Total War: ROME REMASTERED

Total War: ROME REMASTERED

Glory of Rome Remastered 0.2 beta (updated 06.01.2025)
892 Comments
Igor_licey 3 Aug @ 11:11pm 
Error in descr file
Q:\Ferr\steam\workshop\2715224838/data/descr beliefs.txt, line 23::33: “unable to find string ‘HELLENISM_LABEL’ in expanded sting table”
jat.abel 27 Jul @ 12:18pm 
Hello. Excellent MOD. My favorite so far. However, I don't know if it's because of a configuration or something I'm doing wrong, but every now and then it kicks me out of the game for no reason, no error message, nothing. Any ideas?
tlj_ltcomm 20 Jul @ 1:30am 
this is actually a great mod. spent 50 hours playing waiting for some major problem to complain about.. essentially biggest issues are 1. not being about to recruit generals. 2. legionarys are too cheap. haven even fully conquered greece, and i have twice as many legionary as the empire had to control half the world. 3. idiot AI as in most other mods such as tribes.. you attack and they run behind your own lines WAY more movement distance that should be able to. 4. after 50 terms many settlements i have taken havent built even 1 building so AI is dumbed down too much. 5. many settlement i take litterally have hardly no population thus the reason AI is building massive useless stacks. i defeated 6 macedonian stacks on the battlefield with 6 legionary cohorts? impossible.
Dellstar123 11 Jul @ 10:08pm 
you cant capture settlements outside your culture witch kinda sucks, not Evan able to build buildings in time to offset the low public order. Every time you capture a settlement, you start with 0 public order and the city rebels in 3 turns. How am i supposed to do anything about that?
DarkstormShadowX 26 Jun @ 6:16am 
There is a problem when I fight a defense of the city battle,after few minutes the game is freezing and is blocked. Maybe you can do something about it. Otherwise is beautiful mod.
northerncluster 20 Jun @ 1:26pm 
希拉克略帝 if it's that easy, add it yourself. Jeez.
希拉克略帝 17 Jun @ 12:48am 
@Fridericus At least add Chinese. After all, as a Chinese, I'm tired of watching English every day. Although I know how to play this game, it's hard not to have Chinese. Although I know that foreign friends, such as Russians, do not understand English themselves, I hope there is localization.
Fridericus 8 Jun @ 9:07am 
希拉克略帝, for your understanding. Moders are people like you and me but smarter. They have a private life too that requires their full attention first. Moding is their hobby! Wait, do not push!
matt_93 7 Jun @ 9:55am 
the mod was updated on the 1st January 2025, 06.01.25 (as stated in the title)... the 1st June would be 01.06.2025
希拉克略帝 5 Jun @ 4:56am 
Author friend, it's already June 5th now. You said in the MOD title that it will be updated on June 1st. What about our new content?
Dekes 29 May @ 12:07pm 
Great mod _tartaros_! Keep up the good work! Really like what you've done with the mod.
IT WASNT MY FAULT 29 May @ 3:44am 
Crash Total War
Andy's Take 18 May @ 7:56pm 
This mod looks great. But can you please fix the music so that the same song doesnt play over and over again?
Saunders_Easy_Eight 11 May @ 5:41pm 
The allied Hastati, Principes, and Triaraii as well as the Italian spearmen appear as gray peasants in the recruitment screen.
nc_cyberman 8 May @ 4:33am 
GEGEJAMES as others have found out, its a problem with line tracking, so reload the game each 4 turns. ( when map are changes, there are no loonger a clear path, withs makes army`s stuck )
shaliev.rasim 5 May @ 10:22am 
Dear @Tartaros, why didn't you respond to my comment, I'm still waiting for your translation of this mod into Russian, I've already given you a tip or something to think about, please respond. I really need a multi-translation of at least the main menu and descriptions of buildings (and units) into my usual language.please do not abandon the project of translation into other languages, especially the Russian version of the game. Thank you in advance and sorry to bother you...)) .your work is irreplaceable....
_tartaros_  [author] 4 May @ 11:16am 
@paulbradfordroger
so you can enter the battles, but can´t reload into campaign? try to wait some seconds, after the battles. sometime the games needs to adjust. after all, the engine is still the same.
paulbradfordroger 4 May @ 3:55am 
The MOD is great apart from the battles wont load in the campaign. my first battle it crashes before it gets to the loading screen after i click the fight battle manually and it zooms in on the map it crashes
_tartaros_  [author] 2 May @ 9:18am 
this should be somehow hardcoded in RR. i´ve also sometimes observed battles will full gold chevron units, untill i press start the battle. they then went back to regular chevrons.
shaliev.rasim 26 Apr @ 6:25am 
Hello to the author, are there any successes in Russifying the mod for a Russian-speaking audience? Can you take the technology of other mod makers such as The Lord of the Rings co-author Dagovax, I hope I will see a Multilanguage version of the game soon
_tartaros_  [author] 21 Apr @ 11:08pm 
Hello there, i´m back from vacation + happy eastern everyone!

