Total War: ROME REMASTERED

Total War: ROME REMASTERED

Total Rebalance II - Ultimate Campaign Bundle
117 Comments
SHITTY FLOOR 3 31 Oct, 2024 @ 11:23am 
yes, i will try the new mod as soon as i finished my macedonian campaign :scribe:
sad to hear all that, but thanks again!
JonkoXL  [author] 30 Oct, 2024 @ 4:19pm 
Hi there 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.
SHITTY FLOOR 3 29 Oct, 2024 @ 1:24pm 
additional thing i am wondering about: would it be moddable to limit the AI to only be able to use one army during a battle? i find it extremely stupid and unfair that the AI can easily field two armies into one battle, while i have to wait for a unit to die/flee in order to get a new reserve one.. its kinda broken
SHITTY FLOOR 3 22 Oct, 2024 @ 10:18am 
thanks for the reply, although its sad to hear that there is no possibility to somehow mod traits for generals..
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?
JonkoXL  [author] 21 Oct, 2024 @ 2:11pm 
Hi JagdTiger!

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" :)
SHITTY FLOOR 3 20 Oct, 2024 @ 10:46am 
this mod is certainly better than all their previous parts. i especially like being able to train certain units of different factions depending on the place of the map!
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.
JonkoXL  [author] 22 May, 2024 @ 7:11am 
Service announcement:

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)
JonkoXL  [author] 30 Apr, 2024 @ 8:56am 
Update:

In "The Great Reset" campaign, Gaul now has the Ancrya settlement in Galatia, Turkey.
(historically accurate, see: https://en.wikipedia.org/wiki/Galatians_(people) )
JonkoXL  [author] 10 Apr, 2024 @ 8:48am 
Another, another, another small update:

- Low tier skirmishers now have +2 XP starting from a Level 2 Archery Range.
JonkoXL  [author] 9 Apr, 2024 @ 10:58am 
Another, another small update:

- 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
JonkoXL  [author] 9 Apr, 2024 @ 10:27am 
Another small update:

- 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.
JonkoXL  [author] 8 Apr, 2024 @ 3:16pm 
Small update to Barbarian and Thracian Factions: (also applies to Unit Variation mod)

- 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).
kid_etten 4 Apr, 2024 @ 4:22am 
thank you very much!
JonkoXL  [author] 3 Apr, 2024 @ 2:49pm 
Hi Kid,

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.)
kid_etten 3 Apr, 2024 @ 12:58pm 
hi jonko, i see i commented on the wrong mod. im having the issue inm the para bellum mode playing as SPQR. rome and tarentum do have the upgraded palace but both arent assigned the right title (large city etc)
JonkoXL  [author] 3 Apr, 2024 @ 9:44am 
Great to hear, make sure to consider using the new unit variation add-on as well.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3209347318
Kilsarr 3 Apr, 2024 @ 9:29am 
Brilliant, it has been a while since i played this mod but am returning as its my favourite, thanks!
JonkoXL  [author] 3 Apr, 2024 @ 8:37am 
Hi Kilsarr,

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.
Kilsarr 3 Apr, 2024 @ 8:09am 
It seemed to affect the units that are not in vanilla
Kilsarr 3 Apr, 2024 @ 8:08am 
Has the problem with certain general types crashing the game when entering a battle with them been fixed?
Strategos hoplite and mameluke being 2 i remember.
JonkoXL  [author] 1 Apr, 2024 @ 1:09pm 
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)
JonkoXL  [author] 31 Mar, 2024 @ 9:43am 
Hi dragonnomar,

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!
JonkoXL  [author] 30 Mar, 2024 @ 2:33pm 
Hi dragonnomar and CenZ,

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.
dragonnomar 30 Mar, 2024 @ 2:08pm 
Awesome to hear the impassible terrain has been changed a bit. I dont know how the map data works, so I hope you wont mind this question. Has the terrain been changed for all the starts, or just the great reset? Additionally, can you walk from egypt to carthage now? I know there was a wall of impassible terrain bisecting north africa and while not an issue for a player with boats, I do not think I have seen an ai navally invade to attack the (in theory) bordering provinces. As CenZ says, thank you for the mod work, the changes to civs have been really good
Pingu 30 Mar, 2024 @ 12:11pm 
Yep, everything is in order, the ones that are Fixed work! Thanks for the great work!
JonkoXL  [author] 30 Mar, 2024 @ 7:17am 
HI CenZ,

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.
Pingu 30 Mar, 2024 @ 12:06am 
Thanks for the answer, well as I said it's not game breaking, however i just pointed it out, mabye disabling those that instakill you and you have to al f4 out of them, but otherwise, i dont think it's a huge loss.
JonkoXL  [author] 29 Mar, 2024 @ 5:20pm 
Hi CenZ,

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.
Pingu 29 Mar, 2024 @ 3:35pm 
Hi, sorry to bother again, however i have to ask, custom battles seem bugged, like i cant select most of the maps because some of them throw my troops into a huge sea, killing them during the speech, and i have to alt f4 out of it, or simply selects a different type of map than the one said.

