Total War: ROME REMASTERED

Total War: ROME REMASTERED

Alexander Total Overhaul V2
93 Comments
SteFUN 1 Jul @ 4:11am 
Please uodate to 2.0.5
steelwarrior77 8 Jun @ 6:42pm 
Nice mod would be nice with even more provinces and settlements though - do you think you could still add some?
Iommonaut 21 May @ 2:07pm 
If anyone wants to delete the music go to Steam\steamapps\workshop\content\885970\2784981080\data\sounds and delete the two music files.
TheRealPepe 24 Oct, 2024 @ 5:25pm 
Then be patient
jam.izm 24 Mar, 2024 @ 10:28pm 
Emergent factions load too long and take a lot of time:(
Hawk™☆KevRockZ☆ 16 Mar, 2024 @ 8:57am 
Ah ok i get it, but you did really an amazing job. Always loved the Alexander campaign in the original. So thanks. :)
General of Rome  [author] 16 Mar, 2024 @ 8:36am 
Just vanilla. The original aim for this mod was just "What i would have wanted Feral to do with Alexander when they made the remaster". So no battle machanic changes.

Although there have been quite a few rebalancing changes for certain units over the years.


But to be honest that vision of just remastering kind of went out the window when i started adding new campaigns. But the base/original map in this mod still has that feel of just being "vanilla++".
Hawk™☆KevRockZ☆ 16 Mar, 2024 @ 8:19am 
Hey thanks for making this mod. Are the battles vanilla style or longer? :)
General of Rome  [author] 16 Mar, 2024 @ 8:08am 
Sorry for the late reaction, i never got a green notification that you left a comment... I didn't notice there was anything wrong with the music, and also don't think i changed anything about it. None the less i can try to have a look at it.

Also thanks for playing the mod. I have been subscribed to your channel for years!

I f you ever want to contact me again, you might have a better chance at the "Rome Total War Community" server on discord. I have my own sub channel there just called "GeneralofRome Mods". Gudea has found me there before. Speaking of Gudea, currently i am working on a submod for Chivalry remastered using one of my own maps (just Greece and western Anatolia).
Andy's Take 28 Feb, 2024 @ 10:30am 
I love this mod, but can you please fix the music in the universalis campaign? The first song keeps playing and cutting, then restarting all over again. Would it be possible just to have vanilla music playing?
Violent Atmospheres 1 Jan, 2024 @ 12:21am 
Only thing left to add would be shadow factions for every faction. To simulate civil wars etc.
General of Rome  [author] 15 Nov, 2023 @ 10:53am 
The mod only supports the english language. So if you are playing with the language on Russian, yeah i can image you will run into some errors unfortunately.
Tintakli 15 Nov, 2023 @ 9:36am 
почему я не могу поиграть? error in descr file

Q/feral/steam/workshop/2784981080/data/descr_sm_factions.txt, line1147::35:"could not find faction name 'PTOLEMAICS' in expanded string table"
General of Rome  [author] 12 Nov, 2023 @ 11:42pm 
Agents being army units is a custom battle only meme i made for the previous update, a year ago. Hoped Melkor would think it was funny. You can't recruit them in the campaign as battle units.

