Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Some of the new general units are on foot, that's on purpose, to increase the variety in (general) units.
The type of generals you now get are dependent on the faction and whether the Marian Reform trigger happened or not, some are on foot, some are mounted.
Make sure to check out the Academy and / or the Government buildings in the Tech tree, for there are a few types of general units you can recruit.
A new mod "Total Rebalance III - Rome Rebundled (Complete Edition)" has been released, including both Total Rebalance, Ultimate Campaign Bundle and the Unit Variation Project all in one bundle.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3252101212
Note that the balance changes differ a lot from both Total Rebalance - Rome Rerostered III and Total Rebalance II - Ultimate Campaign Bundle. (see mod's description)
Thanks for your comment!
I collected all of my work (rebalancing, new units, and campaign pack) and put it one single mod, namely: Total Rebalance II : Ultimate Bundle, which can be subscribed to here:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3004910214
Additionally there is a separate Unit Variation Texture Pack available (by link) on that page, if you want to play with different shield and uniform designs (which is optional, but recommended)
Hope this helps to answer your question!
Want to let you know about a new DLC that I released today:
A new "Unit Variation" DLC has been released for Total Rebalance II - Ultimate Bundle.
Please check out here to play this mod with varied uniform and shield textures:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3209347318
(credits to Dux for providing the textures)
Note that you would need to download Total Rebalance II - Ultimate Bundle as well and play that instead of (Definitive Edition) Total Rebalance - Rome Rerostered III.
(it's pretty much an extended version of this mod, but comes pre-bundled with the Europa 270 BC map and 7 campaigns)
Unfortunately at this time, only Rome Rerostered v2.31 is compatible with the Unit Variation Project merge DLC.
However, I do plan on merging Dux's Variation Project to Total Rebalance, but it will take quite some time.
I'll release an update when it's available.
Thank you for your comment.
Yeah, about the description, I haven't changed it from the base vanilla game.
I feel you are right about the Numidian's lacking a bit of Cavalry support and decided to update the mod with the following changes:
Numidia faction now gets:
- Mameluke General at Level 4 Government Building
- Camel Archer at Level 2 Archery Range
Additionaly, the Desert Infantry, Camel Archer and Long Sword Cavalry now get +3 XP when build from a higher level Barracks, Stable / Archery Range.
By the way, you should check out my latest version of Total Rebalance (which is accompanied with a campaign bundle):
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3004910214
In this version, the Numidians already get the Mameluke General and Camel Archer, and additionaly, they also get the new "Clubmen" unit, which is quite strong (against armoured units).
Thanks for your feedback, I hope you appreciate the new changes.
worst kind of camel cav, absolute standard longshield cav - thats it. no camel archers, no beduin camels, no horse archers, no heavy cav, no cataphracs (probably very unhistoric anyway), just nothing worth mentioning even.
desert infantry is worthless, even against any decent enemy cavalry.
only numbidian legionaries are alright - and the general elephants are awesome. otherwise very lacklustre sadly.. maybe you have an idea in order to improve this a bit
A new (save game compatible) version of the Total Rebalance II - Campaign Bundle has been released:
Total Rebalance II - Ultimate Campaign Bundle
This version includes a newly released campaign called "RIse Of Empires" and includes the latest "Remix patch" with some additional balance changes.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3004910214
Fixed Genitour Bodyguard and Eastern Swordsmen 3D model texture
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
Thank you for your reply and understanding!
Regarding your idea on modding, yes, as long as you don't copy and paste things from my mod (i.e. textures / models or literal text copy pastes), you can take inspiration from my mod's changes.
If you want to look at my mod's changes, go to a folder on your pc like this:
C:\Program Files (x86)\Steam\steamapps\workshop\content\885970\2821730989
(2821730989 is my mod ID)
To make your own mod, you would need to go to a special folder on your computer like this:
C:\Users\<yourUserName>\AppData\Local\Feral Interactive\Total War ROME REMASTERED\Mods\My Mods\
(with yourUserName being your username)
I believe Danymok has a unit pack mod that you could use as a modding resource, so maybe that's where you could work from :)
Good luck!
