Total War: ROME REMASTERED

Total War: ROME REMASTERED

Chivalry Total War: REMASTERED
676 Comments
Othello 28 Jul @ 10:31am 
Playing as France, cant recruit transport ships ? Any solutions please ?
rick.e.allen 26 Jul @ 10:56am 
Do the updates work with the Chivalry sub-mod?
lazyscone 25 Jul @ 7:01am 
New update has scrapped all save files and ongoing campaigns?
glanisdan1 22 Jul @ 3:50pm 
Does anyone know how to add residents to cities? When I preview the city, it's empty. And that's a bit strange.
DMHunter666 21 Jul @ 2:35pm 
is the big map submod compatible with the new factions?
Sir Charly 21 Jul @ 2:31pm 
major focus now should be the castles, town and stuff like that. I saw for Rome 1 a mod that imported buildings from Medieval2 tw, maybe the houses need a fresh medieval look.
Also castles, mottes are cool but, considering the maximum castle is a dungeon, it's a bit frustrating : i hope for some citadels, maybe a big "old style" Square castle, with the city outside in majority or with walls around it. Is there a plan for update these features?
Ottis 21 Jul @ 11:54am 
Thank you. The update is much appreciated :-)
EzechieleLupo  [author] 21 Jul @ 11:05am 
Changelist:
- corrections to descr_regions, descr_strat, startup_script and export_descr_unit by Atromb and Zenati (for the three main campaigns)
- some models fixed by Lanjane
- fixed the Sunni Islam bug
- fixed some royal traits for Hungary, Norway, Novgorod
- restored missing textures for Teutonic Order's units
- new factions added to respective campaigns: Croatia, Serbia, Sweden, Lithuania, Volga Bulgars, Vladimir, Chernigov, Smolensk, Ryazan
- Volga Bulgars' units from the Rus TW mod for original RTW-BI
- new eventpictures for the orthodox Eastern European culture
- royal traits and namelists for the new factions
- new battle model for Teutonic Order general (WIP)
- restored early Templar cavalry model, available before the Greathelm event
- first part of the merchants traits system, imported from vanilla RR
- new faction logo for Kievan Rus
- something else I can't remember by now
Jon 19 Jul @ 10:19am 
Hi! Is there a 12-turns-per-year submod available for this gem? Also, I was wondering why the cities have such low population numbers. For immersion purposes for example, London had around 80,000 people by 1200 AD.
saturn 14 Jul @ 6:40pm 
are there no merchants in this mod?
EzechieleLupo  [author] 13 Jul @ 3:21am 
@Radwan
The mod manager shows that there are conflicting files because mods on top of the list overlap files from the mods below, of the same name.
That said, if they are listed in the correct order, even conflicting mods work well together.
EzechieleLupo  [author] 13 Jul @ 3:16am 
By memory, recruitment works the same in the original mod for Rome TW: as Denmark (and Norway), upgrading your cities and barracks you lose access to those units which belong to the Viking era, to embrace the feudal warfare typical of continental Europe.
They used a similar method for Norman England too, where you can't recruit old Anglo-Saxon troops like the Fyrdmen anymore, after a while.
John Dwayneson 13 Jul @ 2:04am 
if u upgrade buildings u loose the units that were made recruitable by the previous tier.
im playing as norway and lost the abilty to recruit warships and huscarls or wiking warriors just by upgrading the harbour and infantry recruitment building in my capital.
pretty sure this isnt intended and is a bug.
if the units were upgrade to something stronger like medieval i should still be able to recruit warships and all i can do is transport or trading ships.
sure i got stronger infantry but since i lost the ability to rectuit longships i think the same happened to my huskarls cause i can only recruit spearmans and 1 or 2 other infantry.
why should u loose the ability to recruit a stronger unit by progressing in the building chain?
also im just using this mod plus the big map submod so cant be a mod issue either.
Radwan 12 Jul @ 11:05am 
I uninstalled the mod because I was having problems because the game was crashing like it was possessed. I installed back all the unit cards do not exist....
Installing sub mods is also an interesting action because the mod manager thinks that mods clash with each other it was interesting playing on this mod but now I don't know if it's CA's fault or yours that the mod doesn't work or works because it depends on the game's moods...
IamSengle 12 Jul @ 9:08am 
So this mod Mongol can't recruit any ships. So uh good luck trying to conquer island.
Bagatur Darğa 29 Jun @ 10:44am 
GENERAL unit's are missing
when i conquered belgrade with pechenegs general unit and many units are deleted and The general's unit takes the form of the first unit produced in the city
DirtDiver0327 27 Jun @ 12:53pm 
This is legit other than the income being an issue. This is probably one of the best mods for this out there.
kirklandoren 25 Jun @ 7:43pm 