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!
JonkoXL  [author] 29 Mar, 2024 @ 9:32am 
Hi CenZ,

Thanks for testing the passable terrain change, glad it works.
I'll be updating the terrain data for the other campaigns as well.
Pingu 29 Mar, 2024 @ 6:27am 
Yep it finally works, you can get Dhofar in The Great Reset, as such the achievement "He Wept For There Were No More Worlds to Conquer" is achievable!

Thanks for the great work, quick response and hella quick fix!
Pingu 28 Mar, 2024 @ 10:45am 
Hell yeah, i will get to testing, thanks alot! ill post if i find anything odd, and ill stay tuned for your other mods aswell, 10/10!
JonkoXL  [author] 28 Mar, 2024 @ 9:20am 
Hi Cenz,

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.
Pingu 27 Mar, 2024 @ 11:52pm 
P.S. I'd love to know if there is a reroster/total rebalance for Barbarian Invasion or Alexander
Pingu 27 Mar, 2024 @ 11:48pm 
Alternatively, i'd love to play (for the sake of achievements mind you) with the total rebalance II modification + rerostered 3 , without Europa 270BC map.

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!
Pingu 27 Mar, 2024 @ 11:48pm 
I have checked, the terrain around Dhofar is impassable, however i do believe there is a workaround for this, as i personally love your total re-balance, and id hate to remove the mod and run vanilla for a simple achievement.. and that is giving the settlement in one of the campaigns to a faction, Parabellum to the Seleukid/Egyptians OR Europa Romanorum to Parthians/Egyptians, for those who want to strive to get that achievement in this amazing mod atleast they have the chance with 3 factions..

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.
JonkoXL  [author] 24 Mar, 2024 @ 11:09am 
Hi Dragonnomar,

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.
dragonnomar 23 Mar, 2024 @ 6:51pm 
Does the impassible terrain surrounding dhofar prevent the achievement "He Wept For There Were No More Worlds to Conquer" which requires the player to capture every region on the campaign map?
JonkoXL  [author] 21 Mar, 2024 @ 7:44am 
Update:

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.
Ninjacakes420 20 Mar, 2024 @ 2:30pm 
np.. its WorthiestNIC who fig it out the superfaction part.. ran a short camp change own regions to 03 an had the victory animation.. was played on high and ultra unit scale and from the short runs the new unit an what not all work.. not sure if that would been an issue
JonkoXL  [author] 20 Mar, 2024 @ 2:05pm 
Thank you very much for your feedback Ninja and very well detailed directions provided.
I think I will tinker with the information you shared and make the senate playable for all campaigns :)
Ninjacakes420 20 Mar, 2024 @ 1:05pm 
here is what "WorthiestNIC" did and in a sense i also followed.. i went to were the mods are located, thax to your insight and help. i pretty much did the same thing just changed the
(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
Ninjacakes420 20 Mar, 2024 @ 1:02pm 
elow Jonko

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).
JonkoXL  [author] 20 Mar, 2024 @ 7:41am 
Update:

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.
JonkoXL  [author] 20 Mar, 2024 @ 6:01am 
Hi Ninja,

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)
JonkoXL  [author] 20 Mar, 2024 @ 6:01am 
Note that any mod "virtually" overwrites the vanilla game files when loading the game, so any changes in C:\Program Files (x86)\Steam\steamapps\common\Total War ROME REMASTERED\Contents\Resources\Data\ wont take effect if I happen to overwrite them with my mod files.

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!
Ninjacakes420 19 Mar, 2024 @ 9:36am 
elow Jonko

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..
Chris162 17 Mar, 2024 @ 2:03pm 
Great work!!!!!
JonkoXL  [author] 14 Mar, 2024 @ 8:46am 
Hi Ninja,

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"?
Ninjacakes420 14 Mar, 2024 @ 2:17am 
not sure if was asked but is there a way play the senate.. ik can go in vanilla files just like the old school game. u can make factions playable, which i have done so already.. i just cant seem find the mod files to do this for the 1st two campaigns (ROE and ROE2)... use to play them for early civil war or just play support for the others while i smack Carthage and Spain and Egypt around..