Total War: ROME REMASTERED

Total War: ROME REMASTERED

74 个评价
Tales of Antiquity
3
2
2
   
奖励
收藏
已收藏
取消收藏
文件大小
发表于
更新日期
6.573 GB
2022 年 2 月 1 日 下午 1:03
8 月 28 日 上午 5:43
34 项改动说明 ( 查看 )

订阅以下载
Tales of Antiquity

描述
Total War Rome: Remastered mod focused on improving significantly both campaign mechanics and unit rosters.

Tales of Antiquity Discord: https://discord.gg/k9Rn6FtxzG
Tales of Antiquity Wiki: https://github.com/ToA-admin/ToA-Wiki/wiki

This fourth release contains the work done to the Italian Peninsula factions (Romans, Samnites and Etruscans), the Carthaginian factions and Numidia, Iberian factions and Massilia, as well as the Greek factions.
The map's scale is considerably larger than vanilla.
Start date: 450 B.C.

The Romans, still divided into 4 factions, start out with small settlements near Rome, and will need to conquer in order to achieve various bonuses.
They start out with a basic hellenistic roster, and are hit with the Legion Reforms once the Samnites are destroyed.
At that point, each faction receives a legion (4 hastati, 4 principes and 2 triarii) in their capital, and that legion is not retrainable or recruitable. They regenerate a small number of men per unit each time they end the turn in a region that has a City Barracks. Once a roman faction hits 11 settlements, they gain access to a second legion that works in the same way. (they are not recruitable, but if one dies, the option to recruit another appears)
Additionally, they are also able to recruit groups of auxiliary units. These come in 36 different forms and are randomly generated according to the region of recruitment (first option has 3 units, exp 0-3, better one 6 units 0-5 exp, better units also have a better chance of generation).
When there are 40 Roman-controlled settlements, the Marian Reforms hit, at which point the legions are replaced by Marian Legions. These consist of 10 Legionary Cohorts and are recruitable, though they do not regenerate. Auxiliaries stay the same, and Artillery becomes available.
Once the Civil War is over, the remaining roman faction becomes the Roman Empire, and along with the Imperial Reforms, which improve the quality of the Legions, they gain access to 8 Praetorian Cohorts (non-recruitable or re-trainable, they regenerate a small number of men if they end the turn in Latium). They are also able to recruit up to 8 units of Catahractarii in Antioch, and 6 Sarmatian Auxilia in Chersonesos.
All along, they have an additional building tree, the Dominion Builings. These represent the level of romanization of a settlement and unlock other buildings once built, as well as provide some bonuses or maluses depending on the level.
They also have 2 Auxiliary Barracks buildings, available at tier 2 and 3 respectively.


The Carthaginians have access to a load of new mechanics, listed below.

Recruitment:
The Carthaginians have access to a core roster in the regions near Carthage. In all other regions, they have access to groups of local mercenaries, which are randomly generated depending on the settlement's level, buildings, and geography. They can also conscript a settlement: this will give them access to a quick local army, but is economically rash and should be used as a last resort.
In regards to elephants, the Carthaginians have access to 3 different units: African Forest Elephants, Towered Forest Elephants, and Cataphract Elephants. For the first 2, they must send a party looking for elephants in a region with the Elephants resource, and then they can either recruit or breed the elephants to be able to recruit more units. For the Cataphract Elephants, they must import Indian Elephants through the Cothon (Carthage's unique port), and then recruit the unit.
The Cothon also gives them access to a Merchant Fleet Conscription in an emergency.
In all regions, Peasants, Town Militia and artillery are available.
There is also the Sacred Band, more on that below.

Laws:
The Carthaginians have access to a series of proposals they can make to the council if they meet some requirements:
- Sacred Band laws: a series of proposals that improve the Sacred Band units. These are non-recruitable (they replenish automatically though). Only the council starts with 4 units, and overtime this number goes up and other factions get some too.
- Intrigue laws: a series of proposals that look to undermine other families if they are too powerful.
- Dictatorship: under very hard to achieve circumstances, a Carthaginian Family can impose itself as Dictator of Carthage, and take control of all Carthaginian land and armies.

Local Policies:
In each settlement, the Carthaginians have access to different policies they can implement:
- Populate Settlement: brings people from Carthage to populate the settlement. Can cause trouble with public order.
- Forced Labor: causes major unhappiness, but makes a difference in building times and cost.
- Import/Export focus: a balance of happiness and trade. Mutually exclusive, each is appropriate in a different situation-
- Magnate/State Administration: mutually exclusive, different approaches to management.
- Strict/Loose Law Code: mutually exclusive, can be appropriate in different situations.
- Civilian/Military Rule: factionwide policy, available in capital. Civilian is the default, but in a dire situation the Military Rule can be activated, providing great military perks at massive economic costs. The Samnites and Etruscans have small rosters of Italic units. They are minor factions and do not stay alive for very long, and are a challenge for an experienced player.

Rebel sub-factions and Mercenaries are also completed for the Italian Peninsula, Iberia, North Africa, and Greece and include some new units.

All units that belong to the Romans, Etruscans, Samnites, Carthaginians, Numidia, Iberian factions, Massilia and Greek factions or Italian Peninsula/North Africa/Iberia/Greece mercenaries or rebels have been done over with variation models and textures, meaning they look a lot more diverse and accurate than vanilla units. There is also a large number of new units added into the game.


