Total War: ROME REMASTERED

Total War: ROME REMASTERED

Barbarian Empires (Open Beta 2)
 This topic has been pinned, so it's probably important
Lanjane  [developer] 6 Nov, 2023 @ 10:36am
Bugs and issues thread
Please report the bugs of the current release version here
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Showing 1-15 of 34 comments
M4R4CK0 7 Nov, 2023 @ 6:06am 
Hey, very nice work, it´s a great mod!
So i play actually a campaign with Rome (Julii).
In some rare cases i can´t select any button after opening the pop-up information from a unit.
A anonther bug is, that the AI playing complete passive at the begin of my campaign, for example the faction gauls, it was too easy taking there citys with very less resistance... (maybe a bigger army for the begin for the gauls or more aggressiveness??) I´m playing the campaign at very hard.

In the some ingame battles the AI doing very crazy things, too. So for example they have archers, but the archers didn´t shoot at my troops, there are only running down and up so that i can compllete kill them withy my slingers (only in siegement).

My englisch is not the best, so i hope you understand what i mean and that i help you with this post! I´m looking forward for another bugs and for some suggestion of improvement.
Greetings from germany!
Last edited by M4R4CK0; 7 Nov, 2023 @ 6:19am
Lanjane  [developer] 7 Nov, 2023 @ 7:54am 
@M4R4CK0
What resolution are you playing and what UI scale?
I've heard about this UI bug (buttons not clickable) from others but I can't reproduce it on my side. Please give more details.
M4R4CK0 15 Nov, 2023 @ 7:23pm 
I restarted the campaign with julii and it´s work much better and the AI is much better now.

At the moment i have no issuses or bugs, if i found some i will report this. Thank you for your work!
Captain Autism 25 Dec, 2023 @ 3:12pm 
The only issue I have is constant crashes every 2-4 turns :(
Iceni Total War 25 Dec, 2023 @ 4:49pm 
Originally posted by Captain Autism:
The only issue I have is constant crashes every 2-4 turns :(
Sorry to hear you're having problems but i think the issue must be other than the actual mod, i know this is a bit of self promotion but i have a YouTube Julii campaign already covering 50+ episodes and never a crash, also no crashes in personal Carthage/Seleucid campaigns.
Did you let the mod fully download before trying to run it ?
Is it the only mod you have ?
Is it the top mod in the mod manager ?
Any sub mods running with this ?
English language settings ?
Have you verified the RR in Steam ?
Lanjane  [developer] 25 Dec, 2023 @ 11:40pm 
@Iceni Total War

He probably plays using non-English version of the mod (machine translation). Machine translation sucks and it may have crash issues, unfortunately. There are no crashes on English default version.
Captain Autism 26 Dec, 2023 @ 3:53pm 
Mod is fully downloaded, only mod I have, english language and everything verified still crashes
Achilles 17 Mar, 2024 @ 12:39pm 
my unit placeholders are mostly peasent placeholders and i can't ID the units... what to do? pls help
benjamindebaere 5 May, 2024 @ 11:05am 
Originally posted by Creepy:
my unit placeholders are mostly peasent placeholders and i can't ID the units... what to do? pls help
Same problem with me, tried two factions and both only had peasant placeholder icons
Lanjane  [developer] 5 May, 2024 @ 2:42pm 
Originally posted by benjamindebaere:
Same problem with me, tried two factions and both only had peasant placeholder icons

Read the mod description and FAQ
it just wont start it sits at complete in loading screen for hours i cant play
Frost 29 Jul, 2024 @ 7:35pm 
Hello, let me just begin with this has been a great mod to play with thus far. I am playing as Selucids and have played quite a lot. I have two items I was hoping to get some information on:

(1) it appears that in many of my cities the farms/land clearance do not offer any additional income. I place them in the queue and my expected income in that settlement does not increase, which is not ideal since farms can be a good source of income. Is this on purpose?