Regarding CAI, i´m improving small changes, as many parts play into hands. i would advise using very hard difficulty. got some feedback for babarian factions, i´m testing atm, but for my personal experience CAI is making cooridnated attacks (sometime 3 factions at once). Empires in early game will struggle with more public order issues and revolts, but get bigger enemies in midgame.
Hattori Hanzo 19 Apr @ 5:24am 
will you still be updating the mod?
miller_kurt 18 Apr @ 1:19pm 
Unfortunately, the AI is unable to handle the new political parameters in the game. It seems unable to hold and develop conquered territories. When I capture AI cities they are often completely undeveloped, so perhaps the AI is not getting a needed money bonus. Playing as the Romans it is challenging until after you defeat the Senate and the Latin and Italic Allies. But once the civil war is over it is pretty much a walk over. The other issue I had was when playing as the Seleucids. I would have cities revolt to the Seleucid Rebel faction and then several turns later the same city would revolt back to me, since the Rebels didn't develop/garrison it effectively. Couldn't get far in that game.
Winters 12 Apr @ 12:37pm 
Hello all, i m considering downloading this mod. I have a lot of experience playing the other mod Imperium Surrectum and unfortunately AI couldn't do a lot of stuff. Most of the time was passive staying stationary not checking my moves. I conquered whole Seleucid empire without the AI countering my strategy or move troops around etc etc.

Before i invest time and energy in this mod i wanted to ask if the AI is challenging and aggressive. New empires will emerge ? AI will capture settlements? Counter my moves? Move armies around?

Thanks in advance
Thorbear 8 Apr @ 8:47am 
I've been playing a roman campaign of this for some turns now, and I find it enjoyable for the most part.

But once I get outside Italy to any settlement with a different culture than my own, it becomes a confusing chore to capture settlements. After capturing Lilybaeum and tearing down two buildings that contributed -50% and -75% to public order, I'm still at 7% public order with a big army in the city. On top of the -25% from distance to capital (in Lilybaeum, we haven't even crossed the sea properly yet), there's -48% culture penalty and -80% unrest, -10% from faction leader having a different religion, and lastly -60% from "Punic Polytheistic people are acting unrealistically and causing unrest". I don't know what "acting unrealistically" means, but basically all settlements I capture with this type of disorder is guaranteed to rebel/revolt before I manage to complete any of the buildings that can offset the disorder, and I have to capture all of them twice. Is that intentional?
Lucia Byrne 2 Apr @ 6:53pm 
How it feels to be fighting for your life on every front as the black sea colonies:

https://www.youtube.com/watch?v=e17mr5ZtWPI
_tartaros_  [author] 25 Mar @ 2:16am 
@ casthelion - thank you for the detailed reports. i´m currently testing more actice roman subfactions, as i´ve sedeted them in the current build. i´ve also looked into the british island to get them easier supplied with resources.
regards
angeladelmar23 24 Mar @ 9:51am 
me da error
casthelion 22 Mar @ 5:05am 
I have been playing GoR a bit recently. It looks like an amazing mod in the making, but for now, some things do not work for me. After some play testing, I would like to provide some feedback, hope it helps!

-Starting position
The towns you start with are quite decentralised. Your main cities are on the Northeast coast, while most early game takes place in the south of Italy. Pisea is just a bit too isolated and small to do anything with. Since you do not focus on it much, it is candy for AI to break their alliance and take it.
The South is also really fractured, with many Rebel towns, it could lead to a fun challenge, maybe even with a faction or two there to be at war with, for now, it's just bland.
casthelion 22 Mar @ 5:05am 
-Your army VS garrisons
When you start the game, you start with very few troops, after getting everything together that you can spare, you end up with a 10-ish stack army, where most troops you can't even retrain after losing for a long time. competitively, the Rebel towns have so many troops stationed that the only viable option is to starve them all out, really slowing the game down. A starting army in this area could improve the early game.