The Tales of Antiquity team would like to give special thanks to Lanjane, Edwin Smith, Artacord, KurdishNomad, Sirrianus Dagovax, Komissar, JaceX, Swagger, Makanyane and Wilddog for their valuable help, directly or indirectly, for the building of this mod; and to the RIS team for providing quality texture parts that we were able to use.
热门讨论 查看全部(1)
2
2024 年 9 月 22 日 下午 2:55
Bug Reports
Alex
81 条留言
eduardo7010  [作者] 8 月 28 日 上午 5:49 
@lowelli Hey, glad you like the mod! The event should work for any faction provided it's correctly used in EDB. The senate bug unfortunately is a game bug, not a mod bug, as it happens even in the vanilla game. I've spoken to someone at feral about it and unfortunately there's no way to fix it...

After the marian reforms, legionaries should be the same as vanilla early legionary cohorts, so they should withstand and win fights against most barbarian units, are you trying to use only auxiliaries? Marian and imperial legions are unlimited unlike the first legions (hastati - principes - triarii), so you can always get more legionaries
lowelli 8 月 27 日 下午 3:25 
Hello. First of all, thanks to the author, the mod is great. I play as Romans Julii (VH campaign, H battles). The fact that I can't retrain troops forces me to think more about logistics, block bridges, and use forts. After the Marian reform I had to fight mostly with throwers, weak against strong units, so most battles are on bridges. Storming settlements is hard, only Dacian flaxmen can resist Gallic and Dacian swordsmen. There is a bug: when the Senate gives Auxilia groups as reward, nothing happens, maybe change it. To play, I simulated localization by renaming text files to match my language. Also made small balance changes: increased Gauls, Britons, Germans and Dacians unit size from 40 to 50, added t4 units (only in higher barracks, usually captured). After imperial reform these units are available in the 3rd barracks — not sure if the event works for them, will see.
Fridericus 8 月 24 日 上午 10:54 
Some thoughts to the starting position: 450 BC is about right. However, the Samnite Wars were between 343 until 290 BC.
At that time the Romans used the Citizen Levy System for recruitment, most of them Spear, like in your Mod. They lost a few battles, because these units were only useful on flat grounds. They Samnites used guerrilla tactics in the mountain.
Rome in 295 BC changed to the flexible Manipular Legions System (6000 "hoplite style" heavy infantry, 2400 light infantry [Rorarii and Accensi] and 600 cavalry).
You may want to reflex this change when Rome is fighting the Samnites.
Fridericus 8 月 23 日 上午 11:24 
The game seems to be fine until the first barracks update: just make the initial black Roman spearman a little bit stronger, they loose every battle.
The second barracks ought to have some early Hastati and make them retrainable - Rome at that historical time period had spear and sword units. This change would help the other Roman factions as well.
The mod called "Glory of Rome" has early units (Spears and Swords) perhaps "tartaros" let you copy his? These units will be a match for the Samnites as well.
A little more money (maybe slightly more people in the towns) would be good to allow not only to replace some units but also help the economy. With theses adaptions you may see an improvement for the other Romans as well.
Let us know when you completed any changes - I like to try the Julii again.
You are on the right track with your mod. Keep going!
eduardo7010  [作者] 8 月 23 日 上午 7:25 
@Fridericus hey, appreciate the feedback. Honestly I might have to make some balance changes to the romans soon - it seems that the scipii/brutii AI is quite slow at fighting the samnites, which means that playing as the julii kind of sucks because it depends directly on that.

The Massilia part honestly I did not expect - but it should fix itself in future updates once the gauls are fully in, which should cause many more troubles to massilia and not allow them to develop so quickly.

As for difficulty, usually I play on VH (campaign) H (battles - cant stand ai cheats in VH lol), so thats the difficulty i mostly tested it in - but my testing was quite limited because my PC is not great and RR does not run very smoothly. Which is why i value this kind of feedback a lot, especially on balancing.

I'll try to think of a way to not make the Julii wait so much for the first reforms, maybe giving a boost to the roman AIs or making the samnites weaker
Fridericus 8 月 22 日 下午 12:29 
Hello eduardo7010:
To play this mod H/H as Julii is almost impossible. I captured 3 cities with my initial spear units (they have very little power), but was stuck there without the strength to continue.
Then the reform came and I got several Roman units without the possibility to replace lost units. At that time, a I got a massive invasion from Massilia (4 full stacks with various strong units). I even did not try!!
The barracks at that time produced only guards and they are of no match for so many approaching stacks. At this level Legions should be possible to be recruited, and if only Hastati. That would help.
This mod is only for children playing Easy/Easy.
But, as I said before, very interesting concept and definitely after my historical desires.
Fridericus 8 月 21 日 下午 1:06 
@eduardo7010. I am aware of the Roman history and I am impressed that you want to emulate their early history.
I tried to play on Hart/Hard and somewhat aggressively very early in the game, as usual. And failed!
On what level did you balance the mod? I will try again and more carefully then last - let's see what happens.
eduardo7010  [作者] 8 月 21 日 上午 2:39 
@Fridericus thanks for the comment. In pre-marian rome, historially the legions were only built new if one was lost completely, and there were only 2 (1 for each consul), which is why before the marian reforms each roman faction gets access to 2 legions (but a new one can be recruited quickly if one of the legion is wiped out).

After the marian reforms, Rome can recruit full legions very quickly anywhere much like it historically happened.
Fridericus 8 月 19 日 上午 11:06 
Hello. this is a fantastic mod as far as the general concept and starting position is concerned.

But this is not a mod for me, because of the restrictions for recruitment and recruitment depleted unit. I am a player who enjoys building and recruiting as I see fit, not have the computer dictates what is necessary. Ancient Rome had the unique ability to build an entire new Legion in a short time when it lost an army.
Good mod, but not for me!
alex1994 7 月 13 日 上午 7:27 
a squad of Greek generals now destroys 2-3 squads of pikemen head-on, instead of 4-5 as before. Maybe they should reduce the severity of the edu?