Regarding updating roosters: i really don't think i want to add that much more. I personally don't particularely love having completely different roosters compared to vanilla. Also i suck at the artwork part of modding so would have to ask others to make some. What i would like to have have done regarding unit roosters is: a good Dahae rooster (current dahae rooster is just a mix of barbarian, eastern and persian units), better Indian units, and propper reskinning/recoloring for the diadochi units (that i tried to do myself but it isn't always thst good).
WalshMeister 12 Nov, 2023 @ 5:00pm 
Will we see updates to Faction Rosters? I feel that Ptolemy needs a few more roster units along side Phrygia. Also I'm a little confused by the agents being playable army units. Keep up the good work though
WalshMeister 12 Nov, 2023 @ 2:40pm 
Very nice.
General of Rome  [author] 12 Nov, 2023 @ 11:56am 
As i announced on friday, i just updated the mod a few minutes ago. Some of the major changes are in my comments below. If you want the full patch notes: they are in the discussions above (All changes *campaign name*) and also included in the mod's files.
General of Rome  [author] 11 Nov, 2023 @ 3:15am 
- Complete rework of the resources on the Phillip campaign (expecially in Anatolia)
- Due to multiple changes the Persian economy is now better on all maps (still losing a ton of mony on turn 1 but it is fixable in like ~ 3-4 turns if you know what you are doing)
- Added 2 new provinces to the Philip map.
- Fixes to certain mecenary units and hidden resources
- Added a few flavor event for Macedon, the diadochi and Nabatae.
General of Rome  [author] 11 Nov, 2023 @ 3:15am 
Some key changes comming with the update that i will upload tomorrow include:
- A new script for the dead of Alexander so you can now choose if you want him to die or not and also choose if you want his empire to explode upon his dead if you are playing as Macedon.
- Some Persian units being recruitable for Armenia, the Seleucids and Dahae when controlling certain Persian provinces.
- Added public order to goverment buildings on the huge map campaigns so your empire is no longer guaranteed to explode due to distance from capital (also really helps the persian AI).
- Parthia is now a formable nation for Dahae through a disicion if you conquer certain Persian provinces.
General of Rome  [author] 11 Nov, 2023 @ 2:57am 
@GG On the giant map for 334 most of (northern) india is included, although there aren;t that many provinces in it for now.
General of Rome  [author] 11 Nov, 2023 @ 2:56am 
Update IS comming. In fact, i plan to do a major update tomorrow (november 12th 2023) around 9PM Central European time. So if you still have a campaign going, i would encourage you to try to finish it quickly. I don't know for sure if the update will break all save files, but at least it will NOT be compatable with old saves for the Phillip campaign because i added 2 new provinces to the Phillip campaign map.
GG 10 Nov, 2023 @ 7:28pm 
Does it allow a push into India
Riekopo 5 Nov, 2023 @ 5:55pm 
No more updates coming?
Lazfire 14 Sep, 2023 @ 3:54am 
What do people think of the massive upkeep in armies?
Any way to send a fleet somewhere before dying to upkeep?
Darth Malgus 3 Jun, 2023 @ 5:59am 
Generalofrome has been adressing some of these issues as he has returned to modding, but the next update for this is still some ways away. I can assure you all that many of the issues (including that darn economy) will be fixed when it is released
Pumpkins95 2 Jun, 2023 @ 5:45pm 
Is Marian reform enabled for the Romans in the campaign? If yes, what are the requirements?
If not, how to enable it? :D
»Total War Gameplay« 14 May, 2023 @ 8:19am 
I like the mod but I think the factions need more different units , maybe except the Romans, and maybe a little bigger may with more cities .
dafrandle 22 Feb, 2023 @ 12:48am 
How do you recruit merchants?
markets do not give them in Third Sacred War campaign
starting with a -5000 income is not great

I think you can fix the income problem by not have the map be so sparse - Thessaly takes like to turns two cross and its just empty - a wasteland - as is most of the map.
There is a lot more towns and stuff you can add and that will increase the tax base for the big armies you give us at the start.

see this map:
https://www.themaparchive.com/product/greece-under-the-theban-hegemony-371-362-bce/

it has watermarks but it should be good enough to place settlements
Hannibal Magus 6 Feb, 2023 @ 9:08pm 
Hey, such changes all sound good. But the thing makes it seem unplayable is the rebelling of settlements... my campaign ended up with 4 armies constantly having to re-seige the same settlements in asia minor. Public order is v high in all of them (>200%) but I can only hold the cities for 1-2 turns before they rebel or go to Persia. 2 spawned factions were defeated, but the process continues. What I think is happening is that the scripts that start after death of Alexander are overruling the normal public order game mechanics (public order doesn't seem to even matter in those settlements). As I see it, playing as Macedon it is now impossible for me to progress any further, and the game will let me keep only the settlements on the Greek mainland.
General of Rome  [author] 6 Feb, 2023 @ 12:01pm 
Regarding public order/temples:
1: I admit i have difficulties balancing this. Especially for Persia it is a big struggle. I am trying to do at least something about it, for example in the next update i gave the Persian temple building a +1 to public order.
2:The fact all temples are buildable is a "happy accident". It's a day 1 bug that i am actively not interested in fixing for public order reasons.
General of Rome  [author] 6 Feb, 2023 @ 12:01pm 
Regarding Alexander's death being unavoidable: a script has already been made for the next update to:
1: ask if you want Alexander to die (and if you don't he loses his immortality trait)
2: ask if you want his empire to explode or not

