Total War: ROME REMASTERED

Total War: ROME REMASTERED

Unit Variation
42 Comments
DexOrion53 5 May, 2024 @ 5:33pm 
Is this compatible with the "Officers" mod?
Danymok  [author] 1 Mar, 2024 @ 8:39am 
@dajosh42069 Cool, good to know :)
dAjOsh42069 1 Mar, 2024 @ 8:28am 
I'm trying something a little more narrow now. And ONLY giving all Roman religious buildings access to the Julii. Because I LOVE the Brutii gods, but prefer my faction be red in color... I even tried (in RTW Classic) to simply swap Julii and Brutii colors. And it worked until I tried to end the turn, at which time the game instantly crashed to desktop.
Anyway, enough of my rambling.. I just wanted to say the conflict was NOT caused by your mod, sir.

(2/2)
dAjOsh42069 1 Mar, 2024 @ 8:28am 
Apologies!! I was mistaken.
I'd confused your mod for another that I downloaded at the same time.
Your mod DOES NOT conflict with changes made to; export_descr_buildings.txt

Additionally, for anyone who might be curious. My efforts were semi-thwarted when it became clear that getting into just about any battle would crash the game. Now... WHY letting all Roman factions build each others religious buildings (which SOMEHOW uncapped the number of allowed religious buildings per settlement) would cause the game to crash when attempting to load a battle, I'm sure I don't know!
It was certainly interesting to see that every settlement, worldwide, had built between 3 and 10 religious buildings.. but alas, it just wasn't meant to be..

(1/2)
dAjOsh42069 28 Feb, 2024 @ 8:17am 
hmm... I suppose I can try it again, and see if perhaps it was just a fluke the first time.
Another really strange thing was... I'd edited the 'buildings' file so that all of the Roman factions can use all of the Roman Temples.
Strangely though... despite that being the ONLY change I made.. It seems to have removed the cap of "Religious Buildings Per settlement". So, every faction, and every town/city has between 3 and 9 religious buildings....
And considering the fact that the ONLY changes I made were the Buildings file, and even then, all I did was add the +2 Roman factions to the preexisting ones for each roman temple type.
As a result, every single town/settlement has between 3 and 9 religious buildings, lol.
Danymok  [author] 27 Feb, 2024 @ 8:34am 
dajosh42069 Huh, that is weird, since my mod only affects "descr_model_battle" and "export_descr_unit"
dAjOsh42069 27 Feb, 2024 @ 8:06am 
Oh no no... there's nothing to apologize for. Your time is yours to spend how you like, and on what you like. I just thought it was really funny to read those 2 things back to back.

I do have a question though... In what way does this mod change the buildings file?
I made some changes to my buildings file to allow for all 3 roman factions to build each others religious buildings (so each Roman faction has access to 9 different religions. The changes worked just fine..but upon loading the game with this mod activated, it suddenly STOPPED working, and went back to the original/default religious building availability & system/restraints.
Danymok  [author] 24 Feb, 2024 @ 8:32pm 
@dajosh42069 Yeah sorry about that, I guess I still didn't update the description, will do so now. I am working on another, much bigger mod, so that has taken my attention instead of this.
dAjOsh42069 24 Feb, 2024 @ 7:49am 
LOL
No joke... I opened this mod, scrolled down a little, read "I will keep updating this mod with time" and got no further, then looked down and saw the Author left the last comment, start reading and see "Oh hey, I forgot I wrote that in the description. I do not plan to update this mod anymore."
Danymok  [author] 14 Sep, 2023 @ 11:14pm 
@PoemsForRoses Oh hey I forgot I wrote that in the description. I do not plan to update this mod anymore, I wrote that a year ago when I thought I would update it. I'm glad you like the concept and the designs, I agree it makes the game look more lively, but I have been spending more time working on a new mod, an vanilla styled expanion mod that adds new factions to the game, so that is where all my focus (in terms of RTW modding) is directed towards.
PoemsForRoses 14 Sep, 2023 @ 4:21pm 
Do you still plan to update this mod? Your mod's description say so but it still wasn't updated in a year! It's very nice to make units more alive and makes for more colourful battlefields, your mod's description say so but it, I also have an eye on your roster expantion mod so I was wondering if some day those two mods will have a submod to merge both.

You make very good "vanilla plus" mods, they fill like if Feral decided to go above and beyond on the remaster. Hope your future mods and updates come all to fruition!!!
Danymok  [author] 18 Aug, 2023 @ 5:06pm 
@zedpaolo No, it is not possible to have horse variation within a single unit, I did not achieve that in my mod. The riders do have texture variation, but the horses themselves all have the same texture
Danymok  [author] 18 Aug, 2023 @ 5:05pm 
@wladqis sorry for the very late reply, but yes, you and anyone else can use this or any of my other mods in your own, with proper credit. Thank you
zedpaolo 17 Aug, 2023 @ 1:11am 
hou could you change the horses in the same unti? I tried several times to do the same but it looked hardscripted to use just one type. here in your picture I see you achieved it
wladqis 18 Dec, 2022 @ 1:03am 
Can I use some of these textures in one of my mod? Of course with credentials. Their are awesome!
co si jebnuty 10 Dec, 2022 @ 7:35am 
Quite nice, but I got this strange bug with Scipii Town Watch
https://imgur.com/5CHztY3
Marshal Lannes 15 Nov, 2022 @ 11:13am 
No other mods.
Danymok  [author] 13 Nov, 2022 @ 2:36pm 
Marshal Lannes are you using any other mods with this one? If so, that's probably the problem.
Marshal Lannes 13 Nov, 2022 @ 2:16pm 
I cannot use this mod because I get the message:
Script Error in
Q:\Feral\Steam\Workshop\27992975/data/export_descr_unit.txt, at line 640, column 1. Must declare a soldier type 'barb infantry briton'.
Kamura Bonker 10 Nov, 2022 @ 8:37pm 
Is there a possibility of compatibility with expanded rosters? or was it integrated already? this is definitely one of my favourite enhancements to put in the load order.
RMTH 4 Nov, 2022 @ 6:24am 
@wujdionizy

