Rome Mods
Verfasst: Mi 29.09.2004, 13:16
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NOTE - This Mod has been updated to follow the new 1.1. specs
After trying out a few of the existing Kill Speed Mods, I decided to make my own. Adjusting the Kill Speed Value (or whatever it is supposed to be) caused some bad side effects (sounds not occuring at the right time, etc). So I used HitPoints instead.
The mod simply doubles the HitPoints of all Units, and to compensate for Ranged Units becoming completely useless (they are pathetic enough as it is), I doubled the value of all Missile Attacks. So Missiles kill at the old Rate of Fire (which I may look into reducing, depends on feedback)
The mod has all the right effects though, Cavalry finds it harder to rout units as they can't kill half the unit in one charge. Melee Battles take twice as long, and as a consequence, tire the units out quicker, so you'll need to use some good tactical maneouvres, otherwise all your units will be knackered pretty quickly!
Additionally, I slowed the Movement Rates down by about 20% overall, and mixed the movement rates up between the terrains. (20-5% slower seems to be what most people want)
The Mod includes batch files so you can switch between Modded & Unmodded very easily (see readme for more instructions)
Inside the zip is a readme and a self-installing exe. It will automatically detect the correct directory for you.
This is the mod to make all the civilization in Rome: Total War playable.
here are instructions:
1.) download it
2.) unzip it
3.) open my computer
4.) open program files
5.) open activision
6.) open rome total war
7.) open data
8.) open world
9.) open maps
10.) open campaign
11.) open imerial campaign
12.) then paste the file on that page. please note it will ask you if you wish to replace descr_strat agree and there you have it
13.) have fun
From main menu go to Single Player, open Historical Battles, then hit return to previous and start your Imperial Campaign, the timer should remain off for the entire campaign.
So! It seems as though going into the Historical Battle screen with the list of historical battles somehow disables the battle timer and then if you create a campaign it carries over. Very odd! It doesn't make sense but it works for me!
http://www.twcenter.net/downloads/db/?mod=42MarkP has created a utility that will let you toggle battle time limits on or off while a campaign is running, permanently and for all battles in the campaign. He calls it the RTW Time Limit Negator.
This utility will modify a campaign save-game so as to permanently enable or disable time limits in all battles within this campaign. Turning time limits on or off during a campaign is thus possible.
It works by modifying a save-game file which you then just have to load in the game.
Please read readme file before installing.
http://www.twcenter.net/downloads/db/index.php?mod=111;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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;;;;;;;;;Gaius Julius & ZaPPPa - Rome: Total Realism v2.2;;;;;;;;;;;
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--- If you have any questions, or wish to report a bug, please contact Gaius Julius at hannibalbarca@gmail.com or ZaPPPa at jbfloor@planet.nl
WARNING: It is not reccomended to install this mod after your very first Rome - Total War installation. You should first go through the Prologue, start an Imperial Campaign, quit, and then install it. Otherwise, follow the instructions below.
This mod REQUIRES the official Rome Total War patch v1.1. Install the patch first, and then install this mod.
Firstly, Go to your Data/world/maps/base folder, and DELETE the map.RWM and map_heights.HGT files. Do NOT delete the map_heights.tga. This will cause the game to crash to desktop when trying to begin a campaign. Make SURE it's the map_heights.HGT file. Then,to install, simply extract all files to your Rome - Total War main folder. All of the needed files should extract to the correct folders themselves. Make SURE you make a back up of ALL the files ending in .txt in this folder. No graphics will be over written, but .txt files WILL be. We cannot be held responsible for any over written files. if they are accidentily over written, you will have to reinstall the game.
To play, start Rome, choose single player, select Provincial Campaign, and select the Rome Total Realism option in the menu.
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;;;;; GENERAL CHANGES & FIXES VERSION 2.2 ;;;;;;;;;;;;;
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_ Aleria now landable.
- Reduced all ship building costs by 50% recruit AND upkeep. This will keep the AI from going bankrupt by building ships. The ship system is currently not that great, and this is the best that can be done.
- Quadrireme description and unit icon issues fixed.
- Updated faction AI patterns.
- Fixed issue with Roman Funtidores appearing pale when zoomed at a distance.
- Removed Screeching Women, War Dogs, Head Hurlers, etc, from the build que. They will now not show up at all.
- Fixed issue where Egypt could not build their Elephant units.
- Got rid of Germania's starting Screeching Women units.
- Discrepancies in the export_descr_unit.txt file fixed.
- Added Rome: Total Realism version splash screen.
- All post-Marian Roman Legions have a +1 added morale boost to simulate their discipline further.
- The manner of a kill rate reduction has been changed. Swing rates have been to 0.75 of what theyw ere, so a -25 reduction, and there has been a +3 morale bonus given universally to all troops. This will, hopefully, stop the insta-routs that are known to happen quite often.
- Made small adjustments to the descr_ship.txt file, such as beam, ram enabled, etc.
- Ship added to Scipii near Capua. A few of Carthage's starting ships deleted, along with a few troops in their Hispania garrison.
- All basic spearmen have a +1 anti-cavalry,chariot, and camel bonus (Town Militia, etc). All 'better' spearmen and basic phalanx units have a +2 bonus vs cavalry, chariots, camels. (Triarii, Auxillia, etc). All hoplite units have a +3 bonus vs cavalry,chariots, and camels. All 'weak' pikemen have a +4 bonus vs cavalry, chariots, and camels. (Levy Pikemen types). All 'elite' pikemen, such as Agema, Bronze Shields, etc, have a +5 vs cavalry, chariots, camels.
- All barbarian units (except spear units, 'chosen' units, besides Chosen Axemen, and Skirmisher units) have been given the 'horde' formation.
- To build the Imperial Palace, the city must now contain a Great Forum and an Aqueducts.
- Changed character traits (Good Commander, etc) now show on screen the proper effects it gives.
- Major changes made to the ship units. All attacks have been raised by 50%, and all defence ratings have been lowered by 50%. This keeps huge naval force sizes down, and makes ships actually sinkable.
- Early and Late levels of pre-Marian legions now have numeral identifiers on their unit cards. Early units have a I, Middle units have nothing, Late units have a III.
- Probability of a random Senate mission has been lowered even more.
- Lowered ship unit sizes to a more manageable level, and to give more advanced ship types a larger purpose for being built. Scaled ship costs accordingly.
- German Axemen now buildable before the German Spear Warband. The Spear Warband now has a 11,7 attack, while the Axemen now have a 9,8 attack.
- Scipii town of Capua now begins with a port.
