Total War: ROME REMASTERED

Total War: ROME REMASTERED

Mundum Vincere
336 条留言
RtCepS 11 月 4 日 上午 8:29 
Still after turn 1 playing any fraction (catuvellauni for example) I get as a protectorates: cornelii, selecuids, egypt, macedon, suebi and argos. Some 1 player script is bugged.
Skald 11 月 3 日 上午 10:40 
@gfront55 Hi again!
idk if you wanted it this way, but all Spartan hoplites use "phalangities" animation instead of "hoplite" animations. just FYI in case you'll want to change it
Steve The Thompson Gunner 11 月 2 日 下午 5:26 
Does this have Area of Recruitment units at all?
WalshMeister 11 月 2 日 下午 4:15 
gotcha. Thanks, I would recommend a guide somewhere in case idiots like me ask this question of you. Still a good mod in the end. Now I will beat off Carthage vigorously, while maintaining eye contact.
gfront55  [作者] 11 月 2 日 下午 4:12 
Nope I changed it back to just needing a huge city in Italy, with the Punic War Gladii reforms as another prereq
WalshMeister 11 月 2 日 下午 4:08 
gotcha, that makes sense, and I'm assuming the Marian Reforms occur around when the Marian Reforms actually took place, or are their other things that have to be done for that event to fire off?
gfront55  [作者] 11 月 2 日 下午 3:53 
They come around when you or other Roman factions take 12 cities in Sicily, Sardinia, and or Corsica. Or if all 4 are AI controlled, 4 towns city-size or above in Italy. This is to simulate the results of the 1st Punic war since I read somewhere they started using Gladii around then.
WalshMeister 11 月 2 日 下午 3:41 
Ive been playing this mod for a while, and I am confused on to how the roman reforms work. I know theres at least three, seeing as I am starting with nothing but spear infantry, but when do I see the proper republic era maniples come into play?
gfront55  [作者] 11 月 2 日 上午 11:28 
I appreciate the comment, but thank Danymok for the new faction rosters, since I took it from his mod. He didn't do anything to Gallic or Germanic factions, so none of those faction were changed. I can't say about the next major patch though, I have to figure out when I wanna put it out. I'll probably put out an update soon adding non-save-breaking changes from the beta, to include less Roman starting characters.
Skald 11 月 2 日 上午 2:18 
@gfront55 you did a great job with this last major update, now the campaign feels much more alive since more factions got their special style. Love what you did to Epirus especially.

-I wanted to start a new campaign right away, but I'm afraid there's a new patch coming out soon that won't be compatible with my saves. Is there an estimated timeline for the next major update?

-Are you planning on updating some of the Germanic factions (as they seem the most forgotten)? It would be great to see something similar with Marcomanni and Cherusci, as happened with Caledonians.

-Also, the idea with the Roman families is cool, but don't you think there are too many of them? I like the idea, but as the game progresses, the Romans seem overpowered by so many generals right from the start. There are mods on Steam for adding a fourth Roman faction (not taking Senate into account). Perhaps that would be a more logical solution than trying to cram so many families into the existing three factions?
RtCepS 11 月 1 日 下午 2:31 
But they became my vassals, I saw their lands and armies, diplomacy menu showed I'm the boss. It is broken.
gfront55  [作者] 11 月 1 日 下午 2:17 
Those are not your vassals, those are other factions getting their scripted starting vassals
RtCepS 11 月 1 日 下午 1:50 
I was playing Bactria and got as vassals: Seleucids, Macedon, Suebi and several small nonames. So I think something is yet broken.
gfront55  [作者] 11 月 1 日 下午 1:34 
Those are historical seleucid vassals
RtCepS 11 月 1 日 下午 1:29 
On a new game after 1 turn I got several random fractions as vassals after making trade agreement with Maurya... Something is broken in diplomacy scripts.
Paul 10 月 31 日 上午 1:38 
Always make a copy of the MOD and play with the copy. I can continue my campaigns. Put the copy in the folder Feral interactive/mods. On my pc it is in Users/windows/appdata/local. In the past i lost 2 spartan and 1 roman campaign because of the changes. When i start the game i get an error but when you click ok the game continues. All the mods i play on this way give the same error. No more lost saves for me.
Spartcus 10 月 29 日 上午 10:52 
is it still under development? since last time once it updated so we lost all saving and progression.
Zeikko_ 10 月 27 日 下午 5:39 
how Marion Reform?
San te voy a escoñar 10 月 23 日 上午 8:23 
Please, Is there a possibility to have submod with 4TY and 12 turns per year? thank you so much on this great mod.
Sarim 10 月 22 日 上午 3:32 
@gfront55 hi this is a great mod but i need a download link for 1.6.4a or delete plz many families .
conninator2000 10 月 21 日 下午 4:02 
Theres only so much you can do tbh. Even if you limited what you build and made and killed off family members - the AI will snowball their stuff and it will delay the inevitable. A big issue with the engine i wished they fixed when they remastered it cause there are so many cool big new maps and slower campaigns - but if you ever make it to the endgame on them then you will run into corruption :/

