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As far as I recall (and checked) Rome Rerostered v2.31 - Factions Rebalanced should not affect the Marian Reforms.
However some of the general units may not appear until the Marian Reforms, and vice versa, some of the general units may not be granted after the Marian Reforms hapened.
https://www.europabarbarorum.com/EB1/factions_eleutheroi_units.html East Europe Kludda Lugiae XD
Thank you for your comment and suggestion!
While historically inaccurate for the Roman era, historically (Celtic) greatswords did exist (called Gallowglass) in the medieval times. (although with a smaller grip, like you mention)
For extending the Barbarian unit rosters a bit with an elite unit, I feel it's still a nice inclusion in this mod (in fact Barbarian Invasion also uses this unit) and will keep it this way (as the mod has been out for almost 3 years now)
I was thinking the big map expansion mod. That's it, so Mundus Magnus v.13 really
will do!
As long as the mod you want to use does not change any unit recruitment / building files there is high change it will work, but for example the Chivalry mod won't work. (as it changes the unit roster)
I know it is compatible with Mundus Magnus v1.3 and Europa 270 BC but haven't tried others.
Which mod specifically do you mean?
If possible, just give it a try and let me know the results.
A new "Unit Variation" DLC has been released which merges Dux's Complete Unit Variation Project, making it compatible with Rome Rerostered v2.31.
Depending on whether you already subscribed to "Dux's Complete Unit Variation Project" you can decide to download the "lite' version which uses less diskspace but is less stable. (dependent on Dux's updates):
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3124422890
Or download the prepacked stable snapshot version here:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3124233606
Enjoy playing with more varied unit textures!
Make sure to give thanks to Dux if you enjoy his work! (link below)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3071981371
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3004910214
While I could (and I like the auggestion) I consider this mod finished and will not add updates to it.
There is also a forwards compatibility reason for not changing this mod as it would break compatibility if someone would update their savegame to Total Rebalance Ii.
Have you tried the Ultimate Campaign Bundle mod with the new Total Rebalance II mod?
It adds a lot of new units and also adds localy recruitable mercenaries (Italian Infantry; Jager Warband and Persian Infantry all wield and throw spears)
The Hypaspist would make a great addition for that mod and I will think about adding it there.
It seems the walls only disappear on the campaign map but not in battles.
I can look into this one time but luckily it's not too game breaking :)
Make sure to check out the new Campaign Bundle for Europa 270BC
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2821841524
Make sure to also check out the Definitive Edition of Total Rebalance: Rome Rerostered III
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2821730989
Make sure to check out the new campaign mod "Europa Romanorum"
Europa Romanorum 120AD - Campaign for Europe 270 BC
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2820170555
Check out the new "Midgame Campaign for Europa 270BC" !
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2818222491
Stay tuned, I am working on a 'mid game' Imperial Campaign as well, it will be compatible with both 'Rome Rerostered' and vanilla / other mods :)
Don't forget to check out "Factions Rebalanced: Rome Rerostered III" (and the submods) as well, there are more new units in that mod, also more different types of general bodyguard units.
Unfortunately that is not possible, because we modify the same exact files.
In the future I might introduce some of Danymok's Units in a new release of Rome Rerostered (IV), as Danymok said his units could be used in other people's mod, provided that he was given credit
@Necromaniac
Thanks for the compliment, don't forget to check out Factions Rebalanced: Rome Rerostered III !
I don't think this mod caused any problem for the AI to make siege equipment or not, I think that your comment about the Brutii not having this problem already implies this.
I haven't changed anything regarding the AI's behavior and just like Vanilla the same factions should have the same access to siege equipment.
It probably is quite random what the AI does, at least I didn't change anything regarding your problem.
Regardless I hope you enjoy my mod and don't forget to check out Factions Rebalanced; Rome Rerostered III if you liked this mod.
If you want a different experience with unit statistics, then check out "Factions Rebalanced: Rome Rerostered III"
@thijsdeboer
Frysk bloed tsjoch op! Wol no ris brûze en siede!
Thank you for your feedback.
You are right that this last stable building doesn't add any extra recruitable units.
I discontinued updating on Rome Rerostered 2, unless game breaking, even though your point is valid.
If you are interested in playing this mod, you should also try out 'Factions Rebalanced: Rome Rerostered III' :)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2686044803
Be sure to also subscribe to one of the submods like 'Decreased Unit Recruitment Time'.
Chariot Artillery is no longer recruitable
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2474951113
Rome Rerostered 2 now has increase compatibility with Ganim's Unified Roman faction, which is also featured in the fourth campaign of the WorthiestNIC's SPQR mod.. as a consequences all Roman factions now also have access to all temples.
Impact should be minimal for existing saved campaigns, but let me know if you experience any problem due to this update.
It is possible that the latest update of "Europe 270 BC" mod may have broken compatibility with either general saved games or save games made with Rome Rerostered.
In case of save games not loading properly, try using this snapshot version of "Europe 270BC" instead:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2706942964
Try at least a few different attempts at loading with this special snapshot version, there might be a random number generation problem somewhere (most likely not related to my mod)
- Added Senate Temples (for SPQR mod)
- Added Militia Cavalry for Macedonia and Thrace
If you put my mod on top of your mod in the mod list of the game launcher, then it will launch :)
It works both with Rome Rerostered 2 as well as with Total Rebalance: Rome Rerostered III, so it is technically and practically compatible, if people start a new campaign with both mods enabled.
You just have to live with no Senate Temples, but you could always lower taxes in game to maintain public order.
Just a technical side note, because you use 'descr_strat' file (and probably require for the SPQR to work) your mod will not be compatible with any of my special 'map patch mods'.
But the base version of Rome Rerostered 2 and Total Rebalance: Rome Rerostered III should work, you could reference this 'put my mod on top of your mod + no map patch compatibility' in your mod as compatibility if you want.
The reason it conflicts with it is because we both modify the export_descr_buildings file. I had to modify it in the S.P.Q.R mod to allow the senate to build temples.
This third installment features serious balance changes to unit statistics.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2686044803
"Total Rebalance: Rome Rerostered III" and "Rome Rerostered v2" should be considered as seperate mods, so "Rome Rerostered v2" will stay unchanged as of now.
So how badly do you want it? ;)