- Many Barbarian faction units have been reskinned. Including Longshield Warbands, Barbarian Cavalry, Sword Warbands, Sarmatian Horse Archers, etc. A few skins were created by outside sources (such as thebigcheese). Thanks to everyone who help contribute.
- Wardogs entirely removed. Not recruitable by any faction.
- Druids have been removed from the game as a recruitable unit, although a Druidic type escorts troops onto the battlefield for the Gauls and Britons (like a General). They do not give any bonuses.
- Incorporated Sgt. Venezuala's redone Roman textures for a more accurate portrayal of the legions. For more information, visit this thread:
http://www.twcenter.net/forums/index.ph ... opic=11593
- Lowered Carthage's Gallic Infantry defence to 1,4,2 and morale to 4. Raised Iberian Infantry morale to 6. Now, Gallic Infantry have a better attack, worse defence, while Iberian Infantry has weaker attack, better defence, and more morale.
- Carthaginian Libyan Spearmen now recruitable at the Militia Barracks level. Defence has been lowered to 5,5,5 and upkeep raised to 200. Not capable of phalanx.
- Created and added province of Caledonia and Settlement of Dalriada to the Briton posessions.
- Created and added province of Corsica and settlement of Aleria to the Carthage posessions.
- Created and added province of Raetia and settlement of Brigantium to the Rebels posession.
- Scythia is now known as Sarmatia, as the correct civilization in the Rome:Total War time period is Sarmatia, and NOT Scythia. This also corrects some historical innaccuracies with the use of warrior women.
- Incorporated a slightly modified version of jpinard's All Playable Factions MOD. Now, all factions are playable (except the Slaves). They all have descriptions, leader icons, and custom maps.
- Germanic Spear Warbands are no longer capable of phalanx.
- Changed name of German 'Skirmisher Warband' to 'Frameamen' and added +1 to their melee attack.
- Poeni Infantry renamed to Poeni Citizen Infantry.
- Numidian Mercenaries now renamed to Numidian Mercenary Cavalry.
- Gaul Swordsmen are now buildable at the same time as the Warband. Defence has been lowered to 3,26, and recruit/upkeep has been lowered to 450/140.
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;;;;;;;;;;;; NEW & ADDED UNITS V2.0 ;;;;;;;;;;;;;;;;;;;;;;;;;
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- GALLIC HEAVY INFANTRY: These are heavy Gallic troops only available to Carthage. They are spear armed men with a defence of 7,3,5 and an attack of 5,7. They take the place of Libyan Spearmen on the third tier barracks.
- GALLIC MERCENARY CAVALRY: These are cavalry troops exclusive to Carthage. They are spear armed, and a re a mix between Round Shield Cav. and Long Shield Cav.
- VENETI BAGAUDAM: Gaul exclusive unit in the place of Swordsmen. 12,6 attack. 7 morale. 3,2,6 defence. 460/170 recruit/upkeep. These are a quick, ambushing unit.
- ARCHERS: Carthage now has the ability to build Archers. The skins were already there, I simply enabled it. Same stats as the Numidian Archers. Buildable with an Archery Range.
- GERMANIC LANCEMEN: These are an exclusive unit for Germania. They are recruitable on the Army Barracks level, and take the place of Spear Warband as the Germanic phalanx enabled unit. Attack is 10,10 and defence is 3,5,6.
- ELEPHANTS, WAR ELEPHANTS, ARMOURED ELEPHANTS: These units are now buildable by The Ptolemaic Empire.
- SENONE SLINGERS: Gaul now have the exclusive unit 'Senone Slingers'. They have the same stats. as the British slingers.
- LEUCE EPOS: A Gaul exclusive unit. These are their version of light, javelin-armed cavalry. A ranged and melee attack of 6,2. A defence of 1,5,2. A morale of 6, and recruit/upkeep of 340/110. recruitable at the same time as regular Gallic Light Cavalry.
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;;;;; GENERAL CHANGES & FIXES VERSION 1.0;;;;;;;;;;;;;;
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- Macedon and Pontus are now unlockable after a successful Imperial Campaign. They also have custom maps in the faction selection screen.
- Egypt is now The Ptolemaic Empire. Spain is now Iberia.
- Greek Royal Pikeman now use pikes, instead of simple spears. Thanks to Eldaran for creating this fix first!
- Wardogs are now EXCLUSIVE to the Barbarian factions. Roman factions can no longer produce these animals.Added Wardogs ability to Hide In Long Grass and Run Amok. Changed Attack from 14 to 12. Changed cost of upkeep from 40 to 100 to replicate replacement of handlers costs, etc, while still not making them an impossible choice to train. Decreased handler/dog ratio to 8/24.
- All buildings build times extended by 1 turn, except the basic level of wall defences.
- CHANGES MADE TO CARTHAGE: Added Diplomat nearby to Carthago. Carthago Nova starts with a port & a Governor's Villa (Spain was big interest to Carthage, it must have had a damn port), upgraded Carthago's port to a Shipwright. Added a number of ships to bolster their sea defences. Increased 'Iberian infantry' Defensive Skill by 1, and rose attack by 1, and raised recruit cost to 280. Changed the Civ. type to Sailor Caesar. Added assorted buildings to different cities, to make them more technologically advanced. Changed Carthago's population to 7300. Gave the provinces of Numidia, Tripolitania, and Baetica to Carthage, as this was the correct state of the empire at the time of the first Punic War.
- CHANGES MADE TO EGYPT: Altered the Civ. faction type to religious mao. removed a number of buildings from Egypt's various cities, as they were EXTREMELY well advanced compared to nearby (and pretty much every other) factions. Removed many natural resources in their beginning territories. Lowered beginning population amount for each city.
- CHANGES MADE TO NAVAL WARFARE: All ships take 60 population cost. All ships costs have been inflated. the Decere has been replaced with the Quadrireme, and the Corvus Quinquereme is now the best ship buildable. Boats are now named Warships, and Large Boats are named Large Warships. Warships are roughly equal to a Bireme, while Large Warships are only slightly weaker in defense than a Trireme.
- CHANGES MADE TO THE GREEK CITIES: Families have been reworked, so, to replicate 2 seperate leagues, you can choose which families have power in the faction by choosing heirs and leaders. Syracuse is now rebel, along with Pergamum, & Apollonia now belongs to The Greek Cities.
- CHANGES MADE TO THE ROMAN FACTIONS: Hastati, Principes, and Triarii are ALL recruitable with a Militia Barracks. They are now represented in three forms; Early, Contemporary, and Late. Early Hastati, Hastati, Late Hastati. The lowered stats reflect this. Early troops are available with the Militia Barracks. 'Normal' troops are available with City Barracks. Late troops are available with Army Barracks. The Late troops have the regular, CA supplied stats.