To answer your question, I rarely ever played Barbarian Invasion and never had any plans nor have any plans to "do something" with Barbarian Invasion regarding my mods, so (unfortunatelyt) there will not be a barbarian invasion compatible version of my mod... (additionaly it would be quite a lot of work to make a Barbarian Invasion version )
But I am glad you like this mod, and while there is no Barbarian Invasion version, there are plenty of maps and campaign packs that you could play if you were looking for something different than Vanilla.
Thanks again for your reply and question, make sure to check out my latest Para Bellum Campaign if you are looking for a new challenge :)
As to comment on your feedback, I decided to not include the Marian Reform as to make more units available (from the start).
There is still a Marian Reform aspect to it that you are able to "randomly get" other General Units when the Marian Reform event hits.
The 5 turn recruitment requirement for General units is also on purpose, it's for balancing reasons, just like basic cavalry units also take 3 turns to recruit and elite infantry generaly take 2 turns to recruit.
Different playthroughs of campaigns may have the AI recruit higher or lower tier units, that units cost a bit less than vanilla is also to make the mod more compatible with maps like Europa 270 BC where general income is way less than the vanilla campaign.
Make sure to check out the Para Bellum Campaign as well if you enjoyed this mod, it makes for a fun challenge if you are used to the regular pace of vanilla campaigns.
It is very helpful. I will try your another Mod later.
I am now enjoying German campaign
I remember that in the original version, many units did not attack simultaneously. so its so exciting.
I am very glad to hear that your issue has been resolved!
From my experience, it is not necessary to uninstall the game, or uninstall other mods in order to play any of my mods.
It is often enough to just "disable" certain mods in the Mod Launcher that can conflict / are incompatible, i.e. mods that also change units like "Europa Barbarorum", and it is always prefered to start a new campaign.
Either way I am very glad your issue is resolved!
May I also recommend you to look at my latest campaign / map mod?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2939385997
I think you will enjoy this one very much, as it has starting armies ready with units from Total Rebalance - RR III :)
Enjoy!
All I did was reinstall the game and delete the whole folder of c: username/ appdata /local /feral interactive/Total War Rome remastered
Mameluke General unit shows up fine in custom battles, and also the save data loads fine and battle not crash,
what I learned from this was that when installing mods, you should unsubscribe in the workshop, not in the launcher otherwise you cant identify which file is still remain,
Thank you for your reply and sharing your details!
I can say Rome Rerostered III is incompatible with "Europae Barbarorum" and "Rome Retrofit" since at the very least, they both modify units just like Rome Rerostered.
Most likely your issue is due to these mods conflicting with each other, therefore, can you try disabling these mods and see if the issue still persists.
(Of course, disabling these mods can cause your save game not to load due to save-game deendent data from the Europa Barborum / Retrofit mod).
Regarding the Custom Battle result, did you try the "Mameluke General" unit, the one throwing swords?
(Just to be sure, as you wrote about an "Egyptian Riding General" unit)
Could you deliver me the results of these two questions, after you disabled all mods, except "Total Rebalance - Rome Rerostered III":
- Load your save game and see if the issue still persists when the Mameluke General is being loaded for a battle.
If you can't load your save game due to dependencies to the other mods, then it would be helpful if you would try a new Egyptian campaign, to see if you can reproduce the issue without the dependencies on the other mods.
As for now, based on my own tests, and your feedback, I think the mods you listed, if you had them enabled, caused a compatibility problem and therefore your issue occured.
If not, then it is interesting, I haven't had any other reports about this issue for as long as The Mameluke General has been included in the Rome Rerostered III mod (for about a year now)
Let me know about the results, hopefuly we can resolve the issue :)
I had subscribed to multiple mods.
I wonder if the conflict occurred even if I didn't have the other mods enabled in the launcher.
In custom battles, the Egyptian Riding General was worked fine, campaign map is normal.
Here is the list of mods
Mods containing conflicts:
---------------------------------------------------------------------------------------------------
- (Definitive Edition) Total Rebalance - Rome Rerostered III
- Better UI ~Classy~ (2.0.2)
- Europa Barbarorum I Unofficial Mod (2.0.4)
- Rome Retrofit
========================================================================
List of which mods conflict with each other
---------------------------------------------------------------------------------------------------
(Definitive Edition) Total Rebalance - Rome Rerostered III:
- 'Europa Barbarorum I Unofficial Mod (2.0.4)'
- 'Rome Retrofit'
Thank you for letting me know about the issue you encountered.
