The Bank Robbers are the only unit(s) that break/ add to this rule, as to unlock the Bank Robbers, you have to break the wall at the back of the bank on the Western Map, then look at the vault for a little bit. The secret Units are all unlocked by hovering over something in the map, and then unlocking it.The only times where you can use all secret Units is the Simulation campaign, the Adventure campaign, the Challenge campaign, and Sandbox mode.The Renaissance Campaign is the first campaign to utilize secret units as enemies, namely Ballooners, Cavalry, Shogun and Chu Ko Nu.For the same reason, it doesn't respect the 7 units per faction rule, having 39 units in total.As a special faction that hosts almost every Unit that is found on maps and couldn't fit in the other ones, or are one too many for the faction they could belong to, it doesn't have it's own theme, therefore, it has no map to stick to their theme, although it's maps could be the Simulation maps.Grants, writing all instead of the ID grants all relics. Worst: Beasts of War (pretty much all the units are terrible) 13. Increases the empire's Opinion of the empire by, default 40Ĭreates of pops from on the selected celestial body, entering without ID reveals all species IDs Best: Hannibal at the Gates (excellent mini-campaign plus three factions for the main campaign), Rise of the Republic (best mini-campaign, but doesn’t add anything to the main campaign). Trait IDs can also be found by hovering over the trait in the debug window.Ĭheats are console commands that can be used to give unfair advantages as opposed to sole testing purposes.Īctivates the specified Ascension Perk, pressing tab reveals all IDsĪctivate_ascension_perk ap_mind_over_matterĪctivates the triumph effect of Īctivates the specified Tradition, pressing tab reveals all IDs including tree adoptionĪdds to the selected celestial bodyĪdds of intel towards, default 10Īdds of loyalty from, default 10 Here you will find latest news, updates and download area for the mod.For all of you who are new here this modification gives you one of the largest overhauls for Total War: Rome 2 game. Unless the starting system or galaxy were modded, the player's pops will always be 0 to 32. Pop IDs can be read by hovering over a pop in the population tab.Unless the starting system or galaxy were modded, the player's starting science ship will always be 0. Ship IDs can be read by hovering over a ship in the fleet window.Unless the starting system or galaxy were modded, the player's empire will always be 0. Empire IDs can be read by hovering over an empire's flag in the contacts menu or its borders on the galaxy map.Unless the starting system or galaxy were modded, the player's starting ruler will always be 0. Leader IDs can be read by hovering over a leader in the leaders or empire menus.Unless the starting system or galaxy were modded, the player's species will always be 1 for the main species and 2 for the syncretic/cyborg/bio-trophy/prepatent species. Species IDs can be read by hovering over a species in the species menu. Species, leader, empire and pop IDs however are defined when the game is created and have to be found with the debugtooltip command. Most IDs are predefined and can be found on the ID page.
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