Total War: ROME REMASTERED

Total War: ROME REMASTERED

Tales of Antiquity
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?
eduardo7010  [作者] 7 月 12 日 上午 6:00 
@alex1994 I've never played any total war other than RTW and RR if thats a concern lol. But I did notice that the 2-handed pikemen animations seem to not work as well while fighting even though it looks better visually. As for the bodyguards, since the greeks dont get bodyguard upgrades the idea was to give them bodyguards that could match the late ones for other factions - but i've noticed in my own playthroughs that it makes them a bit OP in the early game, I'll probably have to tune them down a bit (as well as the syracuse starting position as it seems they are getting the better of the carthaginians in sicily most of the time)
alex1994 7 月 11 日 上午 9:42 
Give pikemen an advantage against cavalry. Pikemen are easily destroyed. And the general's guard is generally imba.... Were you inspired by Warhammer Total War?
Nikos 7 月 6 日 上午 1:24 
Oh, an update ! Great, tonight i try it
eduardo7010  [作者] 3 月 26 日 上午 5:02 
@nsheon yes, that is basically what happens (not through the same mechanism though). I will say though it is quite hard to get it to work, and it will only work with small numbers of units (such as the sacred band which never has too many of them) as otherwise the game crashes - complicated to explain why here but if you want more info ask on discord where it is easier to explain (there's a link in the mod description for the mod discord server)
nsheon 3 月 15 日 下午 2:32 
Quick question - when you say the Sacred Band units "replenish automatically" do you mean their numbers replenish, rather than needing to be retrained, as with general units?

I ask because I've been trying to figure out how to add this ability to other units for years and can never figure out how to get it to work.
Vaskonios 3 2 月 15 日 上午 7:43 
About Balearics: Yeah it makes sense, I also thought they were nubians at first sight

About Spartans: Yeah, but I was more mentionning for the vanilla Spartan hoplites will this red dress it looks like more a magus or a servant of Mephysto. I never liked the dressing of the vanilla Spartans.
But some Spartans valued agility and had less armour, they were not like in the movie 300 but still prefered to be able to be very agile.
Regardless.

About Iberians: Like I said I really love the units you made/reskined. People think of Iberians as pyjama (tunic) wearers but they also had their own warpaint units like the celts and germans. They also used bow, which in the mainstream Spanish media is a taboo, for some reasons...
I read a lot on these ancient peoples, thats why i get so disapointed when most modders just simplify them
eduardo7010  [作者] 2 月 14 日 下午 4:18 
@Aristoxenus Glad you like it!

I'm pretty sure I assigned Baliares as balearic slingers' home region, and Nubia for nubian units.
The way it works is each vanilla region has a set of "colors" assigned to it, and you specify the region for each unit, so if the balearics are indeed darker than nubians, that is probably also an issue in vanilla (i can play around with giving them a different default region though since that doesnt make any difference other than for this, can make them for example come from Taraconesis)

The spartans need the armour, doesnt make sense for them to have the high stats without having the armour to show for it. I understand that the half toga would give them a more spectacular (and hollywood) look, but it simply wouldnt make much sense both historically and logically
eduardo7010  [作者] 2 月 14 日 下午 4:13 
@Hampuzio yes, there will be more updates. Currently working on the greeks
demonon 2 月 13 日 下午 11:37 
question,

the sacred band auto replenishment, where is that in the code? thanks
Vaskonios 3 2 月 12 日 上午 5:32 
Muy Bien Muchacho!
I really love your mod, especially the authenticity of the look of the Iberian units, you are the first to depict them in a historical ways. People think they all just wore tunics, thats not true, Iberian mentality saw fighting shirtless/barechest as very virile! Like true Warriors!

But to be sure, you realize that the Balearic slingers are darker than nubians, right?
Also, would it be possible, when you have time, to put Spartans with half togas? Like the mod "Spartan Pylos".

