Total War: ROME REMASTERED

Total War: ROME REMASTERED

Total Rebalance III - Refactioned (Campaign DLC)
50 Comments
JonkoXL  [author] 22 Jul @ 6:04am 
Hi jgoodman,

Thanks for your feedback and appreciation!

Yeah, I remember also having that crash or severe slowdown occur in some (but not every) river crossing battles.
I believe it's something related to the Europa 270 BC map terrain features which unfortunately I don't have much experience with (I didn't make the map originally, just made changes to it)
Luckily it's easily worked around by avoiding river battles (rollback a save game if needed) or auto resolving if forced to.

The town watch and roman infantry do have some differences, one has a solid color scheme and the other has a unit variation scheme.. in the thumbnails you can also differentiate by seeing a golden helmet instead of a iron helmet.
jgoodman53stj 21 Jul @ 11:05pm 
Theres a cdt error when you fight on the Tiber bridge south of Rome, the bridge north of Arretium, and the bridge on the northwest corner of Gregovia. I don't know if that can be fixed but it really isn't a hindrance to gameplay.

Btw, kudos on removing the Marius Reforms. I'm very anal about creating accurate pre-marian legions and it always creates a logistical nightmare for me to mix legions.

Another suggestion; change the town watch and roman infantry icons. I keep picking the wrong unit lol.

Love this mod. If you added Greek City States and individual Barbarian Tribes this would be my crack.
JonkoXL  [author] 21 Jul @ 9:35am 
Hi Alexander!

Thanks for resolving your own issue :)
Enjoy your game!
Alexander the adequate 21 Jul @ 8:23am 
Solved. It was my fault.Had another mod (Hold the Line unit cards) running, which messed it up.
I am clearly not bright.
Alexander the adequate 21 Jul @ 8:16am 
Hi JonkoXL
Love your work.
I am getting a crash which tells me Capua is assigned to unknown faction Campanians?
Any idea why?
JonkoXL  [author] 20 Jul @ 6:47am 
Thanks for your feebdack jgoodman,

FYi, if I happen to have a load of spare time again, I may look into giving factions a 1 turn low tier cavalry, I really think that idea is interesting and could improve gameplay experience even more.
jgoodman53stj 19 Jul @ 6:05pm 
Apologize if that came off as disrespectful I didn't mean it that way.

Background on me, I'm a classicist historian and I really enjoy the abstraction RTW offers for historical recreation but I've always been disenchanted by the AI's ahistorical nonsense (like the Brutii invading Dacia or Carthage getting a behind whooping in Sicily). I've modded the game before to try and change AI behavior before (for my own enjoyment) and i think you found a clever work around melding Britania, Gaul, and Spain.

And as a plus on your mod you changed up so many units like the berserk Thracians that you legitimately don't know what youre going to run into.

All you're missing is a legitimate Parthian threat.
JonkoXL  [author] 19 Jul @ 3:08am 
Hi jgoodman,

Glad you appreciate the change of modifyng the distance to the capital.
Luckily it didnt take too much time to fix it, and if it makes your playthrough more enjoyable then thats good to know.. I do agree that the change improves the gameplay.

I appreciate your other observatjons, but realise that improving everything is just not realistic for me spare time wise.
At the end of the day it's intended as a great mod package for RTW players, given as a free gift.
jgoodman53stj 19 Jul @ 12:29am 
I can send you that save if you want it but seeing as you changed the capital modifier I think you recognized the issue.

Interestingly 50 turns into the game with FOW off Carthage's eastern settlements went rebel and the Parthian AI had conquered a total of 1 rebel settlement.

In trying to fix the AI's clear PO issues i modified all the embassies to offer 25% po and for the sad Parthians I gave them a 25% trade bonus too.

As a student of the AI behavior i must observe however that the rebel garrisons in Scythia and Parthia are too strong for the AI auto resolve without infantry. Making the garrisons there empty would likely fix the inaction.
JonkoXL  [author] 18 Jul @ 5:11am 
Addendum:

I have now changed the capital to distance modifier (descr_cultures, capital distance multiplier).
I checked and it seems to work for new campaigns (!), it should now give you a lesser penalty on distance to capital. (pretty much -10% for a distance between Spain and Israel instead of -80%)

Make sure to also check the settlement details panel which may show there is unrest due to other causes (culture penalty and such)
JonkoXL  [author] 18 Jul @ 4:34am 
Hi jgoodman,

That's very strange, since I and many players haven't noticed it that bad since this mod's base released (mid 2022).

