Total War: ROME REMASTERED

Total War: ROME REMASTERED

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Imperial Truth - Less Colorful Faction Borders
   
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Feature: Campaign, Map, UI
File Size
Posted
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214.261 KB
8 May, 2021 @ 6:40am
27 Dec, 2021 @ 11:10pm
6 Change Notes ( view )

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Imperial Truth - Less Colorful Faction Borders

Description
MMy goal is to fix and upgrade the developers shallowness in all aspects of the game.
I’m slowly creating a detailed Rome Remastered mod pack (which will include: richer map, more territories, new traits and ancillaries, new and rebalanced units and buildings, UI, economy, etc.)
My grand mod will build up from these smaller standalone mods, most of it you will be able to use separately as long it's not built on each other. Every faction buildings and units chain will be upgraded, but my main focus will be the House Scipii. Except for them, I will try to make the mods more or less historically accurate. House Scipii will have some historically unrealistic units, (like horse archers and phalanx units) and a unique monotheism religion called The Imperial Truth. (Among others it was inspired by the Stoicism philosophy.)
I'm working on this alone in my free time, so do not expect any fast miracle but feel free to try out what is done so far. Also, I always welcome constructive feedback If you have any please write it down in the Comments section below. Testers are always welcome.


Second Standalone Mod: Less Colorful Faction Borders

This small mod simplifies the faction borders from 3 color to 2. Sadly I can't remove the territory border colors from the map like in previous Total War games, but later I will try to find a way to solve it if it is possible.

Edited file: descr_sm_factions

My other mods so far:
Part 1: Traits and Heritage
Part 3: Units and Buildings Overhaul
Part 4: The Great Map Overhaul
Part 5: Name List Extension

My Texture packs:
Texture pack 01: Armoured Spartan and Argyraspides
16 Comments
Corythus  [author] 7 Jan, 2022 @ 11:21pm 
Dear Followers,
A few weeks ago, I get an honorable request to help work on the Total Conquest project witch I gladly accepted. This is not mean that I will not continue my Imperial Truth mods, but for now, I have to put it on hold. I updated most of the mods to be available four you, except the Units and Building mods. This is because it would be terribly time-consuming (which I don't have) and it will be completely redone when I will continue the series. During the work with the TC team, I will be able to learn from the bests, which I will try to repay with quality help. I also started to learn how to use Blender, and with that, I will be able to create my models instead of just using and recoloring the existing ones.
I would like to thank you all for your friendly support and helpful feedback I will try to do my best to come back and redone/continue the series.
Corythus  [author] 10 Oct, 2021 @ 12:45am 
Dear Followers,
Despite the lack of my time, I made an economy fix for my "Units and Buildings Overhaul" mod thanks to tester Pyrrus who gave me constructive feedback about how broken was the gold income in my mod. Income is drastically reduced, from now you will need more cities to upkeep a well-equipped army. I also used walls, to convert (not equally) trade income to tax income. In this way changing a cities taxes gives a greater impact on the overall economy.

Some unit values were also reduced for all units to gives space to unit ranking. Temples are a bit redone, to keep the uniqueness of the factions.
All changes all showed in the mods google document which you can find in the Steam mod description.

The new patch is probably not saved game compatible, sorry for the inconvenience. If you have any idea or feedback please let me know in the discussion topics to constantly improve the mods and with it the overall gaming experience.
Wish you a great weekend!
Corythus  [author] 25 Sep, 2021 @ 4:50am 
Units and buildings 2.0.3 update is relased:
- Balancing
- Recruitable generals from Bobo Mauser's idea.
- 24 New Units from Alexander and BI
- Extended recruit pool from vanilla units.
- Buff system improved.
- Proper texturing will only available in the next update!

More detalis in the google document.
Enjoy your play and please give back some feedbacks.
Corythus  [author] 9 Sep, 2021 @ 9:02am 
The Map mod is updated. Totally 180 new regions are added. Thank you all for your patience!
Corythus  [author] 27 Aug, 2021 @ 8:22am 
The new update is uploaded. Thank you for your patience.
Corythus  [author] 1 Jul, 2021 @ 12:15am 
I see, thank you! I'm just curious how is she/he did it because I spend a few hours and it's still not working for me. I want to make the borderlines much thinner, maybe knowing that would also help me in this. But thank you for sharing it here!
Varangian 30 Jun, 2021 @ 11:00pm 
Corythus, apparently, there's another user that's already uploaded a mod that does this. :-)

You can check it out here:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2487686759
Corythus  [author] 29 Jun, 2021 @ 2:25am 
Crusader, I will create a different small mod for the invisible borders. However, making the files transparent didn't solve the problem.

data\terrain\aerial_map\indicators\region_borders_general
data\terrain\aerial_map\indicators\region_borders_main_colour
data\terrain\aerial_map\indicators\region_borders_primary
data\terrain\aerial_map\indicators\region_borders_secondary
data\terrain\aerial_map\indicators\region_borders_secondary_colour

The only notable difference was after editing region_borders_secondary.tga, .. the borders become even thicker.

If you have time I would appreciate some guidance.
Corythus  [author] 26 Jun, 2021 @ 12:32pm 
Thank you very much Crusader, I will try that in the next few days!
Varangian 26 Jun, 2021 @ 10:36am 
Corythus, removing the border lines is very easy. Just make all the region_borders_xxx.tga completely transparent files. I've done that on my end with both the borders and the roads for a much cleaner campaign map. And you can still make out where the roads go by observing the trade caravans travelling on the map.