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sad to hear all that, but thanks again!
Yes unfortunately not everything is accesible to us modders.
I think it's best to start a new campaign when using the new mod, since some data in your current game may be linked to asset references (textures) which have been changed in the new mod.
Unfortunately I don't believe there is a way to prevent the computer to field two armies or allow you yourself to field two at a time.
You can however toggle the use of AI control for the second army in the preview battle menu, although I believe that AI on your own armies is pretty suicidal.
i am currently using this mod with macedonia in the 80th round, so i guess i have to stick with this mod-version for now and finish the campaign..? although "Hoplites now are stronger in the front, weak in the back, and while cavalry should be very effective by charging in the rear, cavalry availability is reduced as much as possible gameplay wise." sounds very tempting! maybe with carthage next, or is there a compatibility with this one and those additional rebalances?
Thanks for your valuable feedback and ideas!
Regarding the recruitment of Generals, I am not able to set any of the traits, as those traits are generated randomly when the General gets recruited.
I do have the ability to set the recruitment turns necessary but I find the 4 turn recruitment turn fair enough for what you get.
It's balanced in the way that it just take that 1 extra turn you may not want to spend unless you really need that General unit.
Of course I could make weaker General Units, but I don't want to make the player or AI have a too easy way of getting Generals and think of weaker General Units more easily losing from stronger units as a bit questionable :D
By the way check out the latest iteration of this mod here:
https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=3252101212
Also consider downloading the Realism Patch for more "realism" :)
on the other hand i was thinking if it was possible to give each faction a lower tier general (2-3 rounds of recruitment time) who has better traits to permanently manage settlements, because 4 rounds for the existing generals are kinda long and they usually spawn with commando/assault traits. thanks.
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)
In "The Great Reset" campaign, Gaul now has the Ancrya settlement in Galatia, Turkey.
(historically accurate, see: https://en.wikipedia.org/wiki/Galatians_(people) )
- Low tier skirmishers now have +2 XP starting from a Level 2 Archery Range.
- Roman Senate can now train Elephants at Arena building
- Roman Senate now has a faction bonus, namely +3 XP on Legionary Infantry and +3 XP on Praetorian Cavalry
- Numidia now has a faction bonus, +1 XP bonus on all units starting from a Level 2 Governement Building
- German and Briton faction can recruit Viking Raiders from Bardic Circle
- Spain can train Barbarian Mounted Skirmishers from Level 4 Archery Range
- Roman Julii can train Barbarian Mounted Skirmishers from Arena
- Roman Brutii can train Mounted Archers from Arena
- Roman Scipii can train Elephants from Arena.
- Added "Ballista" unit to Barbarian Factions and Seleucid Faction (Blacksmith level 1)
- Added "Tavern" and "Bardic Circle" building to Thrace faction
- Thracian Mercenaries (for Thrace faction) now recruited at Tavern instead of Trader
- Added Horse Archer to Dacia and Thracian Faction (Bardic Circle) and Seleucids (Level 3 Archery Range).
I checked the issue you reported and just fixed the issue with Rome and Tarentum not being able to upgrade their relative government buildings, must have been an oversight.
Thanks for letting me know!
(Do make sure to start a new campaign in order for the changes to take effect.)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3209347318
I believe I fixed those issues a long time ago.
Haven't had any issues with the strategos or mamelule as far as I recall.
However, if you are able to reproduce the issue then feel free to let me know.
Strategos hoplite and mameluke being 2 i remember.
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)
I just made the impassible terrain dividing North Africa passable again. (for all campaigns)
I also saw that it's not necessary to start a new campaign, so changes should take effect immediately.
Thanks for letting me know!
Thanks for your feedback and letting me know!
The impassible terrain has been changed for all campaigns (the part around Dhofar Arabia), just that you may need to start a new campaign in order for it to take effect. (I am not sure though, it could be that it works for existing saves too).
I haven't checked whether you can walk from Egypt to North Africa, I'll take a look at it in the coming days and change it if needed.
Just figured out how to fix the custom battles.
Although the game engine looks into the vanilla game data (hardcoded), I am able to add "fixed" version of these custom battles.
As long as you pick a custom battle map which has the "FIXED" text in the image it should work.
I removed some of the other custom battles, those I may readd later.
Let me know if it works for you.
Thanks for your feedback regarding the custom battles.
Yes, some of the custom battles don't work properly, I believe this is due to the terrain data from Europa 270 BC not matching the location positioning data from the vanilla game embedded in the vanilla custom battle data files.
While maybe a little frustrating for those that like the custom battle maps, there are however a few maps that do work, I believe Macedonian Ruins for open field battless and one of the settlements, Londinium?.
I can take a look at maybe disabing those custom battles that don't work (or at least documenting the working maps on this page), as I don't believe this can be fixed or at least I don't have the knowledge on how to realign such location data embedded in the custom battles making it compatible with Europa 270 BC location data.
For example british grass plains and nile bridge throw me in the sea.
Moon River (bridge) just sends me on some mountains.
It's not game-breaking mind you, just limits custom battles. (trying out troops n stuff)
And the only extra mod i have beside yours is the rome 1 loading screens.
Wanted to post this just in case, mabye when you can, you could have a look. Thanks in advance!
Thanks for testing the passable terrain change, glad it works.
I'll be updating the terrain data for the other campaigns as well.
Thanks for the great work, quick response and hella quick fix!