(2) I am now encountering the Romans who have taken over Greece, however, because the AI does not destroy the Greek Barracks/Stables/Archery Range they cannot use those building to recruit. So instead of fighting Roman troops I only fight Greeks troops & Mercenaries they can recruit from the other two barrack types. Would it be possible to somehow make the AI destroy/replacement these buildings? Or maybe make all factions able to recruit their own troops regardless of the culture from that one barracks line, but make the cultural penalty VERY harsh. So as a player I would be encouraged to destroy and build my own barracks due to cultural penalty, but it would make the AI able t recruit more than just local and mercenary troops?
Lanjane  [developer] 30 Jul, 2024 @ 12:45am 
Originally posted by Frost:
Hello, let me just begin with this has been a great mod to play with thus far. I am playing as Selucids and have played quite a lot. I have two items I was hoping to get some information on:

(1) it appears that in many of my cities the farms/land clearance do not offer any additional income. I place them in the queue and my expected income in that settlement does not increase, which is not ideal since farms can be a good source of income. Is this on purpose?

(2) I am now encountering the Romans who have taken over Greece, however, because the AI does not destroy the Greek Barracks/Stables/Archery Range they cannot use those building to recruit. So instead of fighting Roman troops I only fight Greeks troops & Mercenaries they can recruit from the other two barrack types. Would it be possible to somehow make the AI destroy/replacement these buildings? Or maybe make all factions able to recruit their own troops regardless of the culture from that one barracks line, but make the cultural penalty VERY harsh. So as a player I would be encouraged to destroy and build my own barracks due to cultural penalty, but it would make the AI able t recruit more than just local and mercenary troops?

Hello and thank you for the feedback!

1) this is intended design to limit the income globally on the map. The map is huge, 4x times more regions than the classic Mundus Magnus map, so certain measures had to be taken to not turn the game into cash fest

2) Yes it is possible to auto-destroy such buildings but I have removed this option to let the player decide the fate of the buildings instead. Player can destroy them manually and get the small financial reward - the thing you won't be able to get if AI auto-destroys that building beforehand.
There are flaws in the system like the mercenary spam you mentioned, I will try to address this issue somehow in the future.
Frost 2 Aug, 2024 @ 3:35pm 
Originally posted by Lanjane:
Originally posted by Frost:
Hello, let me just begin with this has been a great mod to play with thus far. I am playing as Selucids and have played quite a lot. I have two items I was hoping to get some information on:

(1) it appears that in many of my cities the farms/land clearance do not offer any additional income. I place them in the queue and my expected income in that settlement does not increase, which is not ideal since farms can be a good source of income. Is this on purpose?

(2) I am now encountering the Romans who have taken over Greece, however, because the AI does not destroy the Greek Barracks/Stables/Archery Range they cannot use those building to recruit. So instead of fighting Roman troops I only fight Greeks troops & Mercenaries they can recruit from the other two barrack types. Would it be possible to somehow make the AI destroy/replacement these buildings? Or maybe make all factions able to recruit their own troops regardless of the culture from that one barracks line, but make the cultural penalty VERY harsh. So as a player I would be encouraged to destroy and build my own barracks due to cultural penalty, but it would make the AI able t recruit more than just local and mercenary troops?

Hello and thank you for the feedback!

1) this is intended design to limit the income globally on the map. The map is huge, 4x times more regions than the classic Mundus Magnus map, so certain measures had to be taken to not turn the game into cash fest

2) Yes it is possible to auto-destroy such buildings but I have removed this option to let the player decide the fate of the buildings instead. Player can destroy them manually and get the small financial reward - the thing you won't be able to get if AI auto-destroys that building beforehand.
There are flaws in the system like the mercenary spam you mentioned, I will try to address this issue somehow in the future.
Okay yeah that definitely makes sense! You are right it is difficult to build up a lot of money which does present a nice balance/challenge. And I have definitely seen the financial benefit of destroying buildings, so I agree that part is good as a player. If the auto destroy could be turned on for the AI that may make things different.

Regardless, very good mod and has been enjoyable so far. Really like the different military building trees and new units. I always hated not being able to retrain mercenaries. Thank you!!
Ghost 25 Aug, 2024 @ 9:18am 
Moving units later on in the game apparently grinds to a halt for me, so I started to check why this happens, for some odd reason, having portions of the map revealed through map information does something to the engine that causes moving/end movement of units to stutter a lot. When I use toggle_fow to reveal the whole map, this stops right away, any way to fix this without using cheats?
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