Total War: ROME REMASTERED

Total War: ROME REMASTERED

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Total Rebalance III - Rome Rebundled (Complete Edition)
   
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18.019 GB
2024 年 5 月 22 日 上午 6:54
6 月 15 日 上午 2:42
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Total Rebalance III - Rome Rebundled (Complete Edition)

在 JonkoXL 的 1 个合集中
JonkoXL's Rome Remastered Mods
34 件物品
描述

Very important:
Make sure to enable "Unit Variation" in the Graphics Settings, and use "Realistic" graphics mode color scheme!
Please start a new campaign. (see images)
This is a complete package (~18GB), no additional download required.

A reworked campaign with new units, factions for this mod can be downloaded here: (recommended)
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3489852338



Total Rebalance III - Rome Rebundled (Complete Edition)

The complete edition of Total Rebalance III - Rome Rebundled by JonkoXL contains everything you ever wanted to play in Rome Remastered.
  • Total Rebalance III
  • Ultimate Campaign Bundle
  • Complete Unit Variation Project



Total Rebalance III" - offers the latest rebalance revision of Rome Remastered
  • Includes all (new) units added from the previous released Rome Rerostered / Total Rebalance series
  • Unit statistics have drastically been rebalanced so battles go on longer to make room more tactical and "realistic" play.
  • Faction rosters are overhauled and extended for a more balanced gameplay experience.
  • Recruitable generals (including new ones) are available
  • More availability of unit abilities (such as warcry, shield-wall)
  • Barbarian factions can level up to a large city and get access to onagers.
  • Certain buildings can unlock certain unit recruitment, such as the trader (local mercenaries), governmenet building and academy (General Bodyguard Units), docks for pirates, walls for defensive units and so on. (see: the tech three in-game)
  • Each factions has a certain faction bonus, i.e. extra experience, armor, melee damage for Barracks, Archery Range, Stable units or each of them.




"Ultimate Campaign Bundle" - offers 7 playable campaigns on the Europa 270 BC map.





"Complete Unit Variation Project" by Dux




About the balance changes

Total Rebalance III differs from the other Total Rebalance editions (that already changes attack and defense stats), in adjusting unit sizes, hitpoints, stamina, speed and recruitment times based on how "powerful" the unit is. (i.e. which tier it belongs to)
All changes below are to make game as realistic as possible, as, for example, lower tier units should be cheaper, more easily massed, and stamina wise should endure longer than armored units (armor is heavy).
Low tier infantry is therefore always useful.
Hoplites now are stronger in the front, weak in the back, and while cavalry should be very effective by charging in the rear, cavalry availability is reduced as much as possible gameplay wise.

Unit sizes:
  • 240 - Low tier archers
  • 200 - Low tier spearmen, skirms, slingers
  • 160 -Mid tier units such as armorless swordsmen, improved skirmishers / archers, low tier hoplites
  • 120 - High tier units such armored or well shielded units
  • 48-100 - Elite tier units such as well armored units or units with high hit points, including General's Bodyguard on foot
  • 48-64 - Low tier cavalry (note: scythians get more)
  • 36 - High tier cavalry and Generals

Hit points:
  • 2 - All infantry with some exceptions (i.e. General's Bodyguard and some elite units such as Spartans, Berserkers)
  • 3 - Elite "heroic" units such as Spartans, Berserkers, Bastarnae, Sacred Band etc.
  • 4 - General's Bodyguard Infantry
  • 5 - Most cavalry, except Cataphract and General's Bodyguard.
  • 6 - General's Bodyguard Cavalry
  • 10 - Cataphract

Stamina and speed:
  • High stamina, fast speed - Non- or lightly armored troops, both cavalry and infantry
  • High stamina, slow speed - General's Bodyguard on foot
  • Low stamina, fast speed - Axe- and Falxmen
  • Low stamina, slow speed - Generals's Bodyguard on horseback, armored cavalry and infantry

Recruitment turns
  • 1 turn - Low / mid tier infantry
  • 2 turns - Higher tier infantry, all cavalry, onagers
  • 3 turns - Elephants
  • 4 turns - General Bodyguard

Additionaly:
  • Hoplites are now strong from the front, but very weak from the rear
  • Skirmishers, archers and slingers do tremendous damage from the side and rear or upon the front of uncovered units.
  • Cavalry charges from the rear wreck units very effectively.
  • Spear wielding cavalry do additional damage to cavalry.
  • Axe and Falx wielding infantry charge powerfully and do pierce damage however there defense is lower and they tire more easily
  • High tier melee swords, slingers, spear- and axe thrown projectiles also do pierce damage.

Note also:
  • There is more time for tactical manouvering such as outflanking due to fights from the front being less effective.
  • Well armored troops are very powerful, they tire more easily and can't outrun less armored troops, in addition to being harder and more expensive to recruit, so time their use wisely.
  • Cavalry is very powerful and can charge effectively and even bash through units, but their low unit count makes them easier to lose.
  • The most effective way to win is to keep the enemy engaged at the front, and buy time to outflank the enemy in the rear or sides.
  • Remember, Spearmen beat Cavalry beat Swordsmen beat Spearman.
    Ranged units beat Infantry (outflanked), Cavalry beat ranged units.
    Axemen beat Heavier Infantry (unit count wise), Light Infantry beat axemen (if outnumbered)
  • Leave a like, comment and favorite if you enjoyed this mod.