-Funds
Money is scarce. You start with a small amount and after making sure that each town has a garrison that will keep the populace not in revolt there is almost no income over. A quick fix for this would probably be to lower the upkeep cost of units, making it easier to have some armies around while still being able to grow your towns. Another solution could be to have a higher standard of income. That will hopefully not hurt the late game as much.
casthelion 22 Mar @ 5:05am 
-Barracks and recruitment
For now, it is really vague what types of buildings you need to build to recruit what kind of infantry units. The barracks just give the ability to recruit town watch, no matter the level. then there are some town upgrades that I guess integrate the town into Roman society that give the other units. Only these upgrades are really expensive and it is unclear what upgrade gives what unit. Moving the recruitment back to the barracks with giving a requirement for integration level for some units would help streamline the experience in my opinion and make it a lot clearer when I can build what unit.
casthelion 22 Mar @ 5:05am 
-Allied Roman troops
In most towns, instead of getting access to regular Hastati, Principe and Triarii, most towns offer the recruitment of "Allied" versions of these troops, versions that are also weaker. It is unclear what to build and in which town you will be able to get the normal versions and where just the allied ones. Sending them off in battle is also a gamble, for not every town, especially for the normal units, can even recruit Hastati, meaning that if you lose some troops you have to walk them to a town that can be a couple of turns away, just to get them replaced. This just really slows down the game. I would get rid of these allied units. maybe replace them with recruitable Samnites/Etruscans? For me, the difficult unit to retrain should be the Triarii, making them a last resort unit as they used to be.
casthelion 22 Mar @ 5:05am 
-The Punic War, or the lag of it
after finally being able to starve out all the Rebel towns in South Italy and finally being able to get some funds to support some ok armies my eyes are set on Sicily. In all my play troughs, Syracuse conquered all or almost all barbarian towns on the isle, while Cartaghe sits still. then, even though Syracuse is an ally, they attack Rome. at the same time, an uprising in Enna happens every single time there, mostly with late-game gladiators, while I can't even recruit Triarii decently yet. and just landed on Sicily, this event I think is supposed to happen later. These rebels conquer all of the Punic towns, while Cartaghe does nothing. Cartaghe should be way more aggressive here and there should be a higher chance of a Syracuse-Cartaghe war, one you can join as Rome to set up your conquest of Sicily. only after the war, this uprising should come.
casthelion 22 Mar @ 5:05am 
-Town Growth,
While at the start of the game, funs are scars, at the same time the towns grow fast. This means that by the time that I have bearly conquered Italy and started to head out to Sicily, I already have level 4 towns, with a +5% growth. even with building something new every turn, I just can't keep up with building extensions while the town just keeps blowing up. Troops on the other hand are still so expensive that the populace in a lot of towns will become unhappy due to the lag of troops compared to the city population. This lowers taxation, so fewer troops and even more growth. While towns grow, but do not reach a higher level yet, more Squalor degrowth points could help them in check.
casthelion 22 Mar @ 5:04am 
-Other Roman Factions
Although I like that you are the main Roman faction, I also like the addition of these other factions. But they feel a bit too still for me. I like that they are not rushing off to conquer the world, but I think a small expansion could help them out, then they will be moving their armies around a bit and maybe support you in some battles or block some ports. this will give them more to do and might make some early conquests easier while the civil war will become harder and have them later. Marian reforms just after the first punic war seems early.

I hope this feedback will help the development of the Mod I might have missed some points or got some things wrong. For I did not play up to the civil war.
quicky 20 Mar @ 9:15am 
Hello! I enjoy this mod very much, but for some reason my game crashes everytime I start a battle or when I end one and it is very annoying...I checked to see if I have corrupt files through "Verify integrity of game files" and the files seem to be alright. I checked system requirements, I updated my drivers and still the game crashes... I would deeply appreciate any kind of help as I believe this is one of the best mods for Rome Total War Remastered! I wish you all the best!
_tartaros_  [author] 19 Mar @ 11:38pm 
as a british tribe you need to conquer one or two settlements in turn 2 or 3 or migrate to a better place (ireland is tough ground too). they have one of the hardest starts beside the sarmatian steppe.
mparker81 19 Mar @ 11:33am 
cant even make money when you start in England, you start already loosing money, even with minimum troops and very high tax rate u still loosing money each turn, you end up deleting a few troops just to earn money instead off losing money (so i left with 1 captain and 1 army off peasants in each camp) so i sit bk and just build a few financial buildings to try to make more money each turn, after 20-30 turns i prob start earning about 1000 per turn, but that may only get me 5 sets off peasant or 2 sets of light chariots, which is still no were near strong enough to even take a rebel base. pity because the campaign map looks really good.
TheHorica666 4 Mar @ 5:04pm 
I don't know if this has been asked, but I was curious when Egypt's names would be changed. I find it fascinating to see this mixture of native Egyptian and Greek naming conventions, but it is confusing me at times haha! Ahumose Neos Philopator for Pharaoh!
_tartaros_  [author] 4 Mar @ 2:44am 
@Gegejames - i appreciate your comments :steamthumbsup:
i´ve made the italian allies more active in the next update, letting them act like a real faction. the civilwar is just too easy atm and rome gets overpowered once they unite and get the reformed units.
didn´t focused much on carthage atm, but it looks like the numidian factions get very powerfull and they seem to limit them. will think about it, when i update the carthaginian names.
_tartaros_  [author] 4 Mar @ 2:38am 
Hello Andrew,
thank you for your observations. i´ve gotten some reports back yesterday from another player with different observations. his campaigns ranged 130 turns and looked like a typical start of a mid-game scenario with good shaped, compact 8-15 region a factions kind of situation. https://images.steamusercontent.com/ugc/53584147264160178/D4087E53AA31334C32870360D088A03B9562CF39/
Still some factions with less activity, but overall rebels are very much spent. Army compositions are interesting too and i will make some changes in the next update to get better results. As you oberserved too, AI will get some more bonus in recruitment (but less peasants) compared to the human player.
i´m also going to check the academic. there was some intent, but i can´t remember right now.
Andrew 3 Mar @ 12:32pm 
- The huge lack of public order. AI factions are constantly having its settlements revolt. While some degree of revolts make sense, having smaller factions constantly crippled by this makes them relatively useless.

