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A new campaign bundle for Europa 270 BC has been released, based on an updated version of Total Rebalance - Rome Rerostered III
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2950340481
A new campaing mod has been released exclusively for Total Rebalance: Rome Rerostered III
For more details, click here:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2939385997
Thank you for your feedback, I am glad it worked out :)
Based on you having played 20-30 turns with both mods active would suggest that both mods are compatible, but apparently there still is a crash after 20-30 turns.
It also seems that the other mod doesn't add other factions / units, so that also suggest compatibility (even though I never tested his mod personally, so there is no "official" support)
Did you run any other mods alongside the two you mentioned?
Otherwise (and without any good tools from Feral for troubleshooting) it's hard to find out where the problem originates, have you encountered any crashes playing "Imperator Map for Vanilla" without my mod?
(note also that Kirsi just recently released a new update, which may or may not have unintentionally broken your current save game)
Perhaps, you could try starting a new campaign or maybe you can look into the following campaign bundle which is 100% compatible with my mod.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2821841524
I hope any of these suggestions help you continue to play with Rome Rerostered, make sure to leave a like if you enjoyed Rome Rerostered on it's own or with the suggested campaign map.
Thank you!
Thank you for your reply!
I don't think any "non-phalanx Hoplite" mod will be compatible with this mod since they change the same files and "only one can rule them all", and I don't allow other people to make changes to my mods (and then upload them).
You could try to change things yourself in the EDU file if you know a little bit of modding, I believe you only need to remove the "phalanx" capability and it should work. (just make sure to make a backup of your file in case this mod gets updated)
Have fun playing!
Thank you for your feedback.
As far as I am aware the "hoplites" and "pikemen" still use different length spears as in the vanilla game.
If I understand you correctly, you would want hoplites to use non-phalanx "regular spears", right?
It's not impossible for me to implement this, but it would result in making two versions of every mod/plugin I made that changes unit statistics.
I don't want to double every mod/plugin just for this change, and I rather keep the pikes / phalanx / spears as vanilla, I think other people would complain if I would change it all of a sudden.
(whereas I understand you would prefer it, others might start complain)
The other request regarding recruiting mercenary pikemen on the map (if I understood correctly) is not possible for me to implement in this mod, since this mod contains non-map related changes on purposes (so you can use it with whatever map you like).
Despite not being able to fulfill your requests I hope that it answers your question.
Your feedback is appreciated!
Thank you for your feedback.
For the non-Early Legionary Cohorts you would need a Imperial Palace (Governemnt Building Level 5 ), I believe in my previous post I mentioned for the Early Legionary Cohorts you needed an Imperial Palace but I meant a Proconsuls Palace (Government Building Level 4)
And indeed for both First Cohorts it would only apply for the Rome settlement.
The "Rome" requirement for the "First" Cohorts has been in Rome OG from 2004 according to this page (I did not change anything regarding this)
https://wiki.twcenter.net/index.php?title=Early_Legionary_First_Cohort_(RTW_Unit)
Maybe it would be interesting to change the "Rome" requirement into an "Italy" requirement so you can build them in all Italian Cities... I'll think about it if I will release an update to RR III DE :)
Thanks for the quick response Jonko!!
In RR III (Definitive Edition) you can recruit Early Legionary Cohort from the Imperial Palace (Government Building Level 4).
The Early Legionary First Cohort can only be trained from Rome, also from the Imperial Palace.
(I believe the 'Rome' settlement requirement has been present since Vanilla)
According to the meme "Always has been!"
I believe this has been so since vanilla, I did not change anything for this.
Thanks for your feedback:)
Thank you for your reply!
Interesting issue, I did not change anything regarding the faction data (only unit recruitment)
Which other mods did you use while playing and which map did you play on?
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
Based on your feedback I can then conclude the following.
It is not surprising that with more balanced unit statistics, like the barbarians actually being a match for the Romans compared to vanilla, that you get different results from autoresolve.
If you played the battles yourself you would still be in for a challenge if you played as the Romans, but nothing you couldn't handle if you use some tactics.
I think this is a major contributor to your disappointment, even though your point in autoresolve may be valid.
The battles, when played yourself, will most likely play out very differently from autoresolve, which most players even on vanilla can agree on, this even more present in this mod.
More playthroughs would obviously give more results, most likely different results since every campaign tends to have a significant random element to it, or at least a pattern would show up if you had a subset of 10-20 campaign iterations, especially if you combine this with different maps.
It's appreciated that you left feedback, I wonder if you would enjoy Rome Rerostered 2 instead, which does not contain any balance changes, just more units.