Perhaps you can backtrack your save and try the "exterminate settlement" when taking over?
Setting taxes to low and hold onto the settlement for 2-3 turns for things to stabilize?
(This works almost always for me)
Deleting the temples and replacing them with your own also helps a lot.

Can you email your save if it happens again?
jonkoxl @ gmail com
jgoodman53stj 17 Jul @ 5:56pm 
I had to scrap that save.

The public order is bugged. Captured Kydonia with 2 full garrisons, a good managing general and moved my capital to Pella. Still 0%. Modded the embassy to 25% po. Still 0% public order and theres literally nothing you can do to boost it. And because youre in the roman super faction you cant take a protectorate unless the faction requests it. So theres no way to advance after the first 20 cities.
JonkoXL  [author] 17 Jul @ 2:51am 
Hi jgoodman53stj,

Thank you for your comment and suggestions.

Regarding the public order, yes, it's a challenge, but nothing impossible to handle.
It helps if you build the embassy for some extra public order.
I may be able to change a public order multiplier for the map and see if it helps.

Regarding the cavalry requirements, except for elephants, cataphracts and generals, they all must be trainable in 2 turns.
I like the idea about a 1 turn cavalry unit that's both low tier and has little units, perhaps as per 'mercenary' recruitable unit.

I'll take your suggestions into considerations but for now I'm not actively modding at this time.
(the public order multiplier change may be an easy / quick fix though)
jgoodman53stj 16 Jul @ 11:27pm 
Thought I maxed out on the character limit.

One last observation, I like what you're going for on limiting the Cav to 2-4 turns depending on the quality, but realistically what ends up happening is you end up rushing infantry armies without cav.

The Romans did have Cav they just tended to have more Auxillia and allied Cav.

So maybe as a solution have a 1 turn recruitment on inferior Cav. Maybe the same version as the merc cav now but with half the units (9 instead of 18).
jgoodman53stj 16 Jul @ 11:06pm 
Ive gotten to about turn 50 with the Julii and I've noticed a peculiar AI Pattern.

With the Scipii out of the superfaction the Brutii seem to be taking the fronts the Scipii usually take (Sicily, Southern Greece, and probably North Africa soon) and I've swapped with the Brutii and taken illyria Macedon and Thrace.

But wow the public order is getting uncontrollable already. In my opinion there needs to be something that pacifies the city like MV does with martial law/citizenship or else Roman AI won't be able to advance.

But yeah this is the best vanilla enhancement I've seen.

The other suggestion I'd make to facilitate a punic war (as I have modded myself before) is to lower Carthage's elephant rec to a tier 1 stable. The AI auto wins far more often with elephants (like chariots).
JonkoXL  [author] 16 Jul @ 5:56am 
Hi there jgoodman53stj,

Thanks for your appreciation!

Every unit in the game has been tweaked (rebalanced), including the later legionary units.
(some of them have been removed for redundancy, but many, many more have been added)

All units, except Spartan Hoplites and those recruitable by port- and trader- type buildings are trainable everywhere.
The trader line buildings allow for recruitment of regional mercenaries (barbarian infantry, african swordsmen and so on)
You can train Roman legion type units in every large city or above if you have the right barrack present.
jgoodman53stj 13 Jul @ 10:16pm 
Loving the tweak to the original without going overboard on complex building trees I'm not going to learn...(no names).

Question though; I notice you increased the skills and effectiveness of the pre-Marius Roman Units and I was curious if you had made the same tweaks to the legionary cohorts?

Second to that, some of the cities in Italy are apparently lacking the hidden "Roman" resource. Do the cities gain citizenship over time or are you stuck with Auxillia in Patavium for the entirety of the campaign? Also can roman units be restrained outside of italy?
JonkoXL  [author] 17 Jun @ 8:34am 
Update:

- Added a new "Barbarian Invasion" map like regional campaign "Legiones Redde" (Give me back the legions!)
- Changed Scythian Tech tree (added and moved some units for consistency, apologies if this affects your playhtough)
JonkoXL  [author] 16 Jun @ 1:33pm 
Hello Baal,

You must have missed the event of the Ionian Revolt in history class?

https://en.m.wikipedia.org/wiki/Ionian_Revolt
CoolHandBaal 16 Jun @ 11:20am 
'The Ionians are however rebelling against their Persian (Parthian) dictators'. Lol, unlike the Greeks the Persians were incredibly tolerant of the regions they ruled on matters or religion and culture et al, but nice try attempting to peddle worn out orientalist myths.
JonkoXL  [author] 15 Jun @ 10:10am 
HI Abyss,

I applied the changes to the Total Rebalance III mod and it's submods.