- Reduced Base farm Fertility Levels across the whole entire board for a slower, more realistic population growth rate. This, in turn, extends the games longevity.
- Adjusted character trait bonuses. The Good commander trait gives 1 less command bonus, but gives 1 Troop Morale Boost.
- Diminished all cavalry's charge bonus to about 66% of what they once were. This will stop units from routing as easily, but not go as far as to make cavalry flanking negligible.
- Equites stats have been lowered from a 7,4 attack, to 6,3. Defence has been lowered from 3,5,4 to 4,2,3. Previously they had the best defensive rating out of all early cavalry, and only 1 point lower than Long Shield Cavalry. All early Barbarian Cavalry defence has been raised by 1 point to 3,4,4. Equites unit number has been lowered from 27 to 18.
- Praetorian Cohorts now have the same attack value as a Legionary Cohort, but have slightly improved armour levels to reflect their status of being elite, but not super human. Urban Cohorts have the same armour value as Praetorian Cohorts, but have an improved attack. Overall, though, this has been diminished slightly.
- Macedonian and Egyptian family names have now been reworked and made correct.
- Eastern war elephants now use the Indian model, and not the African.
- Lowered the probablity of a Senate assigned mission. Lowered the reward money that you are given for a successful mission. All offices held durations have been shortened to 3 years. Pontifex Maximus can ONLY be held once by any single character.
- Increased the probability of some natural disasters occuring. Storms can now happen over land as well as sea.
- Diminished trade values of all resources by 1.
- Changed the name of 'Pharoah's Bowmen' to 'Ptolemaic Heavy Bowmen'. Diminished stats to have less of an attack than Gaulish Huntsmen, but better defense and armour.
- Libyan Spearman now have the ability 'Phalanx'.
- Corinth is now stronger garrisoned to reflect its historical state as a 'frontier' town.
- Velite Gladiator no longer trainable. Mirmillo & Samnite Gladiators no longer trainable, but recruitable as mercenaries.
- Removed the 'Head Hurlers' unit.
- Senate begins game with more units as not to be so much of a push over.
- Syracuse is now a rebel city.
- Reduced handler/incendiary pig ratio to 8/24 for both Roman and Greek factions.
- Gave Belgica to the Rebels. The Britons only have their British provinces, and they will have to fight to expand. This is to make the major barbarian factions the Germanics and Gauls.
- Added Centurions/Signiferis to the proper units.
- Integrated adonys' 'Killing Rate Mod' for longer battles, and a slower kill rate. No unit attributes are changed with this, only the KILL RATE is slower. For a more in-depth explanation of this, please visit the following link: http://www.twcenter.net/forums/index.php?showtopic=9877
- Integrated Apollonius' 'Movement Rate Mod' for a more realistic movement rate. For more information on this mod, please visit the following link: http://www.twcenter.net/forums/index.php?showtopic=9703
- Edited the Barbarian Peasants to be a more logical choice. Raised attack to 2, charge bonus to 2, group size to 80, and lowered upkeep cost to 90. Compared to the more 'civiliszed' civilians, the barbarians were very weak. For instance, Carthaginian peasants have an attack of 3 and a charge bonus of 2. I left these at normal.
- Removed the use of Arcani.
- 'Gaesatae' are only available to the Gauls, as was true of history.
- Removed the use of 'Egyptian Chariots' and 'Egyptian Chariot Archers'.
- Removed the use of 'Screeching Women'.
- Lowered Druids attack from 13 to 10 and charge bonus from 5 to 3, and lowered their recruit cost to 440, to make them more of a general back-up role, to accompany their troops mainly in a chant, and not to actually engage in combat.
- Changed the name of 'Trier' to 'Treverum' for the German city.
- Changed the name of Rome to Roma.
- Changed the name of 'Corduba' to 'Gades'. Corduba was founded by Rome in 164 BC. Gades (Cadiz) was an ancient city belonging to Pheonicia, then Carthage.
- Changed the name of Carthage to Carthago.
- Renamed 'Bull Warriors' to 'Iberian Infantry'.
- Changed the name of 'Naked Fantics' to 'Gaesatae'.
- Changed the name of 'Heavy Peltast' to the proper name of 'Thureophoroi' for The Greek Cities.
- Changed 'Macedonian Cavalry' to 'Prodromoi'.
- Changed the name of 'Cataphract Camels' to 'Heavy Camels', as Cataphract sounds misleading.
- Changed the name of 'Spanish Mercenaries' to 'Iberian Mercenaries'.
- Changed the name of 'Nile Spearmen' to ' Machimoi'. Reskinned.
- Changed the name of 'Desert cavalry' to 'Ethnic Cavalry'.
- Changed the name of 'Pharoah's Guard' to 'Agema'.
- Changed the name of 'Barbarian Peasants' for all factions to reflect their race. Gaulish Barbarian Peasants become Gallic Peasants, Dacian Barbarian Peasants become Dacian Peasants, British Barbarian Peasants become Breton Peasants, Scythian Barbarian Peasants become Scythian Peasants, and German Barbarian Peasants become Germanic Peasants.
- Changed the name of 'Barbarian Cavalry' for all factions to reflect their race. Gaulish Barbarian Cavalry become Gallic Light Cavalry, Scythian Barbarian Cavalry becomes Scythian Light Cavalry, etc.
- Changed the name of 'Barbarian Noble Cavalry' for each faction to reflect their race. Dacian Barbarian Noble cavalry becomes Dacian Noble Cavalry, etc.
- Changed the name of 'Barbarian Warlord' for each faction to reflect their race. British Barbarian Warlord becomes Breton Warlord, etc.
- Changed the name of 'British Light Chariots' and 'British Heavy Chariots' to 'Celtic Light Chariots' and 'Celtic Heavy Chariots'.
- Changed name of 'Nile Cavalry' to 'Cleruch Cavalry'.
- Faction AI settings have been changed. Full credits go to .Spartan
http://www.twcenter.net/forums/index.ph ... 196&st=20&
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;;;;;;;;;;;; NEW & ADDED UNITS V1.0 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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- GALLIC INFANTRY: These are gallic troops only available to Carthage to train. These soldiers contribute to a diverse Carthaginian army.
- NUBIAN MERCENARIES: These are Nubian Spearmen, available to any faction for recruitment in the Nile Delta, Middle Edgypt, or Thebais.