I think RIS was able to manage theirs a bit better since they discovered why the bug was happening around a year ago. Iirc they had a few devs that worked on the game help identify the issue. But the best work around would be to find stuff thats a happy medium between this and vanilla until the bigger overhauls/maps cut down some of the things that cause the corrupt saves (or if CA ever contracts the devs to fix this, but thats unlikely)
Morgoth 10 月 21 日 上午 9:04 
@conninator2000 It's a shame, I like this mod, I played it for so long and my saves disappeared)) they don't load, so there's no point in playing! Or play with cheats!
conninator2000 10 月 20 日 下午 2:31 
@Morgoth Not the dev but the grander scale overhauls like this one (Imperium Surrectum aka RIS) have an issue where there is just so much stuff that eventually it reaches a point where save games just break due to how much stuff they have to remember, massive family trees, buildings, amounts of money, traits, followers, etc etc.

The bigger map makes this issue a bit bigger as well. RIS ended up having a patch a while back that reduced income amounts, cut out some of the added building types/added drawbacks to limit population bloating, etc etc - which only ever helped push back the estimate for corruption. Unfortunately there is only so much you can do with that kind of issue since its with the old engine.
Morgoth 10 月 20 日 下午 2:21 
@Coffeetime Hi, this happened to me at + - 160 BC, now the problem is different: at 157 BC the game doesn't respond when loading the save))))
charon 10 月 11 日 下午 11:17 
Hello, author. I'm a Chinese player. This seems incompatible with the Chinese version. Can it be solved?
Coffeetime 10 月 5 日 下午 1:37 
@Morgoth
Bad news, that happened around 105 BC
Morgoth 10 月 5 日 上午 4:47 
Guys, tell me when the reform will start in Rome?
micahperrin 9 月 20 日 下午 7:01 
how do you access thisngs like the Gabiniani
raykano 9 月 20 日 上午 7:34 
Maybe I've never noticed it before, but has the disease rate been changed in the last update? I'm playing the Seleucids like I did before the update, but now I'm constantly battered by diseases (2-6 cities every turn). The AI is hit by this plague as well, it springs up all over the map, far more often than before I think.
Morgoth 9 月 19 日 上午 11:12 
It's impossible to play, not only does it take 10 minutes to load, but it also started crashing after every second move.
︽ Lance Corporal Springer 9 月 18 日 下午 8:58 
Bug Report?
When I start as Veneti, on turn 2, Macedon and Athens become my protectorates, and various other nations sign auto trade agreements with me. Only other mod is Mundum Vincere: 4 Turns Per Year. Can you confirm if this is a bug for you guys also?
gfront55  [作者] 9 月 13 日 下午 9:44 
Yeah basically you have building chains for allied cities and roman cities, everything starts as a tributary city unless you can afford to establish a colony, otherwise you have to go up the chain. Generally the buildings are meant to simulate the different types of government the romans had but I had to go a roundabout way of doing it, and they're all buildable at village level. That's why the chains aren't visible, plus they aren't even true chains
erun 9 月 13 日 下午 9:32 
I couldn't find an explanation of the Roman political buildings, so here is my understanding after having played around for a bit:

If a Roman settlement has no political building, it suffers a -100% penalty to Law and a -50% penalty to Happiness. It is therefore necessary to build either a Praefectura or a Civitas Stipendoria on the first turn. A Praefectura provides a significant bonus to Law, but is otherwise a dead end. A Civitas Stipendoria unlocks the two main chains:

Civitas Libra -> Civitas Foederata. Civitas Foederata unlocks auxilia units. These buildings boost Happiness and Trade at the expense of Tax revenue.
erun 9 月 13 日 下午 9:31 
Municipium Secundarius -> Municipium Primus -> Colonia Latina -> Colonia Romana. You can skip ahead in the sequence but you cannot go back. So if the current building is a Municipium Primus, you can build a Colonia Latina or a Colonia Romana but not a Municipium Secundarius. Once a Colonia Romana is built, no new government buildings can be built. These buildings all unlock the standard unit roster, and generally provide Law, Happiness, and Growth at the expense of Tax revenue.
Colonia Latina provides the most Growth at +1.5%, while in all other ways it is worse than the Colonia Romana.

