The official video on how to install the latest version of Lucium Total War. Let us know if there are any issues with the install either in the comments of the video, or in our official discord linked below. Thank you for downloading and playing Lucium Total War.
Thank you all for following us for over a year and a half while we worked on the update. But we are happy to say that it is finally released for all of...
We now enter the final stage of Lucium Total War 3.0's development...
A basic overview on how far we've come with the mod's development and how close we are to release.
This addon takes many of the great UI changes in 3.5 (eg Portraits and Ancillaries), and brings them to 3.0!
Welcome to Lucium Total War 3.0+1.1. From Spain to Poland-Lithuania, and from Chile to Gran Colombia! Released: 08/04/2022 Last Patched: 20/04/2022
Better Unit Cards for Lucium Total War. Also Works in multiplayer!
Welcome to Lucium Total War 2.6+1.0. From Argentina to Brazil. From Prussia to the Ottomans.
"Century of Colors" is an unofficial submod for Lucium Total War that aims to enhance the visuals of the mod for those who prefer a more "Vanilla-Style...
Simply drop the lucium folder here onto your existing lucium mod folder and overwrite!
Been playing the Europe campaing and the growth is too slow, yet you go from absolute bankrupcy to millionare in 40 turns. Would be nice if you could have some bonus from colonization atleast in an abstract way (as the map only includes Europe). An America/Europe campaing would be godly too.
If you want ideas for the balance of gunpowder check Thera Mod with the faustians/spanish, feels great to play them
--BALANCE
1. Pikemen are too strong in melee, they anihilate units very quickly with their vanilla attack animation and high damage, their attack stat should be reduced to make them more defensive, makes for a more natural progression to pure musket
2. Ranged infantry have too much ammo, you are never forced to melee
3. Muskets shouldn't have that varied missile attack, it makes no sense, also their kill rate (due to their accuracy) is too slow, and the fact that they try to shoot like archers makes it even worse
4. There are line infantry units with horrible melee stats, they are just better musketeers at that point, its also feels unbalanced how varied it is between units with the same name but from different faction
5. 1 unit cap doesnt feel right, forces you to keep recruiting a unit and paying their mainteance if you want to replenish your forces
6. Sieges would play better if all maps were like the campaing fort (like how Empire Total War did it)
--ACCURACY
1. Artillery shouldnt have exploding ammo until late game, you could make it only for 24 pounder. Also why make the renaissance cannon a crappy mortar instead of a bombard
2. Late pikemen should be avaible from the start and then removed with an event.
3. Walls should have cannon/musket towers instead of archers
4. Grape shot not included?
--BUGS that you probably are aware of
1. Some units with bayonet have the spear+shield animations,
2. Grenadiers throw (shoot?) grenades from their almost textureless guns
3. artillery soldiers have guns that don't shoot, why not give them swords?
4. some faction generals have no weapon model, they strike with their bare hands
As my good friend Benisen said, we are aware of all of these. Battles are not the main focus of Lucium, and so thus far these have persisted within the mod. They will be fixed for the next released version. (aside from the ones where we'd need a battle map modeller)
1. I don't think so.. They're quite easy to kill off from distance and even late units can wipe them out in melee.
3. Regarding archer firing.. Yea That's mainly because of engine and terrain so they kinda fire like archers altough I may be wrong..
6. Can't do anything. This would need a battle map modder and those modders are sadly quite rare.
--BUGS
Aware of the 1, 2, 4.
3. Huh.. Fair point but that would require modeler..
Ya_boi can answer the rest.
Glad to hear you aren't done with the mod.
1. Main problem is in siege walls where they aren't supposed to use pikes (you could fix them going up there by defining them as artillery)
3. Vanilla musketeers don't do this so this should be fixable somehow
6. Im not sure how maps are handled but maybe you can make the game use the campaing fort map for settlements in some text file.
Also i see there are "riflemen" units with winchesters, any plans to include a cannon like the armstrong gun?
1. We cannot prevent units from going up walls. All units that are dismounted or not attached at that point to a piece of artillery can ascend walls. This includes cannon crew that is not attached to an artillery anymore.
2. Indeed, it was changed to do so in order to counteract the effects of Muskets thinking they can fire over a wall, but instead firing straight into that wall. We could not find a way to stop the AI doing this, and so nominated to make them actually able to fire over that wall. This will however be changed, due to immense popular demand.
6. We cannot do that. Changing the battle maps would require a battle map modeller as stated by Benisen.
We have a form of the Armstrong Gun in the 6-Pounder already. Aside from this there are no plans currently to expand the Artillery roster.
Looks like a good mod but is there a chance that since the mod starts in 1700 that Scotland and England could be seperate nations in future since they didn't unite until 1707 be nice to play a Scottish empire as well.
They had the same leader as England and were united on all policy, both domestic and foreign, so that is why there is no Scottish nation. There is also the fact that the faction limit does not allow for it.
it's decent, but i don't feel the hype. middle east factions are largely dissapointing and samey. South America campaign is better but i feel alot of the textures are inconsistent. You must've removed the "gunpowder unit" line in export.descr.unit for azabs and a couple other units because they literally fire straight up into the air. It's a pretty good mod tho nonetheless it clearly has a ton of potential.
As Benison said, if you could make a more detailed list we would be very happy to look at it and take it into account when we change things for the next update.
I agree With middle east and also factions, textures and models. The issue is that all of the units are temporarily borrowed from other mods.
I'll check and test azab units and talk to ya_boi.
Feel free to make more detailed list of issues with units and factions.
Hey, loving the mod! I have a bug report with the Savoy faction. At the start of 1710, right as the end turn sequence rolls past minor factions, I crash and get a message reading "Hello persom who mess with the files, you shouldn't have done that!" lol. Tried 5-6 reloads, clean install on a new save, same thing. I then played a game as France just fine, in fact, it was fantastic. The French revolution surprised the hell out me in 1748 but was super fun to deal with. Was I just super unlucky that my France started the estates general 40 years early, or did I do something to influence that?
Great mod. Well i can't take York to fulfill the last kalman union thing cause... i have only Leeds city in the north england, no york in sight cptain
This needs fixing haha. We had a York previously but changed it to leeds, it will still work with Leeds however, it is just the event text that needs changing.