- FUNTIDORES: These are slingers for the Roman factions. In the time before the Marian reforms, the Romans made use of 'slingers', not archers.
I decided to mod some buildings and their effect. I increased happines bonus for all temples by 3, except for high level temples (phanteons), their bonus is increased by 4, since they were realy a remarkable buildings. I also slightly incerased health bonus of all health buildings by 2 (squalor is still big (too big) problem but I didn't want to hinder AI who doesn't build health buiildings any further.
Bonus for all entertaining structures has been incerased by one, except for barbarian buildings where it ahs been increased by two, since they can't build advance temples and health buildings.
The effects are those:
happines level are now somehow sensible, my capital (Antioch) with 25000 people, normal tax rate,5 units, all health buildings and awesome temple (one level under pantheon) has a happines level of 130%, other big cities's hap. level is around 110%-120%, big cities with different culture (Memphis),the same infrastructure as capital but slighlty increased garrions (8 units) and low tax rate have happines level of 110 %.
So, riots aren't completely disabled and you should still check for potential problems. Also empire effect is still present but in much more sensible and realistic way.
Another big improvement is that AI is now finally able to filed a decent army since it doesn't need to commit all his forces to garrison duty. Gameplay and realism is thus greatly improved.
This mod is only sutible for RTW with installed realism mod ver. 2.0. Extract the file in your RTW\data folder overwriting the extsing one...
http://www.twcenter.net/downloads/db/?mod=139HP kill ration reduction mod v 1.1 for Rome Total Realism v2.2
- This mod will only work with Total Realism mod version 2.2
- All units have double the health points
- The strength of all ranged attacks are doubled to compensate for the increase of health points.
- The 25% reduction of attack speed was removed.
- Shield values were increased about 50% to balance shield units agaist archery
- Some increase in attack values for sling units
- Pilum and javelin units attack values upped across the board to balance them and make skirmishers more viable.
- Unzip the two files in your \Data folder.
This mod is for those who are using the Total Realism mod v 2.2 and are not happy with the fast kill rate or still have synch problems because of the 25% reduction of attack speed or both.
Tired for alot of battles in high difficulty levels? its one solution, increased the units prizes for 3, mercenaries also, all in the good Realism 2.2 mod (download and apply this first), please make a copy of your original files, enjoy.
http://www.twcenter.net/zonelord11x/Rom ... 1_FULL.exe;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;; GENERAL CHANGES & FIXES VERSION 3.0 ;;;;;;;;;;;;;
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- ZONE OF RECRUITABILITY (ZoR): A new concept has been introduced to the gameplay, Zone of Recruitability. What this means, is, unique units for each faction are now only recruitable in a surround 'radius' or 'zone' of their starting provinces. For instance, the furthest East that the Roman factions can construct Legionary troops is the province of Propontis. That is the limit to their ZoR in the east. Provinces outside of the ZoR, factions will only be able to recruit auxillia troops. By auxillia, I mean archers, peltasts, Gallic Mounted Auxillia, etc, along with hireable mercenaries. This attempts to replicate the difficulties in defending and maintaining a far flung empire. When attempting to conquer far away provinces, it is now more important think of logistics, and consider the importance of each unit (do you really want to potentially lose half of that Legionary unit, forcing you to truck more reinforcements in from all the way over in Byzacium? Will they arrive in time?) It also suggests a more varied, 'mercenary' centric army when dealing with far off encounters.
- Extended the game end date until 180 AD, on the death of Marcus Aurelius.
- Extended the map borders to the North to include modern day Scotland, Scandinavia, and more of north-eastern Europe.
- Created and added province of 'Svionia' with the city of 'Sveaby'. This city belongs to the rebels.
- Created and added province of 'Scania' with the city of 'Hervlia'. This city belongs to the rebel faction.
- Created and added province of 'Tripolitania Inferior', owned by the Rebel faction. Renamed 'Tripolitania' to 'Tripolitania Superior'.
- Created and added province of 'Lydia'. The town of Sardis is now in Lydia. Created the town of Smyrna, and it is now in Ionia, and belongs to the Rebel faction.
- Created and added province of 'Lesbos' with the city of 'Mytilene'. This province belongs to the Macedonians. That big island was just begging for a province.
- Created and added province of 'Valencia' with the city of 'Saguntum'. This province belongs to Iberian rebels, and the storming of this city is what kicked off the 2nd Punic War, historically.
- Created and added province of 'Locus Aestui' with the village of 'Vicus Aestui'. This province belongs to the Rebels, and is to the North of Vicus Gepidae.
- Edited the Corsica province. Made more room to fight, as well as added a second possible landing site. Moved harbour away from city so as not to look ugly when both are developed.
- Moved Dalriada further North in the extended Caledonia province.
- Moved Sinope to it's accurate historical position in Pontus province.
- All v2.2 Roman skins have been updated with newer versions made by Sgt. Valenzuela. Many v2.2 Barbarian skins have been redone by webbird and myself.
- Units equipped with the Gladius short sword (Hastati, Legions, most Roman infantry) now STAB when in combat instead of of making over head swings and jumping in mid-air.
- Raised all Barbarian peasants attack to 3,2 (same as 'civilised' peasants) and left them with the same defence (3,1) 1 better than 'civilized' peasants. This makes the tough life of a barbarian peasant apparent.
- Error where Ptolemaic Heavy Bowmen fought melee with their fists has been corrected, and they now show their proper weapons in combat.
- Integrated Azurain's fix for sprite anomolies. This fixes the glitch, where when you zoom out, new units turn 'pale'. You may notice a slight performance hit, although it will not be very noticeable (even if only meeting min. system req.).
- Accurate diplomatic treaties set up at the beginning of the campaign. Protectorates are,thus far, unable to create. Carthage allies w/ Numidia. Gauls allies w/ Britons. Gauls at war w/ Germans. Macedon allies w/ Greek Cities. Dacia allies w/ Sarmatia.
- Fixed unit stat. mix ups that were not changed for version 2 (but were meant to be).
- Macedonian Royal Pikemen renamed to Hypaspists and their primary weapon changed from long_pike to short_pike (represented as a short spear in-game).
{- I have incorporated some of Macroi's changes to unit stats, with adjustments and modifications that I believe is a good middle ground. These are listed. {All javelin attacks have been raised universally by +3, unless the stats were already over 12. This will hopefully give a larger reason to have skirmishers {engaged in combat along with your heavy infantry.
{- All Pre-Marian Roman troops have had their pilum attack raised to 12.