However, I don't plan on applying the changes to the older mods, since I am afraid I might break something (most of them are either backwards and forwards compatible and some of them have dependencies).
Another reason is that people should just play the latest version of my mods anyway for the best experience :)
Lost_in_The_Abyss_1992 15 Jun @ 9:48am 
new textures are looking good.
Will the other (older )rebalanced mods also get the update?
JonkoXL  [author] 14 Jun @ 4:13am 
Update:

- Change Spartan Hoplite and Spartan Bodyguard Textures
- Improved Spartan Hoplite body armor defense
(EDU and Model change)
JonkoXL  [author] 13 Jun @ 4:41am 
Update:

- Replaced Genitour Bodyguard (Vice General) with different texture, increased armor , shield and javelin attack , slightly decreased sword attack.
(EDU + Model file edit)

- Removed some unneeded files to save around 1 GB of space
JonkoXL  [author] 12 Jun @ 7:48am 
Hi Hermerico,

Thanks again for your feedback, valid points.
I experimented with one faction having the option to play as two sub-factions based on building a particular embassy building, but the naming of the factions and their locations may indeed come across as weird as you say.
I wrote down your suggestion and will strongly consider including your changes in a future standalone version of this mod.
(I may even want to change more things, some that may break the game otherwise).

Regards,

JonkoXL
Hermerico 12 Jun @ 4:49am 
Hi JonkoXL,

I understand and agree with your decision of not giving the Celts all their historical territories and leaving them with rebel settlements to expand into. My "criticism" was not so much on why they don't start with these specific settlements that were Celtic , but rather why they do start with some who weren't, namely, Palma and Osca.

So my only suggestion in regards to the Celts is that they don't start with these two settlements.
If for balancing reasons you feel like they need two other to compensate the loss of these two, i would suggest perhaps Avaricum and Dun Cunabel.

Also on a unrelated note, the Ilyrians are weird... They seem to be symultaneously representing the Ilyrians, Veneti (arguably Ilyrian) and the Etruscans.

Should perhaps the Etruscans be represented by rebels, and keep the Illyrians in the Balkans + Venetia?
Kilsarr 9 Jun @ 8:28am 
Thanks for the update,
Reducing the archer numbers was needed, going to play through now and see what the new factions get up to.
JonkoXL  [author] 9 Jun @ 8:02am 
Service announcement:

Added two new regional campaigns:
- "Molon Labe" featuring the Greco-Persian war
- "Hannibal ad portas" featuring Hannibal & Scipios Second Punic War
JonkoXL  [author] 7 Jun @ 2:02pm 
Hi Rick,

Thank you for your comment!

This mod uses the freely available Europa 270BC map as a base, which includes this land bridge arrow between France and Britain.
While I understand it bothers you a lot, you may find that for gameplay reasons this land bridge makes it more easier for factions to cross over between regions therefore improving the gameplay experience.

May I recommend you one of my other mods which use the vanilla map, and are also compatible with Mundus Magnus 1.3?

More and new units to factions, but keep vanilla stats?
Rome Rerostered v2.31
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2575008267

More and new units to factions, with rebalanced unit stats for longer and more interesting battles?
Total Rebalance - Definitive Edition
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2821730989
rick.e.allen 7 Jun @ 1:02pm 
The crossing arrow between France and Britain is horribly unrealistic. You can't wade across 30 miles of water.
JonkoXL  [author] 6 Jun @ 8:45am 
Hi there Hemerico.

Thanks for your comment, historically you are probably right!
Simple answer, because I liked putting them there for my gameplay and mapping reasons :)
Nowhere does it say that this map has to be historical 1:1, so I went for a" more or less" adaptation with my interpretation of gameplay reasons in mind.
I also didn't want to give them too much regions in Britain, Southern Gaul and Central Iberia, so the Celts have some rebel settlements to capture before necessarily having to fight other factions.
JonkoXL  [author] 6 Jun @ 8:44am 
You are free to leave me a list with which settlements you had wanted to give to the Celts, rebels or other factions regarding the Celts.
I'll consider changing it based on your list if I decide to release an updated standalone edition of this mod.
Hermerico 6 Jun @ 8:12am 
Is there any reason why the Celts start with Palma and Osca?
As far as i know, there is no records or evidence of Celtic presence in the baleric islands and the Ebro valley is the core homeland of the Iberians.

