Total War: ROME REMASTERED

Total War: ROME REMASTERED

Unit Stat Rework and Rebalance
73 Comments
Ligon Flarius 7 Mar, 2023 @ 11:17pm 
Game crashes upon start with this mod only
rhinojmc 16 Apr, 2022 @ 8:05pm 
update please!
TheRomanRuler 23 Jan, 2022 @ 12:55pm 
Dude this mod is epic! I hope you can update it soon =)
Buster Scruggs 13 Dec, 2021 @ 9:50am 
I'll wait, and buy you a coffee :D
Nick1assassin  [author] 11 Dec, 2021 @ 9:46am 
@Buster Scruggs, Pretty much all of my mods have been made unplayable due to the new patch, however I do intend to fix them it will just take time.
Buster Scruggs 11 Dec, 2021 @ 5:06am 
Please update this mod so it works with 2.04! The game crashes everytime I try to use this mod now :(
Nick1assassin  [author] 8 May, 2021 @ 3:50pm 
It will be in my interest, right now i'm just working on a mod combine pack for my current mods.
Fedor von Bockenheim 8 May, 2021 @ 3:40pm 
Can you make this for barbarian invasion?
BestSt1ngray 5 May, 2021 @ 11:03pm 
Only when they are fighting though.
BestSt1ngray 5 May, 2021 @ 3:54pm 
This is my favorite mod right now, but the sacred band and mercenary hoplites hold their spear backwards and dont use the actual spear tip.
Nick1assassin  [author] 5 May, 2021 @ 9:04am 
I would not be able to make a mod that changes the descr_strat file of his mod since I don't have access to the mod and It may cuase incompatablility issues, but I do think that mods that only effect the export_desr_unit and export_descr_buildings files would work but only for now. He did mention he would add more factions and units at a later date which would make most mods incompatible with total conquest.
steelwarrior77 5 May, 2021 @ 1:31am 
Great mod, could you do a submod for total conquest?
Nick1assassin  [author] 4 May, 2021 @ 10:17pm 
Yeah, looking at the pike formations, the soldiers take out their swords for close quarters and blob up. The only way to really fix this is to remove the secondary weapon (the sword) from the pikemen entirely. This way they have to stay in formation and wont form messy blobs all the time, the hoplites suffer a lot from this problem too, I'll fix it.
The Extreme Potato 4 May, 2021 @ 2:30pm 
I noticed the thing with Pikemen too. The Phalanx immediately breaks apart when it touches another unit and the Pikemen start attacking with their daggers/swords instead of holding formation and using their pikes.
Tom 4 May, 2021 @ 12:37pm 
Further update; after cycle charging said archers they still didn't break and ended up killing my general in melee lol
Tom 4 May, 2021 @ 12:33pm 
Love the mod, but just some things ive noticed:

- When a unit engages a pike unit, the said pike unit breaks formation and start fighting with swords out instead of holding with the pikes.

- Archers seem to have way too much morale; when i sandwiched a unit between 2 of my cavalry they were still on eager (even with general dead) and managed to kill quite a few of my men too in melee.
•LGA• Cyrus: Emperor of Mankind 3 May, 2021 @ 4:07pm 
Amazing screenshots by the way

I'm so glad this remaster came and we could see epicness such as this
Jety Wawoo 3 May, 2021 @ 8:41am 
alright so how come when I use this mod enabled every unit has the same unit count, there are 300 berserkers in a unit wtf lol
Ameer 3 May, 2021 @ 4:04am 
when hoplites charge there spears Disappear an use there swords also in the walls of a city
Nick1assassin  [author] 2 May, 2021 @ 7:19pm 
I might modify the unit stat file for barbarian invasion. I haven't tried it yet but it does look good. It just takes a while to modify the stats.
Z&K 2 May, 2021 @ 6:49pm 
In barbarian invasion, it looks like the armor stats are switched for the legio lanciarii and the limitanei. Maybe you could switch them? Thanks!
Nick1assassin  [author] 2 May, 2021 @ 5:52pm 
What did you have in mind?
Z&K 2 May, 2021 @ 4:50pm 
Could I request a mod?
rob_church2002 2 May, 2021 @ 11:57am 
as stated i love the extended battles reminded me of romaserrectum and rtr battles