{- Woad Warriors have been given an extra hit point (2 total) and the attributes frighten_foot and hide_long_grass. This makes them more of a speacility unit {for Briton, yet doesn't overpower them. Their recruit/upkeep has been raised accordingly.
- CHANGES MADE TO ARCHERS: Archer unit numbers have been decreased on a per unit basis. All 'regular' foot archers (auxilia, warbands, etc) now have 30 men in a unit, instead of 40. All 'elite' archer units have 25 men in a unit, while all 'beyond' elite (Forester Warband, etc) have 20 men in a unit. This is one way to weaken archers, while reflecting the difficulty to master a bow, resulting in a smaller man per unit ratio. All archers have their quiver size decreased from 30 to 20. The more talented Eastern faction archers have their quiver size reduced to 30 from 40. Chariot archers quiver size has been reduced by 10. Elephant archers max arrows has been reduced to 50.
- Integrated Romhille's model fixes so that post-Marian Roman units (Legionnaries, etc) now show their proper shoulder pauldrons in game.
_ Fixed issue where rebels would spawn with bad units (druids, etc).
- Fixed issue with Imperial Palace not actually requiring a Great Forum and Aqueduct to be built first. Now it does.
- Pro-Consul's palace now requires a Forum to be built first.
- Roman Legionary First Cohorts I&II are now buildable ONLY after Rome post-Marian reforms.
- CHANGES TO SARMATIA: Sarmatian Light Cavalry have been given the 'hardy' attribute. Sarmatian Nobles have been given the 'hardy' attribute. Their melee sword attack has been raised to 12,4 from 10,4. Sarmatian Noble Archers ranged missle attack has been raised to 12,3 from 11,3. Sarmatian Horse Archers melee attack has been raised from 3,2 to 4,3.
- Praetorian units are only recruitable in the beginning Roman provinces to reflect their 'elite' status.
- Changed name of 'Ethnic Cavalry', 'Ethnic Axemen', 'Ethnic Bowmen', to 'Native Cavalry', etc.
- Changed name of 'Sarmatian Mercenaries' to 'Sarmatian Mercenary Cavalry'.
- 'Gallic Infantry' now renamed to 'Gallic Foot Auxillia' and 'Gallic Cavalry' now known as 'Gallic Mounted Auxillia' and 'Gallic Heavy Spearmen' now known as 'Gallic Spear Auxillia'.
- Updated 'Greek Hoplite' skin.
- Fixed issue with Alexandria and Memphis not being able to upgrade their government buildings.
- Returned Libyan Spearmen to their original values, and their original build que.
- Added Screeching Women to accompany select German warbands into battle like the Druids for Briton and Gaul.
- Raised Ram health by 80% to try and help AI in sieges.
- All special Carthaginian Gallic troops (Gallic Foot Auxilia, Gallic Mounted Auxilia, Gallic Spear Auxilia) are no longer exclusive to them. They are only buildable in and around the Gaul and Celt-Iberian territories, recruitable by all factions here.
- Renamed 'Head Hunting Maidens' to 'Sarmatin Female Cavalry'.
- Briton can now build Swordsmen at the same time as their Longshields (Muster Field). Longswordsmen have taken their place at the Militia Barracks level.
- Added a Phalanx Formation. The phalanx formation allows you to form a large line, with no spaces. Replaced the cavalry 3 lines formation with the Phalanx one. Shift+7 is the shortcut, or, select the group formation button at the bottom right, and select the one called Phalanx Formation. For this to properly work right, you must drag your troops wide, or else they'll appear to be in a small 'file' like formation.
- Phalanx units no longer have a standard bearer accompanying them so they can deploy into the new Phalanx formation correctly.
- Weather is now much more varied. Added a modified version of DrJambo's descr_daytypes.txt. More of a chance for darker fog, more rain storms, worse blizzards, and harsher sand storms.
- Changes made to grass height. The changes were slight, and shouldn't effect system performance. But, if you do notice your computer running slower, replace the new descr_grass.txt file with the old, original one. Simply paste the old file into your Rome - Total War/Data directory, and choose yes to over write.
- Adjusted Senate mission rate AGAIN. This time they should hand out missions less often. For real. Honest.
- Changed name of 'Silver Shield Pikemen' to 'Argyraspids'.
- All diplomats now cost 350 recruit, instead of the regular 250. This is the same cost as a spy.
- Starting movement points have been raised from 80 to 100. This allows you to move men further each turn. Any higher, and it enables you to make insta-sieges, bypass battles, encircle enemies without them being able to counter move, etc.
- Replaced the Funditores unit card with a new one for all Roman factions.
- Made small descriptive adjustments to various units. Renamed all 'Barbarian Peasants' to simply 'Peasants'.
- Moved Scipii diplomat to begin next to Messana on Sicilia Romanus.
- Changed 'Hillmen' to 'Spear Armed Hillmen', and gave them the 'spear' attribute for bonuses against cavalry, but penalties against infantry.
- Changed 'Eastern Infantry' to 'Sparabara'.
- Changed 'Persian Cavalry' to 'Persian National Cavalry'.
- Gave the 'spear' attribute to most spear-armed troops. This gives them a bonus vs cavalry, but a penalty against infantry.
- Falx units now have the armour piercing attribute.
- Raised the charge value of Amazons. Any soldier seeing the strange site of charging Chariot Amazons would be a little afraid. Also raised their armour and defence skil by 1 apiece.
- Added new loading screens courtesy of Apollonius. They are truly beautiful pieces of art and instill a better feeling of the times in the player.
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;;;;;;;;;;;; NEW & ADDED UNITS V3.0 ;;;;;;;;;;;;;;;;;;;;;;;;;
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- BRITON LONGSWORDSMEN: This exclusive unit to Briton is armed with a long, armour piercing sword. They are not quite as effecient fighting in cramped forest areas as other Barbarian units (do not recieve Forest bonus). They have a high charge bonus (11/9), along with the armour piercing ability (cuts armour defence in half) and have a decent defence of (4/4/5). Recruit/Upkeep is 460/170.
- CATAPHRACTS: Sarmatia now has a Cataphracts unit. These have the same stats as the other eastern faction Cataphract units.
- SYRACUSIAN LIGHT ARCHERS: These are auxillia units only recrtuiable on Sicily. They have the same stats as most other archer units.
- IBERIAN FOOT AUXILIA: These are auxilia units only recruitable on the Iberian peninsula (and Mauretania province). Stats are similiar, although slightly less, than regular Iberian troops.