Keep up the good work and I'm looking forward to new updates!
Andrew 3 Mar @ 12:32pm 
- Barbarian factions are useless. I'm playing on VH and even after 250 turns, most factions north of Rome have level 1 or 2 settlements with two or three buildings. They have zero growth/development, which means they pose no threat. The only way I can challange myself is by going to war with the entire world, especially because Praetorian cohorts are way too cheap. I raised their upkeep to 1000 and I still have way too many troops. Rome was powerful, but only by the first century, when it owned most known world, was it able to have 30 legions keeping the public order. During the mid republic years, it certainly couldn't support 30 or 40 forts full of Praetorian Cohorts before even conquering Greece.

One thing you can do is give AI factions recruitment and building costs bonuses, allowing them to keep up with the player more easily. As it is, the game is trivial even on VH.
Andrew 3 Mar @ 12:31pm 
I do have some further considerations:

- I suppose Academies were to increase armor and weapon leves like the smith buildings, but adding level 1 means they are meaningless, as the upgrade levels from different buildings do not stack. So having three buildings give level 1 means that you won't upgrade past level one. What I guess you wanted to do was something like this:

weapon_missile 3 requires building_present_min_level smith foundry
armour 3 requires building_present_min_level smith foundry

This means that the ademic building will increase the upgrade levels if you have a foundry.
GEGEJAMES 1 Mar @ 7:30am 
No diplomat from a distant country arrives in Italy,
-No or almost no landings from Greece
-The armies of CARTHAGE? the sworn enemy of ROME (but where are she?)
-Your rebel or servile armies are still too weak, no challenge
-If the player using ROME decides to have a defensive rather than aggressive policy
(after all why not?) Well.. not much is happening) of course once again I ignore your possibilities and your constraints and especially the line you want to follow.. I have the look of an ungrateful person from his sofa;;;this is mainly to give you an idea of ​​what certain players like me can have as an approach to your work
Kind regards, an unofficial beta tester
GEGEJAMES 1 Mar @ 6:24am 
Hello TARTAROS.. still the same feeling as a player (no criticism eh?? just my way of understanding your MOD)
- ITALIAN allies "frozen in ice" the enemies can cross all of Italy to attack me without hindrance (that...that bothers me)
-I attack the rebel city of MESSANA and offer it to the SPQR (this is a relational policy that even the vanilla game allows) and well "NO" the armies of Syracuse are completely frozen on the territory of MESSANA which has become SPQR. no fight for dozens and dozens of rounds.
-If you do not follow the classic pattern your game is completely blocked (the playability and the different possibilities of evolving in the game are strongly compromised)
Andrew 25 Feb @ 5:19am 
Hello! I'm really enjoying the mod, but one of the things I noticed is that there's a considerable number of resources in unreachable locations. I guess it is an oversight, but it does limit the usefulness of merchants in some regions.
_tartaros_  [author] 18 Feb @ 10:23pm 
Hi ClamHammer911,
i´ve just checked the first turn and "others" is the amount of corruption in your settlements (9.595,00). basicly everything not into recruitment, upkeep, wages and building. if you get destruction because of sieges, raids and rebels, this amount will grow.
regards
ClamHammer911 18 Feb @ 5:11pm 
Hey what is the "other" on Carthage's expenditures. Does anyone know
_tartaros_  [author] 18 Feb @ 3:06am 
Hello Exotic, this will a big part of the next step 0.3. i´m currently only doing research and gather information in preparation + try to learn, how to create units myself.