Other than that, im very happy with your mod!
Cheers! Tenga un excelente dia!
Hampuzio 1 月 12 日 上午 11:05 
will this get any more updates?
eduardo7010  [作者] 2024 年 11 月 3 日 上午 11:38 
@Ligon Flarius unfortunately the short_pike attribute for phalanx units (used for the effect you mentioned) is quite broken. It causes visual bugs and it changes how well the units perform, which would make them a balancing nightmare.
The pikemen (at least the ones that are in the completed factions) do use a 2-handed spear animation though, to differentiate them more from regular hoplites (on top of the longer spears).
Ligon Flarius 2024 年 11 月 1 日 下午 3:11 
it would be REALLY cool if, in your mod, on top of these amazing changes, you also adopted the "realistic" phalanx with shorter spears that other mods bring.
Hampuzio 2024 年 10 月 14 日 上午 8:31 
julia family dont do anything and stay att their starting town
eduardo7010  [作者] 2024 年 10 月 5 日 上午 6:55 
@Kromvelcz Steam let me have the link in the mod description. It's right at the start
Kromvelcz 2024 年 10 月 5 日 上午 5:22 
Great i would like to join, for sure. :-)

Btw. i encountered the same error while playing Julia family. Its caused by barbarian peasant unit in rebel settlement of Bobonia.
eduardo7010  [作者] 2024 年 10 月 5 日 上午 4:10 
@Kromvelcz its a bit too long to explain here, but I have a discord server dedicated to the mod that has all the information about the plans. If you want I can send you an invite to that so you can check it out. (dont know if steam lets me put up links but i'll try to add the link in the mod description)
And yes, the idea is to eventually work on every part of the map. But it will take a very very long time to do that xD
Kromvelcz 2024 年 10 月 5 日 上午 2:12 
Thanks, take your time and keep up the good (actually great) work.

What are your plans for expansions btw? How would Iberians work and will you also focus someday on greeks or egyptians? :-)
eduardo7010  [作者] 2024 年 10 月 4 日 下午 4:19 
@Kromvelcz thats a weird one. I just double checked and all peasant models seem to be there, but i'll test myself and figure it out. Thanks for pointing it out.

It will take some time to update this though since I started working on the Iberians, so if I uploaded it now it would break in other ways since I'm changing other stuff, so this will likely only be fixed when I finish the iberians
Kromvelcz 2024 年 10 月 4 日 上午 10:12 
Now i encountered error while playing Etruscans. I tried to attack some rebels in northern italy and game crashed with error which said something like "filename doesnt exist: peasant:lod0" or something like that. When i tried to reload the game it crashed again with same error. So i needed to avoid fighting that army manualy because of missing file or something. I loaded other save and then resolved the battle with them automaticaly to avoid same error reapeting over and over.

Bottom line i really love your mod and cant stop playing it from every point of view, thanks. :-)
eduardo7010  [作者] 2024 年 10 月 1 日 上午 11:47 
@Kromvelcz well, the way that works is that the game gives you units you can recruit in that settlement, and those are recruitable... so it gives you those units. They are supposed to disappear at the start of the next turn though if that happens. Maybe I can add a hidden resource that fixes this - requiring it for recruiting those units and placing it only on already carthaginian-owned settlements
Kromvelcz 2024 年 10 月 1 日 上午 7:32 
part2...

I tested this with one of the Carthaginian families, and when you get a city in a deal like that (and sometimes also when bribing it, if i am not mistaken), you usually receive some random units from the available roster as a garrison. However, with your new mechanics, I didn’t get the usual 3-6 random units from settlement conscription or local mercenaries. Instead, I got 1 unit labeled 'Settlement Conscription' or 'Local Mercenaries' with insane stats. A few of these units could tear through entire armies of Macedon, and they were even retrainable, but they would sometimes vanish at random. Some disappeared after a few turns, while others lasted a much longer.

I would say that is exploint of your new mechanics inside of old exploit of original game. :D
Kromvelcz 2024 年 10 月 1 日 上午 7:32 
@eduardo7010 Thanks :-)

I also tried old deal trick with diplomat offering high regular tribute for all Greek cities except the capital, and then starting a war so that my debts to them vanish. With the stroke of a pen, I get all their lands for free, and once I capture the capital, their armies turn rebel and stop attacking my newly acquired cities.
eduardo7010  [作者] 2024 年 9 月 30 日 上午 11:23 
@Kromvelcz Thank you!
The civil unrest was not intentional but more accepted. Every time a settlement changes its faction, it gets a temporary unrest rise which decreases public order. This is unavoidable in this case since the settlements are all switching from the remaining faction to the roman empire. At first didn't like it, but it kind of makes sense because of the reasons you mentioned, and if I wanted to remove it I dont think I could xD
The money should switch to the empire unless there is a bug in the command - in which case I can't do anything about it unfortunately, since there's no other way to transfer wealth from a dead faction to an emerging one
Archivist77 2024 年 9 月 30 日 上午 10:16 
good units
Kromvelcz 2024 年 9 月 30 日 上午 7:00 
Hi everyone, great work! I really love the new mechanics.