I mean there are no shortage of other provinces they should start with, in Britain, Southern Gaul, Western/Central Iberia and the Alps. So i'm curious why these two non-celtic provinces got priority over places like Gergovia.
JonkoXL  [author] 4 Jun @ 2:29pm 
Update:

Notice that a second campaign has been added "Rex Italiae", a shorter regional campaign mimicing the Prologue campaign from the original Rome Total War.
JonkoXL  [author] 3 Jun @ 9:12am 
Hi there Hermerico!

Thank you very much for your comment and appreciation!
Enjoy your game!
JonkoXL  [author] 3 Jun @ 9:12am 
Hi there TSYXY,

I loaded your save game files and so far I could play both battles just fine.
I sent you an email reply with another suggestion that you could try to see if it can work fine on your end.
Hermerico 3 Jun @ 7:05am 
Finally, been looking for a mod where i can play as the Celts in Iberia without having to play as "Gauls" or "Spain" (modeled after the Iberians) since forever.
TSYXY 3 Jun @ 6:47am 
sent you an email
JonkoXL  [author] 3 Jun @ 6:31am 
Thank you TSYXY

I think sending the save file is the easiest for me to debug, you can find your save file here (if on Windows);

%LOCALAPPDATA% \Feral Interactive\Total War ROME REMASTERED\VFS\Local\Rome\saves
(sort by date is probably useful)

Email: (remove spaces)
jonkoxl @ gmail . com
TSYXY 3 Jun @ 6:21am 
and yes, realistic color scheme is on
TSYXY 3 Jun @ 6:20am 
Checked some extra details, battles took place near Arriteum, Asculum, and a siege at asculum. Autobattle worked fine, altough i don't like losing troops because the ai.
Generals are Viriathus vs Quintus, Lucius and Vibius Julius
Units:
Jager warband, Italian aux, helot hoplites, illiryan pirates, slingers, italian hoplites vs triarii, hastati, velites, equites, legion archers, roman infantry
JonkoXL  [author] 3 Jun @ 6:15am 
Hi there TSYXY,

You can send an email with your save file to:

jonkoxl @ gmail . com

Thanks!
TSYXY 3 Jun @ 6:10am 
@jonkoXL Can i send you the save file somehow? I'm only using the complete bundle and this mod, and the battle is just a normal battle against the julii in italy. Both times this occured, they had the same generals in the battle
JonkoXL  [author] 3 Jun @ 5:02am 
Update:

- Reverted the name of Babylonians to Seleucid Empire.
- Changed the name of the Etruscan faction to the Illyrian faction.
JonkoXL  [author] 3 Jun @ 3:14am 
@TSYXY

I checked regarding the bug you mentioned about the Etruscan General in Venice, but I am unable to reproduce it.

I fought in a battle with Luco the Etruscan Vice General and Viriathus the Etruscan General Bodyguard with everything working fine on my end.

Can you provide me with more details regarding other mods that you may be using while playing this mod (and in which order)?
Did the battle take place with a river or bridge crossing, on land or during a siege
(if so which settlement) ?
How did the army composition look (which units were included, including the type of bodyguard unit)?
Do you have Realistic Color Scheme selected?

Thanks again for letting me know about anything that you find!
JonkoXL  [author] 3 Jun @ 2:01am 
Hi Svaor.
I initially had in mind to let the game take place around 550bc or so, to make the Etruscans and Babylonians make more sense.
I forgot to change the date and due to being uploaded I cant change the scripts.
I'll consider reverting tje name back to Seleucids, though it's a bit of work due to translation files.
Pontus was removed to make room for Judea, since it's easier to replace then add a new faction.
Let me know what you think of the gameplay, I think you will love it if you enjoyed Rebundled.
Svaor 3 Jun @ 1:17am 
Take back the Seleucid Empire! Babylon?! What for??? In game events, Babylon no longer had an impact on the global political map. But the Kingdom of Pontus, on the contrary, had influence in the Black Sea and the Middle East.
JonkoXL  [author] 2 Jun @ 3:18pm 
Hi there TSYXY,

Thank you for posting about the bug, I appreciate it.
I'll take a look tomorrow, in the meantime you could disregard that general or play with autoresolve as a workaround (you'll probably also realized this :) )

Just to exclude, was there by any chance a bridge or river crossing invovled?
TSYXY 2 Jun @ 11:09am 
I think the bug is with the general you get in Venice, i was trying to use him, normally, battles work fine, if that guy is involved, the game crashes
TSYXY 2 Jun @ 10:52am 
started a campaign as etruscans and it crashed so hard at the first battle against the romans that i had to restart my pc