- SWORD ARMED HILLMEN: These troops compliment the Spear Armed Hillmen, and have similiar stats. They have less charge, more attack, and less defence. They are best used protecting the flanks of their spear armed brethren against infantry. Exclusive to Pontus, Armenia, and Parthia.
- HUVAKA: These are Parthian exclusive cavalry. They are aristocrats, and are best used as initial shock horse. Their melee is not the best, but when sent in and withdrawn quickly, they can be quite effective.
- CALEDONIAN HIGHLANDERS: These mercenary units are only recruitable in Britannia. They have an attack of 13,6 and a defence of 3,3,3 making them a formidable force, especially in the early game.
- ARAB INFANTRY: These infantry units are recruitable throughout Arabia and sections of Asia Minor. They have a realtively strong attack, but light defence, and as a result are best used as light infantry.
http://www.twcenter.net/zonelord11x/Rom ... _PATCH.exe;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;; GENERAL FIXES V3.2;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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- Fixes bug where Germans could not build Germanic Lancemen.
- Allows all non-Greek/Roman factions to be able to build Imperial Palaces.
- Fixes bug where the game would crash when Legions attempted to switch into a testudo formation. Roman units no longer 'stab', as a result.
- Gauls resource is no longer in beginning Julii provinces.
- Removed +1 Command when attacking bonus gained from the Master Embalmer ancillary.
- Lowered Egyptian Slinger recruit cost to 130 from 150. Egyptian Skirmisher cost stays at 170.
- Gave Arab Infantry a combat bonus in deserts. (+2)
- Made Arab Infantry recruitable for the Slave/Rebel faction.
- Libyan Spearmen now have the phalanx abaility.
- Judean Zealots now have a bonus when fighting in the desert.
- Heartless Ruler trait now gives a +1 penalty to civic unrest.
- Iberian Mercenaries now in a Square formation, instead of a Horde.
http://home.arcor.de/killmesoftly/Rome- ... einmod.rar<== NEU 02.11.04Gilia hat geschrieben:Ich habe mich auch mal hingesetzt und einige Ideen aus dem Forum vom twcenter aufgegriffen:
Version 1:
-Die KI der Fraktionen ist angepasst worden so das sie, meiner Meinung nach, ein intensiveres Spielerlebnis bietet.
- Alle Fraktionen ausser Sklaven und Senat freigeschaltet.
- Alle Fraktionen haben nun ein Leaderpicture und eine Karte im Auswahlmenue.
- Karthago hat nun einen Diplomaten bei der Hauptstadt ( ist wohl vergessen worden, alle anderen haben ja auch einen ), Curdoba hat einen Hafen und Tripolitanien gehört nun auch zu Karthago.
Version 2:
-Karthago an die historischen Gegebenheiten angepasst.
-Texturen für Reflektionen auf Rüstungen und Metallteilen hinzugefügt.
-Hitpoints der Einheiten etwas erhöht damit die Schlachten länger dauern.
-Schaden von Fehrnkampfwaffen den neuen Hitpoints angepasst und Munition erhöht. ( Sonst nutzen Bogenschützen und Speerwerfer nichts mehr )
-Bewegungsrate der Einheiten um ca 10% - 20% gesenkt.
-Besatzungsstärke und Verteidigungswert von Schiffen gesenkt dafür den Angriffswert erhöht. ( Fand es einfach doof das bei Seeschlachten kaum Schiffe versenkt werden )
-Senatspostenanzahl erhöht. 4x Adil und Quästor, 2x Praetor und Zensor , 2x Konsul und 1x Pontifex. ( Weiss nicht inwiefern das historisch Korrekt ist aber ich kann mir nicht vorstellen das es jedes Amt, ausser dem Pontifex als "Kirchenoberhaupt", nur einmal gab. Von den Konsulen gab es immer 2 - 3 damit die sich gegenseitig kontrollieren konnten. Wenn ich falsch liege klärt mich bitte auf )
Version 3:
-Spanier in Iberer umbenannt.
-Karthager können nun leichte Bogenschützen ausbilden die später durch gepanzerte Bogenschützen ersetzt werden.
-Die Scythen haben einen Streitwagen mit weiblichen Fehrnkämpfern dazubekommen.
-Die Macedonen haben zugriff auf die Amazonen im Streitwagen und zu Pferde bekommen.
-Die Griechen können nun Myrmidonen ausbilden.
-Alle Axtkämpfer haben nun die Fähigkeit "Armor piercing".
-Nackte Fanatiker und die Woadwarrior haben nun die Eigenschaft "freighten foot troops".
-Barbarische "einfache" Truppen können nur noch als Horde angreifen.
-Barbarische Kriegshunde haben nun die Fähigkeit "hide improved forrest".
Version 4:
-Neue Einheiten für Karthago: Gallische Infanterie, Gallische Speerträger, Punische Schwere Infanterie.
-Neue Einheiten für Gallien: Leuce Epos, Veneti Bagaudam, Senonische Steinschleuderer.
-Neue Einheit für die Germanen: Germanische Lanzenträger.
-Die germanische Speerträgerbande kann keine Phalanx mehr bilden. Diese Aufgabe haben die germanischen Lanzenträger übernommen.
-Germanische Speerträgerbande hat jetzt leichte Bonis gegen berittene Einheiten.
-Unterhaltskosten für Schiffe drastisch gesenkt damit die KI sich nicht mit der Flotte selbst ruiniert.
-Bauzeit für die verschiedenen Schiffstypen erhöht.
-Neuer Schiffstyp Quadrireme.
Version 5:
-Germanische Speerträger können nun wieder eine Phalanx bilden da sie sonst zu einfach von den Briten überrant werden.
-Die germanischen Speerträger werden später durch die Lanzenträger abgelöst.
-Neue Texturen für die Legionärskohorten der Scipii, Brutii und Julii.
-Bauzeiten für Schiffe drastisch erhöht. Nun dauert es zwar alleine 4 Runden um eine Bireme zu bauen aber dafür baut die KI nun besser ihre Städte und Armeen aus. Ich habe es jedenfalls vorher noch nicht erlebt das die Karthager die Scipionen aus Sizilien rauswerfen
Version 6:
-Viele neue Texturen für Gallier und Briten.
Version 7:
-Neue Einheit: Fanatische Waidkrieger - Waidkrieger mit einer Art Zweihänder.
-Neue Einheit: Waidkavallerie - Die fanatischen Waidkrieger zu Pferde.
-Neue Einheit: Germanische Axtkavallerie.
-Die östlichen Völker sind nun auch in der Lage gepflasterte Strassen, Kanalisationen und öffentliche Bäder zu bauen.