However, I have a question. Regarding the conclusion of the Roman civil war: is it intended or a bug that I lost all my money when transitioning to an empire, and also experienced a major drop in happiness and civil disorder, leading to half of my empire falling apart in revolts? I can see how this could be intentional, representing the chaos of a new system and rebellions against the emperor, but it also feels like it could be a bug. Could you clarify?

Either way, the mod is fantastic! I truly appreciate your efforts and look forward to seeing what you add next. :-)
eduardo7010  [作者] 2024 年 9 月 29 日 上午 8:59 
@Hannibal yes, there are various updates planned for the remaining factions. The next update will be on Iberian factions though.
Hannibal 2024 年 9 月 29 日 上午 7:42 
Any plans to rework Greece and Persia? The mod is amazing, but without this guys the Vth century BC doesn't feel right
eduardo7010  [作者] 2024 年 9 月 21 日 上午 9:23 
@leistre15 thanks for the details! I managed to somewhat replicate what you're saying. I tried attacking lilybaeum with the scipii and it crashed (not on battle end though - on loading screen). Any other settlement and it worked, and if i tried the julii it also worked. I dont know as of yet what is wrong, but i'm still trying to find out.

If you dont mind, could you create a discussion here so we can talk more easily? its easier than using the comments lol
Also, if theres any chance you could send me the save file that would be great
leistre15 2024 年 9 月 21 日 上午 7:16 
@eduardo7010 it usually happens if either the faction leader or faction heir is involved in a battle, siege or field, and they die in that battle. As soon as I exit to the campaign map the game crashes. I don’t think it’s a specific settlement, but the faction leader/heir are usually in Lilybaeum. I’ve fought every Carthaginian family, and it usually happens with the one that’s located on Sicily. Thanks for the response!!
eduardo7010  [作者] 2024 年 9 月 21 日 上午 4:00 
@ancient I havent done this because my PC isnt the best for it (i have to play on lowest graphic settings and even then its slow) but i'll try to ask someone with a better one to take a few screenshots
Darth Malgus 2024 年 9 月 20 日 下午 5:15 
is it possible to get a few screenshots for the workshop page? Like campaign map and a few battles?
eduardo7010  [作者] 2024 年 9 月 20 日 下午 3:38 
@leistre15 thanks for the feedback! this is a bug that i didnt know about, i'll make sure to look into it. Does it happen on specific settlements? All settlements? only sometimes? (would also ask the same questions about field battles)
leistre15 2024 年 9 月 13 日 上午 11:30 
I like this mod because of the auxilia units, and the inability to spam full stack armies. However, its a bit frustrating as well because any time I interact or fight with any carthaginian general or town, the game crashes. this has happened with all three families as well as the base game carthage faction that acts as the "senate" for this mod. is there any plan from the modders to fix this issue? It gets annoying because I can only expand so far south and it doesnt make sense for the romans to ignore carthage. Like I said, I have really enjoyed using new auxiliary units, and the number of cities makes it more difficult to expand which imo is more fun.
eduardo7010  [作者] 2024 年 6 月 13 日 上午 10:44 
@Zombolic hi, not in the past few months but I'm looking to get back at it.
Zombolic 2024 年 6 月 7 日 上午 2:49 
Hello! Is the mod still actively worked on?
eduardo7010  [作者] 2024 年 2 月 13 日 上午 11:42 
@thorner75 Thank you for your kind words! Currently we're working on a quick-ish mechanic to make (hopefully) and then the plan is to work on Iberia next. Unfortunately given the huge scope of the project it takes a long time to work on a region - but don't worry, greeks and barbarian factions are in the plans!
thorner75 2024 年 1 月 30 日 下午 7:54 
This is my favourite mod ever! I use it every game. thank you for such a great mod. a overhaul of greece or gaul would make a great update!
Cecil XIX 2023 年 10 月 31 日 上午 9:31 
I like the look of this mod.
eduardo7010  [作者] 2023 年 7 月 23 日 下午 2:35 
@Kref Thanks for the feedback! Regarding the issue with having a lot of rebel settlements in areas like iberia or the balkans, that is due to those regions not having been worked on yet. We have plans to add more factions and fill those gaps, but unfortunately, it takes a long time to make this happen which is why we decided to release incremental versions of the mod (first being the Italic release and then the carthaginians). Regarding AI passivity, this is an issue we've tried to fix in different ways - one of those fixes causes the game to crash occasionally, and we haven't been able to figure out why... We will seek to make recruitment mechanics clearer though, since a lot of people are having issues with that.