This could resolve some of your issues with the autoresolve results.
I wish you good luck with trying out Rome Rerostered 2 or any other mods.
- The Scipii made some progress in North Africa in the medium campaign, but in the hard campaign the Carthaginians (a harsh and gloomy people) rolled them back into Italy with little difficulty.
Overall, despite your labors it was just not an enjoyable campaign. I play for fun and this was not it. My apologies again and best of luck with your endeavors! (2/2)
- I always autoresolve battles.
- Yes, vanilla Gauls are pathetic as are the Germans, to a lesser extent.
- I played your mod on the Magna Mundi map mod.
- I played two games as the Julii, one on hard, one on medium.
- In both games I conquered six provinces before I was deluged by stacks of uber-mensch Gauls and Germans (Germans are ferociously over-powered!). Even Urban Cohorts (which I was able to recruit in the early 200's!) were unable to keep the hounds at bay! (1/2)
Thank you for your feedback.
I appreciate that you like the new units.
Have you tried the 'Decreased Unit Recruitment' time to normalise the recruitment times to 1 turn for most mid tier infantry?
Do you really think the barbarian units are buffed so much?
I think they act fairly realistic now, and actually put on a challenge for the player.
For example, in the vanilla Rome, the warbands get slaughtered and run away extremely quickly.
I'd say it is almost impossible to play as Gaul against Rome in Vanilla, because the warbands are so weak and rout very easily.
I am sorry to hear that you had a very unpeasant experience playing as any of the Roman factions due to this.
Have you tried using any tactics in the game, like flanking or hitting the rear?
If you haven't this is very effective, it should be possible to even with a weaker more underpowered army from a stronger army by doing this.
I'd like to recommend Rome Rerostered 2" to you since this only contains new units, but does not change the balance at all.
You can find this mod here:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2575008267
I repeat, as written in the description, I specificallly made Rome Rerostered 2 for the average player or player who wants a vanilla experience and Rome Rerostered 3 for the experienced player who wants a challenge, so pick the mod that is right for you.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2729150083
In this campaign mod, the Julii are the only Roman family, and control all of Italy at the beginning of the game.
It's the closest I made to resembling a Unified Rome, maybe you will like this.
Thanks again for your feedback, and hopefully you can still enjoy Rome Rerostered 2 and the Ave Ceasar campaign, I hope this suits your preferences and playstyle better.
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
- Increased Armor (+3) Defense on Auxiliary Swordsmen
- Increased Defense Skill (+3) on Early Legion Cohort
- Increased Shield (+3) Defense on Illyrian Hoplites
- Roman Julii can now recruit 'Jager Warband' from a Level 2 Trader
- Roman Brutii and Thrace can recruit 'Illyrian Hoplites' from a Level 2 Port
Added 'Paved Roads' and 'Highways' for every faction (with translations for all languages)
No, it's not compatible with Rome Total Realism.
Both Rome Total Realism and Rome Rerostered change the same files and are therefore incompatible.
Hope this answers your question.
- Greek Trader Level 1 now makes Thracian Mercenaries recruitable
- Greek Trader Level 2 now makes Illyrian Mercenaries recruitable (this used to be the other way)
- Added new General Bodyguard unit for the Greeks called 'Strategos Hoplite', recruitable from a Level 1 Academy (Greek Cities only)
- Increased attack of Greek Swordsmen to 18
- Increased defense of Levy Swordsmen to 15
- Increased defense of Illyrian Mercenaries to 18
Thank you for your comment.
Rome Retrofit most likely is not compatible with this mod, since any mod adding or changing unit (types/statistics, including factions) and / or building requirements will conflict with the changes included in my mod, for example you also can't play Chivalry with this mod.
Unfortunately I also do not have the time available to look into including emerging factions myself.
I hope this helps clarify :)
- Increased attack on some Greek Cavalry units
- Added Genitour Bodyguard and Armoured Cavalry General Bodyguard to both Macedon and Greek Cities
- Increased amount of Spartan Hoplites in Spartan Hoplite Bodyguard from 60 to 80
Mundus Magnus:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2491524210
Europe 270 BC (compatible version for this mod)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2706942964
I also made special patch version for those maps (load them on top) and you will have some additional effects like higher starting population, and more rebel units / rebel variety units in rebel settlements.
Imperial Campaign Patch
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2694201072
Ave Caesar - Imperial Campaign (Julii controls all of Italy)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2729150083
Mundus Magnus Patch
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2694131329
Europe 270 BC Patch
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2696675541
Hope you enjoy!
I would like to ask you - which global map works well with your mod ?! Advise me on which map to use your Total Rebalance mod.