but i would like to have the phalnax for my greek troops now they just play as lesser rome with just melee blob. as some one that has never modded how easy would it be for me to add the formation back into them is it just a check box or somthing more complicated.
Grudge 2 May, 2021 @ 9:12am 
could u please add archers to carthage
Nick1assassin  [author] 2 May, 2021 @ 8:21am 
@Sonar go to graphics settings and go to advanced settings (mechanical cog in top right) and you can change the unit sizes from there. I have mine running on experimental the largest size.
half man on my father's side 2 May, 2021 @ 8:21am 
Aight, how about 3 standard bearers per formation?
Nick1assassin  [author] 2 May, 2021 @ 8:17am 
There is a way to change the animations for spear units to have them fight with the spear over the shoulder like historical hoplites. That is what I want the greek hoplite to fight like.
half man on my father's side 2 May, 2021 @ 4:28am 
A very nice mod indeed, I was just wondering if it's normal that every unit has 3 standard bearers, also - why remove phalanx formation from Greek units?
Sonar 2 May, 2021 @ 2:43am 
Hello all, great mod!
May I ask where change unit quantity? I like 163 exept 243 in unit...
ToXeR 2 May, 2021 @ 12:56am 
This is a very welcome mod! Good job.
I agree with Happy Gilmor. 15-20% reducing of speed modifiers in descr_battle_map_movement_modifiers.txt is a good idea.
Davi 2 May, 2021 @ 12:40am 
For anyone wondering. If you want achievements with mods you can copy the mod files into your data folder.
rob_church2002 2 May, 2021 @ 12:28am 
i love the stat rework awsome job i love the long battles is their a reason non of the greek units have phalnax formation
Iceman 1 May, 2021 @ 10:25pm 
Nicely done! Is there a chance you could make a version with unit stats like from Europa Barborum?
Davi 1 May, 2021 @ 2:27pm 
I thought about halving the amount of skirmishers by 50% because of their spread out ability and because of the pathfinding issues but doubling/tripling their missile damage and increase their ammo.
That way they would be an actual threat and a distraction they are supposed to be.
Would also mean you would have to deal with them pretty fast.
Nick1assassin  [author] 1 May, 2021 @ 1:03pm 
yeah looking at the formations, I did want to make the depth larger, will do that. The morale I think it will be 3 tiers, Low tier 16, med tier 20, elite/bodygaurd 24. will look into chariots, i now they shred cav and disrupte unit formations, it might be that defense skill/hp that I have to decrease, I'll look into it
ARMY[M&B]Elrond 1 May, 2021 @ 12:18pm 
I was waiting about that, gonna try it ! Thx
Happy Gilmor 1 May, 2021 @ 10:17am 
In my little bit of testing I also noticed that British bodyguard chariots seem pretty OP at the moment. It was absurdly hard to bring them down and they just destroyed my battle line. Im not sure if all chariots are like this, but it might be worth looking into. Another thing that might be worth looking into would be unit speeds. I dont remember exactly what file those were located in, but slowing down speeds across various terrain types would also help slow the pace of battles. Anyways keep up the good work. :) 2/2
Happy Gilmor 1 May, 2021 @ 10:17am 
So I have a couple of very initial impressions/suggestions.

Firstly, I am really enjoying the longer battles. Never liked the lighting fast battles of vanilla RTW. It does seem like moral might be a little on the high side as of now. Perhaps lowering the moral down a little, and adjust attack and defense some to compensate for this. One thing I would love to see is for formations to have deeper ranks by default. As of now I think formations are like four of five deep, Im thinking maybe eight to ten might be better. This way battle lines arent stretched out across the entire map, and maybe might make path finding in cities a bit better. 1/2
steelwarrior77 1 May, 2021 @ 8:26am 
Could you do a o turn recruitment version of this? And the overhaul for the other campaigns would be great!
Nick1assassin  [author] 1 May, 2021 @ 7:12am 
you have to go to my mods in the local folder, make a folder named what the mod is then make another folder inside that matches the name of the folder in the games files. So mine is structured My mods/unit stat rework/data/export_descr_unit.txt, feral_export_descr_unit.txt
[TPPL] King Leonidas 1 May, 2021 @ 2:13am 
Hey man i was trying to make my own. how did you do this to upload it and everything?
Nick1assassin  [author] 30 Apr, 2021 @ 11:58pm 
this is only base game, I might try barbarian invasion and alexander. Just doing this took several hours but it can be done.
Magnus Furius 30 Apr, 2021 @ 11:56pm 
Nick, have you only done the vanilla campaign units? Or this is across the board (Barbarian Invasion & Alexander also)?
Nick1assassin  [author] 30 Apr, 2021 @ 11:55pm 
yeah it will be seperate from this dont worry, its only units here.
Davi 30 Apr, 2021 @ 11:52pm 
Also yeah updating mods via steam was always a pain. Have to unsub/resub to update lol
Davi 30 Apr, 2021 @ 11:51pm 
Noooo please don't I like being able to slowly expand. I always hated starting with lots of cities.
Make it a separate mod please.
Nick1assassin  [author] 30 Apr, 2021 @ 11:50pm 
going to try and tackle the descr_strat file to make each settlement controlled by factions and not the rebels, should be fun
Nick1assassin  [author] 30 Apr, 2021 @ 11:47pm 
yeah I use experimental for the largest possible unit size. I made the change and It should be okay. It seems like half of the time when I update It does not even do anything then I gotta update it again, sigh. At least its working
Colonel_Milk 30 Apr, 2021 @ 11:46pm 
very nice keep up the good work