Whats up with income, ive played with the extended map mod. not sure if thats messing with it. but every country is broke or bankrupt. to the point its not fun to play. also some ai players seem to not be active. and no one ever comes to me with diplomacy.
Bouncer 19 Jun @ 2:54pm 
Bombards don't have any sfx on my end
wujdionizy 1 Jun @ 4:21am 
Great, EzechieleLupo, Those units look good, and I love your mod, btw. It's like a remake of Medieval 1 for me.
Petrus Aurelius 31 May @ 9:08pm 
Absolute madman made his own Medieval 2 remaster. Awesome work!
Arnold Layne 30 May @ 3:10pm 
Thanks :steamthumbsup:
EzechieleLupo  [author] 30 May @ 9:04am 
EzechieleLupo  [author] 28 May @ 1:43am 
Missing textures for the Teutonic units are going to be included in the next update :steamthumbsup:
wujdionizy 27 May @ 6:05pm 
As about pink Teutonic units I saw them too. Teutonic Foot Knight , for example. They are more pink then the Parthians!
matheniajacob 26 May @ 7:20am 
how in the heck do i fix the mod from crashing right before i go into a battle? loads about a fifth of the way then closes out the game.
wujdionizy 26 May @ 2:06am 
When playing as Teutonic Order, only the first Grand Master has Teutonic Bodyguards. When he dies, his successors are generic knight unit. Is it possible to give them Teutonic bodyguards?
Baba Stana 25 May @ 3:44pm 
I just found out about this mod and it's pretty fun, although historically quite inaccurate.
Big_Rhonda 25 May @ 2:16pm 
Is there a bug with unit cards? They are all the same I just started playing as England in the early campaign.
EzechieleLupo  [author] 24 May @ 10:58am 
Realistic or vibrant colour schemes don't matter in the pink issue, you are right. (But they matter for the units cards, to be showed properly)
EzechieleLupo  [author] 24 May @ 10:54am 
By memory:
- when a faction doesn't have a referred texture, the default one is used;
- if there isn't any default texture, men (or horses) are invisible;
- when a faction has a referred texture, but that file doesn't exist, you see them pink.
So it might be a wrong reference. I'll take a note, to fix them in the next update.
Arnold Layne 24 May @ 10:37am 
They are pink on the battle map. That's not a wrong reference. That is specifically, exactly what I'm seeing. The people that are telling me it's because of the realism setting are wrong. That's a completely different problem than what I'm explaining.
Arnold Layne 23 May @ 1:58pm 
So far I've just found some late Teutonic Units that do it. Halbbruders and Ritterbruders. I took some screenshots.
Kref 22 May @ 2:03pm 
Furthermore I can not build religious buildings in towns, only in minor cities.
My conclusion, religious system is copletly broken, at least in EA Russia.
Kref 22 May @ 1:57pm 
Playing as Kievan Rus in early era, I got strange religious war, like 80% people are pagan and goverment orthodox. So goverment looses religious conversion war and country gradually goes in disorder.
That is absolutely historically incorrect. Orthodox gradually increased influence, and feudal rulers had problems with each other, and other countries, but not with religious wars.
EzechieleLupo  [author] 22 May @ 1:16am 
@Arnold Layne
Wrong reference for their texture. Can you post which units have you detected?
Arnold Layne 21 May @ 10:21pm 
There is a problem with the rendering of some units on the map that has nothing to do with setting it to realistic. There is a different problem where some units are one solid pink color no matter what settings you have on or off.
async 28 Apr @ 8:11am 
@Mural Read the description
Mural 27 Apr @ 2:07am 
why do all the units look like rtw peasants
Nemo me impune 12 Apr @ 5:17am 
any family tree mod ? or those a mod works with?
Lucia Byrne 2 Apr @ 6:43pm 
How it feels to be fighting for your life in this mod as every faction around u decides to betray/attack you for no reason:

https://www.youtube.com/watch?v=e17mr5ZtWPI
Chester Pimpitz 31 Mar @ 8:00pm 
Is there a way to deal with the revolts after taking every city basically? Especially Muslim cities just instantly riot and revolt even if they get exterminated. Some of the cities just never get public order up
async 31 Mar @ 12:35pm 
@Arnold Layne do you play on color scheme realistic?
Arnold Layne 24 Mar @ 4:30pm 
My late Teutonic units are all glowing one solid neon hot pink color on the battle map. lame.
B.R ☪ 18 Mar @ 10:44am 
BUG : Q:/FERAL/Steam/Workshop/2672689065/DATA/DESCR_cultures.txt line 541:28 Could Not find culture name Armenian
hancif 17 Mar @ 2:09am 
brothers you must at the graficsetting chanced unit colour scheme to realistic than is no pronlem
async 1 Mar @ 10:33am 
@marcin-noweta Supported colour schemes: realistic only (otherwise, units' cards aren't showed properly).
marcin-noweta 25 Feb @ 9:59am 
I have a problem with unit cards, all units looks the same. All units look like peasent in campaign and in the battle screen.
PanakinBanana 23 Feb @ 1:40pm 
game crashes every time I go into a battle