Any Civitas building can be replaced by a Praefectura if the public order gets out of hand and you need the Law bonus, and a Praefectura can always be replaced by a Civitas Stipendoria, but once you build a Municipium Secundarius you are locked into that chain.
erun 9 月 13 日 下午 9:31 
Praefectura: Law +50%, Growth -0.5%, Tax -5%
Civitas Stipendoria: Happiness -15%, Tax +10%
Civitas Libera: Happiness +5%, Trade +10%, Tax -5%
Civitas Foedorata: Happiness +10%, Trade +10%, Tax -10%, unlocks auxilia units
Municipium Secundarius*: Law +5%, Tax -5%
Municipium Primus*: Law +5%, Happiness +5%, Tax -5%
Colonia Latina*: Law +5%, Happiness +5%, Growth +1.5%, Tax -10%
Colonia Romana*: Law +10%, Happiness +10%, Growth +0.5%, Tax -5%
*All Municipium and Colonia buildings unlock the normal unit roster

@gfront55 it would be great if you could put this in the mod description to help new players, obviously changing anything I got wrong.
ядрёна копоть с сыром 9 月 13 日 上午 12:27 
new roman buildings is amazing, but I have no way to destroy them when capturing a Roman settlement, and I also have no way to see the construction chain and other effects. perhaps it's worth doing everything by trial and error, but I'd like to be prepared in advance
Lost_in_The_Abyss_1992 9 月 10 日 上午 6:22 
just wanted to say that I hugely appreciate little things like adding a pre-marian variant for siege .
It adds a lot to not see those time-traveling siege experts from the imperial age into my republican armies.
Valinir 9 月 9 日 上午 1:17 
mhmm sadly the game crashes always so around turn 55, funny fact if end the turn with toggle_fow on the turn will runn through without crahsing to windows

but if disabled the game crashes always to windows
Mr.Thicc 9 月 6 日 上午 5:46 
Can someone explain to me how the government buildings, like the Praefactura, Civilitas Foederata work? Not sure if this is like 3 different building chains and I'm not even sure what they do other than the bonuses to poblic order and income.
Morgoth 9 月 2 日 上午 4:31 
does it take everyone 10 minutes to load saves? And it often crashes
Coffeetime 8 月 31 日 下午 7:17 
Great mod! Any plans to give Athens, Sparta and/or Macedon's roster a little attention?
-Coffee
micahperrin 8 月 31 日 上午 11:25 
ohhh, do you remember the date you set it too haha
gfront55  [作者] 8 月 31 日 上午 10:07 
And even in vanilla that wouldn't work because it has to be any city in Italy besides Rome
gfront55  [作者] 8 月 31 日 上午 9:27 
Yeah I moved it farther out to a more historical date when I was working the other reforms. I’ve been meaning to change it
micahperrin 8 月 31 日 上午 7:43 
Marian reforms don't happen, i cant unlock legionaries. i have a fully maxed out Rome but i cant recruit any units that come after marian reforms, is there a date lock on the number of turns or the year that could be effecting this?
KRAB MAN (CBT) 8 月 29 日 上午 11:32 
:)
sselwal 8 月 28 日 下午 2:26 
Rhodes and Argos playable please! Great mod.
Morgoth 8 月 28 日 上午 7:17 
open the Hun faction in the company )
Vallentyn 8 月 27 日 下午 1:23 
I love most of the new update, but any chance of a submod that restores the previous versions emblems and banners i dislike the vanilla ones. Unless they’re just place holders for new ones in the future.
sselwal 8 月 26 日 下午 8:36 
Thanks so much for the update. I notice when I play as any Greek faction I'm granted protectorate rights over the large powers and a few Germans. e.g Athens has the Seleucids and Macedon among others. Is this meant to be the case? I have the Mundum Vincere 4tpy mod on.