Total War: ROME REMASTERED

Total War: ROME REMASTERED

88 ratings
Unit Variation
   
Award
Favorite
Favorited
Unfavorite
Feature: Graphics, Units
File Size
Posted
73.063 MB
24 Apr, 2022 @ 12:51pm
1 Change Note ( view )

Subscribe to download
Unit Variation

Description
This mod adds unit variation with various units throughout multiple factions. This mod mainly focuses on the Pre-Marian Roman maniples, so units like town watch, hastati, principes, triarii, velites, and equites, for all four Roman families, see the most extensive unit variation. However, this mod also touches Barbarian spear warband for Gaul, Brittania, and Dacia.




An important note is that the effects of this mod will only be seen if you set the graphics mode to realistic, not vibrant. Modding vibrant textures in Rome Remastered is pretty funky, so you will not see any variation if your game is set to vibrant, and there will also be graphical bugs with the warband since their different variants use different pbr textures.
To put it simply, just set your game to realistic graphics!

Thanks for checking out this mod :)
42 Comments
DexOrion53 5 May, 2024 @ 5:33pm 
Is this compatible with the "Officers" mod?
Danymok  [author] 1 Mar, 2024 @ 8:39am 
@dajosh42069 Cool, good to know :)
dAjOsh42069 1 Mar, 2024 @ 8:28am 
I'm trying something a little more narrow now. And ONLY giving all Roman religious buildings access to the Julii. Because I LOVE the Brutii gods, but prefer my faction be red in color... I even tried (in RTW Classic) to simply swap Julii and Brutii colors. And it worked until I tried to end the turn, at which time the game instantly crashed to desktop.
Anyway, enough of my rambling.. I just wanted to say the conflict was NOT caused by your mod, sir.

(2/2)
dAjOsh42069 1 Mar, 2024 @ 8:28am 
Apologies!! I was mistaken.
I'd confused your mod for another that I downloaded at the same time.
Your mod DOES NOT conflict with changes made to; export_descr_buildings.txt

Additionally, for anyone who might be curious. My efforts were semi-thwarted when it became clear that getting into just about any battle would crash the game. Now... WHY letting all Roman factions build each others religious buildings (which SOMEHOW uncapped the number of allowed religious buildings per settlement) would cause the game to crash when attempting to load a battle, I'm sure I don't know!
It was certainly interesting to see that every settlement, worldwide, had built between 3 and 10 religious buildings.. but alas, it just wasn't meant to be..

(1/2)
dAjOsh42069 28 Feb, 2024 @ 8:17am 
hmm... I suppose I can try it again, and see if perhaps it was just a fluke the first time.
Another really strange thing was... I'd edited the 'buildings' file so that all of the Roman factions can use all of the Roman Temples.
Strangely though... despite that being the ONLY change I made.. It seems to have removed the cap of "Religious Buildings Per settlement". So, every faction, and every town/city has between 3 and 9 religious buildings....
And considering the fact that the ONLY changes I made were the Buildings file, and even then, all I did was add the +2 Roman factions to the preexisting ones for each roman temple type.
As a result, every single town/settlement has between 3 and 9 religious buildings, lol.
Danymok  [author] 27 Feb, 2024 @ 8:34am 
dajosh42069 Huh, that is weird, since my mod only affects "descr_model_battle" and "export_descr_unit"
dAjOsh42069 27 Feb, 2024 @ 8:06am 
Oh no no... there's nothing to apologize for. Your time is yours to spend how you like, and on what you like. I just thought it was really funny to read those 2 things back to back.

I do have a question though... In what way does this mod change the buildings file?
I made some changes to my buildings file to allow for all 3 roman factions to build each others religious buildings (so each Roman faction has access to 9 different religions. The changes worked just fine..but upon loading the game with this mod activated, it suddenly STOPPED working, and went back to the original/default religious building availability & system/restraints.
Danymok  [author] 24 Feb, 2024 @ 8:32pm 
@dajosh42069 Yeah sorry about that, I guess I still didn't update the description, will do so now. I am working on another, much bigger mod, so that has taken my attention instead of this.
dAjOsh42069 24 Feb, 2024 @ 7:49am 
LOL
No joke... I opened this mod, scrolled down a little, read "I will keep updating this mod with time" and got no further, then looked down and saw the Author left the last comment, start reading and see "Oh hey, I forgot I wrote that in the description. I do not plan to update this mod anymore."
Danymok  [author] 14 Sep, 2023 @ 11:14pm 
@PoemsForRoses Oh hey I forgot I wrote that in the description. I do not plan to update this mod anymore, I wrote that a year ago when I thought I would update it. I'm glad you like the concept and the designs, I agree it makes the game look more lively, but I have been spending more time working on a new mod, an vanilla styled expanion mod that adds new factions to the game, so that is where all my focus (in terms of RTW modding) is directed towards.