Not all celts were (and are) red haired. same with germanic.
Giovanille 30 Aug, 2022 @ 6:07am 
@Danymok
In fact, it's very simple but quite long to do since you have to make the modifications manually on your two files (descr_unit and descr_battle), and put the .DDS files in the "textures" folder of the Mod on which you want to make the modification. I just did it to test only the roman civil guards and it works very well, without even activating your Mod.
Giovanille 30 Aug, 2022 @ 5:41am 
@wujdionizy :
I put long hair (tied up, braided or not) on all Barbarian units. I couldn't stand shaved heads anymore.
In fact, it's very simple to do. There is only one line to modify in the file. You can also change the color of the hair in the same way.
wujdionizy 27 Jul, 2022 @ 1:37am 
I have a suggestion, Danymok. Can you add more historicaly accurate haistyles to the barbarians? In the ancient world, only the slaves, war captives, or monks, would shave their heads. Like those captured Scythians who worked as guards in Athens. Shaved head was a disgrace among the barbarians. It's a basic knowledge, but for some misterious reasons, artists behind the Remaster had decided to make barbarians look like a bunch of skinny skinheads, plus they implemented some idiotic "semi mohawk" haircuts form the "Vikings" show. So please, add somre braids, Suebi knots, beards, big Gaulic moustaches, pony tails, long hair etc. Only the aristocrats could have their faces so clean shaven then, not peasants and simple warroirs! And make Germanics more blond and the Celts more red haired - thats how their looked according to the sources.
Danymok  [author] 27 May, 2022 @ 10:10am 
I did not make this mod to work with my other one, I would not even know how to do that, since they both edit the "export_descr_units" and "descr_model_battle" files, so for now they work alone. Maybe in the future I can make a mod that combines the two, but for now I am working on other mod stuff.
Chuck 27 May, 2022 @ 4:59am 
Is this mod made to work in tandem with your Roster Expanded mod? Manager warns me that they conflict.
Dim Val's Games 15 May, 2022 @ 8:50pm 
Ok pal thanks for the quick respnce
Danymok  [author] 15 May, 2022 @ 8:25pm 
Thank you!

The Glory of Rome mod is a huge overhaul mod that definitely edits the files this mod edits. It does not even use the base RR units like my mod does, so there is no way this mod would be compatible with that.
Dim Val's Games 15 May, 2022 @ 7:18pm 
Thanks pal looking great. Is it compatible with Glory of Rome mod?
Alan Dragnel 12 May, 2022 @ 2:35pm 
Danymok thank you so much for help me!!! I will search for IWTE to learn about it so I can realize my mod ideas.
Danymok  [author] 12 May, 2022 @ 1:47pm 
Alan Dragnel you need to get IWTE, which is a third party program that allows you to decompress the Rome Total War texture files. You can find more information about IWTE if you search on Youtube, there are many tutorials there
Alan Dragnel 12 May, 2022 @ 12:13pm 
It's a good job, it gives it more depth. One question, what program did you use to open the original textures of the game? (data/characters/textures). I can see and change the ones you made, but not the base game ones. I hope you can help me to create my own version of variants.
PoemsForRoses 2 May, 2022 @ 1:45pm 
Sorry my bad. I had a quick glance at the description before I commented and didn't see it.
Danymok  [author] 2 May, 2022 @ 1:30pm 
PoemsForRoses, I did mention in the description of this mod that using vibrant breaks it. It's something I can't fix, since modding vibrant textures is pretty funky. What vibrant textures what units use is hardcoded into the game, so I can't fix it. So make sure you use realistic graphics!
PoemsForRoses 2 May, 2022 @ 12:06pm 
Hi modder, I have noticed that when I switch the color scheme to "Vibrant" in the options, the units don't have the diferent color variations that this mod provides, they only have the color variations on "Realistic".

Still a nice mod, but players who prefer "Vibrant" might think that the mod is broken!
PoemsForRoses 2 May, 2022 @ 8:10am 
I'm really looking forward for future updates! I like the more colorful battles that this mod creates while keeping a vanilla feel.

Good job and good luck on your future mods!
todowd1 29 Apr, 2022 @ 4:36am 
Could you apply this mod to Greek factions i.e Seleucid Empire?
Danymok  [author] 27 Apr, 2022 @ 5:58am 
vavrinko(SK) probably not
vavrinko(SK) 27 Apr, 2022 @ 1:48am 
Will you be applying this mod to Alexander factions as well? Including India?
Svaor 26 Apr, 2022 @ 9:44am 
I will install and test now! I hope that I like this mod and mod for new units.
Danymok  [author] 25 Apr, 2022 @ 5:59pm 
The Purple Menace oh actually you're right, yes, thanks, I could easily make variation for those Carthaginian units
The Purple Menace 25 Apr, 2022 @ 3:53pm 
I think any of the shield bearing units would do for a makeover. If I could point out any ones in particular they'd be the Carthaginian town militia and the Scutarii, as they have an entirely unused shield texture.