I have run some extensive tests locally that should reproduce the error, but I could not reproduce the issue in any of my attempts.
To be precise, the location for the file in the error message is the following, right?
> data\characters\mameluke_mesh_lod1.cas
This file is present in the two Rome Rerostered III versions (Definitive and non-Definitive) that are on the Steam Workshop.
Could you send me the ordered list of which mods you had / have enabled at the moment the issue occurs?
As a wild guess, could it be that you have other mods enabled that overwrite some of the Rome Rerostered III files, or perhaps you have Rome Rerostered 2 also enabled?
In order to further help you, please let me know about the following:
- Which mods you have/had enabled which produce the issue
- Which map you were playing on
- See if disabling any mods excluding Rome Rerostered III has this problem occur.
- Try loading a custom battle with the Mameluke General unit
Thank you very much for reporting the issue and I really appreciate that you are enjoying this mod, I will await your feedback.
JonkoXL
I have one report
when playing in Egypt I always get an error when entering in combat and it crashes
error: filename doesn't exist : data/mameluke_mesh_lod I.cas
hope this helps Thanks
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
- Added "Jager Warband" and "Throwing Axeman (Francisca") to British Faction
A new patch has been made available for "(Definitive Edition) Total Rebalance - Rome Rerostered III", improving unit's stamina and improvising missile units:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2881556870
This patch is save game compatible and can be enabled / disabled at any time.
- Added "Desert Axemen and Persian Infantry" to the Seleucid Faction
- Added "Illyrian Hoplites" to the Dacian Faction
Thank you for your question!
I haven't tried personalty, but I would say just give it a try :)
Unless Mundus Magnus 1.4 uses different factions than vanilla it should technically be compatible.
(It also helps to put Rome Rerostered on top of another mod in the launcher)
Let me know about your results.
JonkoXL
Thank you for your feedback.
I understand your point about higher upkeep, there is truth to that, although I specifically lowered the unit upkeep to counteract the lower income on maps like Europa 270 BC..
About the elite armies, they still require 2 or more turns to be recruited so there is a bit of an offset their compared to low / mid tier units.
Lower upkeep also helps with the Campaign Bundle I created for Europa 270 BC otherwise all factions would start with a very negative income.
Thank you for considering this mod an extremely good overall, as a suggestion to you, have you tried the Campaign Bundle for Europa 270 BC?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2821841524
Слишком большая карта, устанешь всё захватывать ;))
Я всегда оставлю мнение на твоих модификациях. Всё таки из всех авторов - ты оказался тем, ты сделал так как я хотел увидеть в игре!
Мне очень приятно твое мнение!
Ты пытался объединить этот мод с набором кампании, который я также сделал?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2821841524
Thanks for your feedback.
I am not sure if the AI behaves worse strategically on lower difficulties, it's just that they get morale + attack / defense buffs, + 7 for very Hard, this has been so since vanilla, I haven't changed the AI at all.
Maybe try out this mod to improve computer AI in battles:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2485055901
Also, try playing on very hard campaign difficulty, you will have plenty of unit stacks to deal with :)
Butt the Cataphract, a well armoured cavalry unit could be seen as an ancient Tank, I'd like to imagine most spears would dent off the armour of both the horse and rider, while the added weight of the horse would make it a very heavy object you could ram into things.
The Cataphract was pretty much the best unit in the vanilla game and this mod honors that too.
Then again maybe they still are overpowered, I think the recruitment turns is enough to offset the imbalance.
i do get that more expensive and more time consuming trained units should be better, but its a no-brainer to click cataphracts into a defensive, standing position with their natural counter - spears - and yet they outright beat them. cavalry should always be forced to seek for weaknesses and flanking opportunities instead of hitting like a tank. fighting AI with your called 7 attack/defense on highest difficulty with 3-4 cataphracts is simply not fun anymore sadly.
Playing on High / Very High Difficulties adds more morale and boost attacks / defense, just as it does in vanilla, if I remember correctly +7 Attack / Defense on Very Hard.
So if you want a fair unit vs unit comparison you would need to play on Normal difficulty, whether custom battle or campaign.