Thank you for your kind words about enjoying the Total Rebalance mod!
I looked into the impassible terrain thing and found a way to make that terrain passable again.
I have edited this in "The Great Reset" campaign and it seems to work now.
(make sure to start a new campaign, I checked using the capture_settlement cheat and made a unit walk up the impassible terrain)
Let me know if it works for you too (if you want to test it), I will probably change it in the other campaigns of this mod as well.
Regarding the Barbarian Invasion or Alexander game, I really haven't played those games and therefore I wouldn't be very attracted to change these mods.
Make sure to stay tuned, as I do plan and am working on porting the "Unit Variation Textures" to this mod. (the ones you can already use with the old Rome Rerostered 2)
Many thanks for letting me know about the issue of impassible terrain, I do think it would be a shortcoming if one couldn't capture all territories.
Now I'm not proposing a modification in this mod, however you do have this exact mod in pieces in your workshop, they however require you to subscribe to the 270BC map..
Maybe any of this ideas can work?
As a final note, love your work, you improved the game so much by giving it the life and the remaster it needed with this mod, i found the vanilla "remaster" lackluster, but since i found your work that changed, lots of love and keep at it!
My take on this goes to the idea that the settlement has really bad PO, and it will be hard to maintain by the A.I. but atleast the player can circumvent it by garrisoning a few mercenaries there, or as such and hope for the best.
Thanks for your comment!
Assuming the terrain surrounding Dhofar is impassable (haven't checked it), it's probably not possible to get that achievement.
I believe this is an artifact of the original Europe 270 BC map (which this mod is based on) which in the base form has an AI-only mode, perhaps it may break the game if all settlements were captured.
I didn't design the terrain aspects of this map so unfortunately I am not able to change this.
Added Senate faction as a playable faction in the "The Great Reset" campaign.
Other campaigns are not affected since modding those campaigns may break the gameplay as it would be possible to start the Roman Civil War at the start.
I think I will tinker with the information you shared and make the senate playable for all campaigns :)
(non-copy descr_strat) and now about start a camp with senate which now loads on camp map ROE 1.. (asm only one i changed)
also went in an add the victory of holding 80 locations, tho i might change this to a lower number for testing..
could also add a short camp vict to check that as well.. thats progress as of this posting
If you would like to modify it yourself the path is (Steam\steamapps\common\Total War ROME REMASTERED\Contents\Resources\Data\data\world\maps\campaign\imperial_campaign\descr_strat) in there you will have to move the (roman_senate) from non-playable to playable. Then you have to go through the 3 roman factions and delete the line that says (superfaction roman_senate). After that if you want to give them victory conditions you gotta go to (descr_win_conditions) which is in the same path (Steam\steamapps\common\Total War ROME REMASTERED\Contents\Resources\Data\data\world\maps\campaign\imperial_campaign\descr_win_conditions).
A new campaign "The Great Reset" has been included in this campaign bundle.
Make sure to give it a try!
----
The Great Reset is a vanilla-like campaign where each Faction starts with 3 territories.
In this campaign, a "Great Rebellion" occurred where all factions from the world suffered an internal decline.
Factions are on the brink of collapse and are desperately trying to hold on to any territory, fighting the rebels.
As a result most factions fighting the rebels are mostly neutral towards the other factions and the game progresses from recapturing neighboring territory captured by the rebels towards an eventual all out factions war.
Depending on the faction chosen, the initial three base territories are either spread out from each other or close together.
This campaign should give players a more fun, challenging and less predictable campaign experience.
The location where you can find the descr_strat file (the major campaign data file) can be found in this location:
C:\Program Files (x86)\Steam\steamapps\workshop\content\885970\3004910214\data\world\maps\campaign\rise_of_empires_campaign\
Probably you will need to put the roman_senate in the playable secton at the top of the descr_strat file, but more changes may be necessary.
(There is an SPQR mod on the workshop that makes them playable, that may be a pointer to look at)
It could be that the numbers above may differ, but probably you have a game workshop folder called 885970 in C:\Program Files (x86)\Steam\steamapps\workshop\content\ and then a mod workshop folder called 3004910214 which contains the Ultimate Campaign Bundle mod data files.
There are a folders for each campaign but you probably want to mod the rise_of_empires folders.
(note the "imperial_campaign" is the Europa 270 BC campaign)
When you succesfully have mod the game to make the senate playable, make sure to make a backup of your edited files, since any update I will release may overwrite your local changes.
(In fact, I plan to release a new campaign in this bundle very soon)
Hope this helps, let me know if you managed to make the senate playable, good luck!
If the edits are few then feel free to let me know how you have mod it, I could maybe integrate them.
Also glad to hear that you like the mod!
want 2 say its a great mod an have enjoyed it an the challenges..
the only two i have played is the top two.. an just like the difference it adds..
now in the mod launcher i used the mod folder tab an looked at the mod files in that location.
i dont know what im looking at nor what to change..
C:\Program Files (x86)\Steam\steamapps\common\Total War ROME REMASTERED\Contents\Resources\Data\data\world\maps\campaign\imperial_campaign
this location on the other had i have done many times u can change a good bit stuff in the old total war games going this or sim route.. done this in the orig rome, med 1 an i believe shogun 1.. when i run the game with out ur mod the change works im able start as the senate..
Thanks for your comment.
Did you manage to make the senate playable for the other campaigns in this bundle or is your question a general question on how to change "modded files"?