Regarding the diadochi factions spawing:
1: it should be possible on both maps if you play Macedon
2: if you select any of them to play at the faction selection they are guaranteed to spawn at Alexander's death year
3: You have a valid point that the chance of them spawning on the huge map if you play any other nation than Macedon or the diadochi, is very small.
Hannibal Magus 6 Feb, 2023 @ 11:18am 
Given the size of the map and the early death of Alexander, I doubt whether all the spawning factions will be seen in a real game, since it would require really fast expansion to Egypt, Asia Minor, etc otherwise as I understand they will never spawn. Another thing I noted was that it is possible to build all variants of temples (they are not mutually exclusive building paths). Or perhaps that was an intended feature.
Hannibal Magus 6 Feb, 2023 @ 11:18am 
Sorry to leave bad feedback, but can't recommend mod in current state. Alexander's death seems
scripted at age 32... no room for players to enact their own history. Triggers endless rebellions in many settlements. Even if a city has had population exterminated and public order is >200%, it still rebels. Understandable that new factions are supposed to appear. But even after those factions are defeated, cities keep going rebel when they really should not. Unplayable mod because of scripting. End result is frustrating, early end to campaign where can no longer make progress because exactly the same settlements keep rebelling over and over, even though they have v good public order. I liked the enlarged map, but there are some strange road paths, missing ports. Map feels empty, how about some more settlements? Rhodes, Cyprus?
General of Rome  [author] 27 Jan, 2023 @ 2:38pm 
It should be compatible with the last update. Just unfortunately due to other circumstances was unable to work on it for months... my appologies for not reacting for so long.
Darth Malgus 16 Jan, 2023 @ 4:03pm 
I believe the one before the current update but try them both
Riekopo 16 Jan, 2023 @ 3:34pm 
What version of RR is compatible with this mod?
Darth Malgus 15 Jan, 2023 @ 12:11pm 
@Riekopo Generalofrome is currently MIA from the modding community, and any platform by extension - no word has been heard from him in several months. Therefore, no update is in the works, and seeing as he cannot be reached, I guess another modder will have to try and tackle it if they can get his permission.
Riekopo 13 Jan, 2023 @ 5:13am 
Does this need an update? Looks awesome.
Sebykiko 25 Dec, 2022 @ 11:07pm 
I have problems with the Italian version
mario.castillo1234567 14 Oct, 2022 @ 6:42pm 
when playing as Macedon settlements always keep revolting....
ik vind geschiedenis leuk 15 Jul, 2022 @ 11:09pm 
ok
Darth Malgus 15 Jul, 2022 @ 5:25am 
I am not a modder, I do not know anyone currently available to work on this project (everyone is extremely busy producing their own)
ik vind geschiedenis leuk 14 Jul, 2022 @ 10:21pm 
@ancient
are you a modder?
if the answer is yes please make this
if the answer is no,do you know another modder
Darth Malgus 14 Jul, 2022 @ 10:44am 
him*
Darth Malgus 14 Jul, 2022 @ 10:43am 
haven't heard from in ages, idk where he's at
ik vind geschiedenis leuk 14 Jul, 2022 @ 10:25am 
btw your profile says you are dutch,so can we please do the working on the mod in dutch
ik vind geschiedenis leuk 14 Jul, 2022 @ 10:24am 
suggestion:please make a darius I campaign (I can help with ideas,already some ideas;9 emergent factions,one for each rebellion.9,maybe 10 persian families,the seven clans,cambyses and gaumata and maybe a indepent or emerging faction for artafrenes.the allies of cambyzes start with egypt,a part of bactria and maybe some settlements in elam(like susa).all other factions,with maybe emerging helots,two spartan factions and two emerging factions for the roman republic and athens and a third ionian(maybe a system to change governance policy) and a sytem to be granded with one or more satrapies for non ruling playable and unplayable persian factions and characters)
ik vind geschiedenis leuk 14 Jul, 2022 @ 10:13am 
I had the same problem with my theban campaign when figthing the samnites
Blind Side 27 May, 2022 @ 2:31pm 
Thanks for your work, I have tried the Philip campaign, got the victory conditions, now just trying for complete map domination. Unfortunately the game crashes every time I try to battle Carthage. I have been able to auto-resolve so far but it crashes when every time I try a manual battle, whether seige or open battle. Not sure if its something to do with the Carthage faction? Cheers
chryssjanzonio 16 May, 2022 @ 6:58pm 
how many regions are here?