and give credit. I don't have the energy to both design and implement a new set of missions for Qin at the time of publishing this. Victory conditions are largely duplicates of Bactria's. Trait sets are re-used from vanilla agents and generals, along with the historical descriptions for units and technologies. Any attempt to re-use campaign map models for generals as agents results in a T-Pose. I don't know of any Asian models that could work here. Female family characters have been set to use Eastern models. When battling in a Qin settlement that has been built with Qin buildings, the architecture will be Roman. I'm not sure any Rome 2 mod has been able to accomplish modding unit voices. No custom unit voices/Chinese sounding voices. I have not figured out how to give campaign map voices to units without breaking the culture/subculture system. If anyone knows how to figure out below how to fix or deal with these issues, please let me know and I will update the mod right away. There is also a unique Chinese building model for the settlement and palace building chains. The buildings on the campaign map have been given a re-skin. Several new technologies that aim to make technological progression more rewarding and fun by differentiating them from the rest of the factions. Although the Qin start off with a more defensive set of units, the roster selection becomes more versatile as more buildings are unlocked via research. An army roster characterised by armour-piercing weapons and anti-cavalry warfare. A Qin faction at the eastern edge of the Grand Campaign map, bordering the south of Bactria. I just wanted to polish up the old Qin mods and make playing with them fun. This mod in no way attemts to strive for historical accuracy. Their main aim was to add a Chinese faction into the Grand Campaign. ![]() This is my attempt to make three old China-based mods, long without updates, work by incorporating their content and polishing it. This mod adds a Chinese faction, called 'Qin', into the Grand Campaign.
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