Version 8:
-Die karthagischen Söldnereinheiten aus Gallien sind nun nicht mehr baubar sondern in Gallien als Söldner zu rekrutieren.
-Die Bonis auf Zufriedenheit der Tempel, Tavernen und Sanitäreinrichtungen wurde erhöht. Somit rebelliert nicht gleich eine grosse Stadt weil sie zu schmutzig ist und ausserdem scheint die KI mit ihren Städten besser klar zu kommen.
-Heidnische Symbole auf einigen germansichen Schilden.
-Provinzen die keinen Zugang zum Mittelmeer, Atlantik, Nord- oder Ostsee und zum schwarzen Meer haben können nun keine Häfen mehr bauen. ( War es einfach leid auf dem roten Meer 40 ägyptische Schiffe rumdümpeln zu sehen )
-Etliche neue Provinzen. Einige sind historisch Korrekt, andere ( wo ich kein Kartenmaterial gefunden habe ) sind frei erfunden.
Version 9:
-Überarbeitete Skins für Brutii. Julii und Scipii.
-Alle speertragenden Infanteristen die als Infanterie gekennzeichnet sind haben nun einen leichten Bonus gegen berittene Einheiten.
-Alle speertragenden Infanteristen die als Speerträger gekennzeichnet sind haben einen Bonus gegen berittenen Einheiten sowie das Waffenattribut "Spear" erhalten.
-Ägyptische Axtkämpfer haben nun keinen Rüstungswert von 11 mehr. ( Etwas hoch für Burschen mit nakten Oberkörper ) Er wurde auf 2 reduziert, dafür wurde der Verteidigungswert erhöht.
-Die Wüstenkavallerie der Ägypter hat nun die selbe grösse wie alle anderen Kavallerieeinheiten und ist nicht mehr doppelt so gross.
-Bauzeit für Schiffe wieder etwas reduziert.
Einfach alle Dateien in euren Rome-Ordner kopieren
-WICHTIG- Ihr müsst in dem Ordner Data/world/maps/base die Dateien maps.rwm und map_heights.hgt löschen. Macht aber vorher, wie eigentlich von allen Dateien die überschrieben werden, ein Backup !!! -WICHTIG-
Mit diesem Patch könnte man auch den Senat (S.P.Q.R.) spielen. Hat das jemand mal probiert?Elvis hat geschrieben:Alle spielbaren Zivillisationen von Beginn an freischalten.
Für diejenigen unter euch, die gleich mit den Griechen oder sonstwem loslegen wollen oder später nach einer Neiinstallation keine Lust haben von vorne anzufangen.
http://twcenter.net/downloads/db/?mod=39
Mit diesem Patch könnte man auch den Senat (S.P.Q.R.) spielen. Hat das jemand mal probiert?
Ich vermute mal Ihr müsst einfach die Datei data\text\shared.txt mit einem texteditor bearbeiten. (Sucht einfach nach Hauptmann in der Datei)Trajan hat geschrieben:Mal ne Frage.
Ich würde gerne einen Tribunen oder Centurio anstatt nen "Hauptmann" haben wollen, wo müßte ich da rumpfuschen um das zu ändern - weiß das wer?
Falls der Tip funktioniert (ich hab's ja selbst noch nicht live ausprobiert, sondern bin nur mal gewohneitsmäßig durch die txt-Files gestöbert) bleibt euch wohl nur der Weg jeweils eine shared_factioname.txt nach Eurem Gusto anzulegen und die jeweils vor dem Start einer Kampagne die entsprechende Datei zu kopieren und nach shared.txt umzubenennen.Trajan hat geschrieben:Danke für den Tipp!
Der Hauptmann steht ja dann für Jede Seite. Wenn ich dann mal die Germanen oder eine andere Fraktion spielen sollte, kommt das ja dann auch blöd wenn ich da Tribun (Centurio) stehen habe.
Gibt es da eventuell noch ne andere Möglichkeit...?
Here's the readme for the mod
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;;;;;;;;;Gaius Julius & ZaPPPa - Rome: Total Realism v1.0;;;;;;;;;;;
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This mod REQUIRES the official Rome Total War patch v1.1. Install the patch first, and then install this mod.
To install, simply extract to your Rome main folder. All of the needed files should extract to the correct folders themselves. Make SURE you make a back up of ALL the files ending in .txt in this folder. No graphics will be over written, but .txt files WILL be. We cannot be held responsible for any over written files. if they are accidentily over written, you will have to reinstall the game.
In the campaign\rome_total_realism folder additional map_.tga files can simply be copied from the imperial campaign foder. We left all but the Roman ones out to keep the zipfile as small as possible.
To play, start Rome and choose Single Player. Select Provincial Campaign, and then the rome_total_realism option.
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;;;;; GENERAL CHANGES & FIXES;;;;;;;;;;;;;;
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- Macedon and Pontus are now unlockable after a successful Imperial Campaign. They also have custom maps in the faction selection screen.
- Egypt is now The Ptolemaic Empire. Spain is now Iberia.
- Greek Royal Pikeman now use pikes, instead of simple spears. Thanks to Eldaran for creating this fix first!
- Wardogs are now EXCLUSIVE to the Barbarian factions. Roman factions can no longer produce these animals.Added Wardogs ability to Hide In Long Grass and Run Amok. Changed Attack from 14 to 12. Changed cost of upkeep from 40 to 100 to replicate replacement of handlers costs, etc, while still not making them an impossible choice to train. Decreased handler/dog ratio to 8/24.
- All buildings build times extended by 1 turn, except the basic level of wall defences.
- CHANGES MADE TO CARTHAGE: Added Diplomat nearby to Carthago. Carthago Nova starts with a port & a Governor's Villa (Spain was big interest to Carthage, it must have had a damn port), upgraded Carthago's port to a Shipwright. Added a number of ships to bolster their sea defences. Increased 'Iberian infantry' Defensive Skill by 1, and rose attack by 1, and raised recruit cost to 280. Changed the Civ. type to Sailor Caesar. Added assorted buildings to different cities, to make them more technologically advanced. Changed Carthago's population to 7300. Gave the provinces of Numidia, Tripolitania, and Baetica to Carthage, as this was the correct state of the empire at the time of the first Punic War.
- CHANGES MADE TO EGYPT: Altered the Civ. faction type to religious mao. removed a number of buildings from Egypt's various cities, as they were EXTREMELY well advanced compared to nearby (and pretty much every other) factions. Removed many natural resources in their beginning territories. Lowered beginning population amount for each city.