Disclaimer:
This mod is not to be redistributed with or without any modifications or any parts included in other mods, do not download this mod if you can't respect this.



Additional compatible mods

Put the following mods on top of Total Rebalance III:

Triple Chaos AI Mod (recommended)
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3236132034

Put the following mods below Total Rebalance III:

RTR Graphics Pack:
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2624625027

Swagger's Blood FX
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2674375439

Enhanced Battle Camera:
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2857196246

Enhanced Sounds:
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2857630157
107 条留言
Fridericus 10 月 29 日 下午 6:16 
Hello, JonkoXL. Sorry, for making myself not clear enough - I do not compare your mod with others or Vanilla. So far, playing your mod I enjoyed everything you have done so far. Nowhere in TWR did I find such a variety of different units. Good work!
I started a new campaign - let's see how it goes. I have to go used to your map, that's all!
JonkoXL  [作者] 10 月 29 日 上午 11:52 
Hi Fredericus.

Since with my lack of knowledge on editing the map, cities and terrain it's a 1:1 from Europa 270 BC, I can't really change that.
I think you feel it's less strategic on how you can place armies on the map.
Fair. However the whole rebalancing aspect enhances the tactical and strategical gameplay massively compared to vanilla. I think the whole reason why people would want to play this mod is due to the full rebalancing of unit statistics, new units, and a few tech tree tweaks, and maybe for the added Unit Variation.
The maps themselves also offer another type of game compared to vanilla, especially with the variation of campaigns. (The DLC also adds other campaigns).
Fridericus 10 月 29 日 上午 8:51 
Yes, you are right. This is a very basic map. I am used to the more detailed maps in Glory of Rome, 270 BC, Barbarians, or similar mods for playing a strategic game with chock points, etc. This map is for players who like battle after battle on clean, even ground. It's less for strategic playing. More cities in southern Italy would be nice, prolonging the fights in Italy. Many of the Rome players would like that.
My experience with other mods is, that there are often too many factions. At mid-game the AI seems affected, slow and not as vibrant as in vanilla or at the beginning of the game. I hope you can avoid too many factions in your mod.
I was starting the Claudii M/M - witch is too easy. Will start again at my usual H/H and try to give you some feedback.
JonkoXL  [作者] 10 月 25 日 上午 7:39 
Hi Fridericus,

Thanks for explaining, now I understand!

Yeah I didn't design the map by the way, I took the base Europa 270 BC map as a base, and adjusted things based on that, but I didn't touch geometry or added/ removed mountains or lakes (not my expertise).

Europa 270BC map:
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2688041180)

Thanks for your feedback!
Fridericus 10 月 25 日 上午 6:26 
Hello JonkoXL, thank you for the fast reply.
I have other mods on the computer and downloaded yours just yesterday, but others are not connected, of course. I have changed nothing on your mod.
Only 3 cities in Southern Italy was a change when compared to other mods. The mountains on this map, particularly in southern Italy, do not look like mountains, they look more like hills.
I guess, I have to get use to it. There are no lakes in Italy on this map, missing Lake Trasinore (spelling?). A couple more cities in Italy would probably keep the play in Italy a little bit longer.
Your mod works fine. It's just that the map is not the most attractive and not so detailed. You did a fantastic job on this mod.
JonkoXL  [作者] 10 月 25 日 上午 4:27 
Hi there Fredericus.

Your reply is a bit confusing to me :D
Are you maybe running other mods alongside this mod?

I assume you do see mountains and lakes? They should be there?
There are a few chokepoints on the maps but maybe a bit less than vanilla.
What do you mean very few cities? There are over 300 if I recall on the full map?
Depending on the campaign there are more or less cities that are originally possessed by rebels.
Para Bellum and Midgame campaign should already have the least amount of rebel settlements.
Fridericus 10 月 24 日 下午 4:27 
This mod is fantastic! Reminds me of the historical Roman situation at 250BC. Units are excellent. Income appropriate.
However, the major drawback is the plain map, without mountain or lakes, missing mountain passes to block, and very few cities. Only good for someone who likes battles after battles on open fields. Few more factions to replace the many inactive rebels would make this mod perfect. This is not a criticism, just my opinion!!!
JonkoXL  [作者] 6 月 28 日 上午 3:20 
Hi Bengarnham,

Thanks for your comment.

You could try out the following submod to play with four different factions (replaced though, not added):
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3489852338

Note however that other map mods are not compatible with my mod, not due to me not wanting it, but because game data and maps are intertwined in this mod.
I may add a Unified Rome campaign to that Refactioned mod someday as it has been requested a few times.
bengarnham 6 月 27 日 下午 12:03 
is there any mod that can add additional factions. The different modes look quality but the map just looks a bit too empty for me to get into. Would love a sub mod or something that makes a unified rome and adds in another 5-10 factions just to fill the map out.
JonkoXL  [作者] 6 月 15 日 上午 2:52 
Thank you Zarzar!

I also just included the Spartan Hoplite Texture in this Rebundled mod, so either Rebundled or Refactioned will let you play with them.

Enjoy your game!