- CHANGES MADE TO NAVAL WARFARE: All ships take 60 population cost. All ships costs have been inflated. the Decere has been replaced with the Quadrireme, and the Corvus Quinquereme is now the best ship buildable. Boats are now named Warships, and Large Boats are named Large Warships. Warships are roughly equal to a Bireme, while Large Warships are only slightly weaker in defense than a Trireme.
- CHANGES MADE TO THE GREEK CITIES: Families have been reworked, so, to replicate 2 seperate leagues, you can choose which families have power in the faction by choosing heirs and leaders. Syracuse is now rebel, along with Pergamum, & Apollonia now belongs to The Greek Cities.
- CHANGES MADE TO THE ROMAN FACTIONS: Hastati, Principes, and Triarii are ALL recruitable with a Militia Barracks. They are now represented in three forms; Early, Contemporary, and Late. Early Hastati, Hastati, Late Hastati. The lowered stats reflect this. Early troops are available with the Militia Barracks. 'Normal' troops are available with City Barracks. Late troops are available with Army Barracks. The Late troops have the regular, CA supplied stats.
- Reduced Base farm Fertility Levels across the whole entire board for a slower, more realistic population growth rate. This, in turn, extends the games longevity.
- Adjusted character trait bonuses. The Good commander trait gives 1 less command bonus, but gives 1 Troop Morale Boost.
- Diminished all cavalry's charge bonus to about 66% of what they once were. This will stop units from routing as easily, but not go as far as to make cavalry flanking negligible.
- Equites stats have been lowered from a 7,4 attack, to 6,3. Defence has been lowered from 3,5,4 to 4,2,3. Previously they had the best defensive rating out of all early cavalry, and only 1 point lower than Long Shield Cavalry. All early Barbarian Cavalry defence has been raised by 1 point to 3,4,4. Equites unit number has been lowered from 27 to 18.
- Praetorian Cohorts now have the same attack value as a Legionary Cohort, but have slightly improved armour levels to reflect their status of being elite, but not super human. Urban Cohorts have the same armour value as Praetorian Cohorts, but have an improved attack. Overall, though, this has been diminished slightly.
- Macedonian and Egyptian family names have now been reworked and made correct.
- Eastern war elephants now use the Indian model, and not the African.
- Lowered the probablity of a Senate assigned mission. Lowered the reward money that you are given for a successful mission. All offices held durations have been shortened to 3 years. Pontifex Maximus can ONLY be held once by any single character.
- Increased the probability of some natural disasters occuring. Storms can now happen over land as well as sea.
- Diminished trade values of all resources by 1.
- Changed the name of 'Pharoah's Bowmen' to 'Ptolemaic Heavy Bowmen'. Diminished stats to have less of an attack than Gaulish Huntsmen, but better defense and armour.
- Libyan Spearman now have the ability 'Phalanx'.
- Corinth is now stronger garrisoned to reflect its historical state as a 'frontier' town.
- Velite Gladiator no longer trainable. Mirmillo & Samnite Gladiators no longer trainable, but recruitable as mercenaries.
- Removed the 'Head Hurlers' unit.
- Senate begins game with more units as not to be so much of a push over.
- Syracuse is now a rebel city.
- Reduced handler/incendiary pig ratio to 8/24 for both Roman and Greek factions.
- Gave Belgica to the Rebels. The Britons only have their British provinces, and they will have to fight to expand. This is to make the major barbarian factions the Germanics and Gauls.
- Added Centurions/Signiferis to the proper units.
- Integrated adonys' 'Killing Rate Mod' for longer battles, and a slower kill rate. No unit attributes are changed with this, only the KILL RATE is slower. For a more in-depth explanation of this, please visit the following link: www.twcenter.net/forums/i...topic=9877
- Integrated Apollonius' 'Movement Rate Mod' for a more realistic movement rate. For more information on this mod, please visit the following link: www.twcenter.net/forums/i...topic=9703
- Edited the Barbarian Peasants to be a more logical choice. Raised attack to 2, charge bonus to 2, group size to 80, and lowered upkeep cost to 90. Compared to the more 'civiliszed' civilians, the barbarians were very weak. For instance, Carthaginian peasants have an attack of 3 and a charge bonus of 2. I left these at normal.
- Removed the use of Arcani.
- 'Gaesatae' are only available to the Gauls, as was true of history.
- Removed the use of 'Egyptian Chariots' and 'Egyptian Chariot Archers'.
- Removed the use of 'Screeching Women'.
- Lowered Druids attack from 13 to 10 and charge bonus from 5 to 3, and lowered their recruit cost to 440, to make them more of a general back-up role, to accompany their troops mainly in a chant, and not to actually engage in combat.
- Changed the name of 'Trier' to 'Treverum' for the German city.
- Changed the name of Rome to Roma.
- Changed the name of 'Corduba' to 'Gades'. Corduba was founded by Rome in 164 BC. Gades (Cadiz) was an ancient city belonging to Pheonicia, then Carthage.
- Changed the name of Carthage to Carthago.
- Renamed 'Bull Warriors' to 'Iberian Infantry'.
- Changed the name of 'Naked Fantics' to 'Gaesatae'.
- Changed the name of 'Heavy Peltast' to the proper name of 'Thureophoroi' for The Greek Cities.
- Changed 'Macedonian Cavalry' to 'Prodromoi'.
- Changed the name of 'Cataphract Camels' to 'Heavy Camels', as Cataphract sounds misleading.
- Changed the name of 'Spanish Mercenaries' to 'Iberian Mercenaries'.
- Changed the name of 'Nile Spearmen' to ' Machimoi'. Reskinned.
- Changed the name of 'Desert cavalry' to 'Ethnic Cavalry'.
- Changed the name of 'Pharoah's Guard' to 'Agema'.
- Changed the name of 'Barbarian Peasants' for all factions to reflect their race. Gaulish Barbarian Peasants become Gallic Peasants, Dacian Barbarian Peasants become Dacian Peasants, British Barbarian Peasants become Breton Peasants, Scythian Barbarian Peasants become Scythian Peasants, and German Barbarian Peasants become Germanic Peasants.
- Changed the name of 'Barbarian Cavalry' for all factions to reflect their race. Gaulish Barbarian Cavalry become Gallic Light Cavalry, Scythian Barbarian Cavalry becomes Scythian Light Cavalry, etc.
- Changed the name of 'Barbarian Noble Cavalry' for each faction to reflect their race. Dacian Barbarian Noble cavalry becomes Dacian Noble Cavalry, etc.
- Changed the name of 'Barbarian Warlord' for each faction to reflect their race. British Barbarian Warlord becomes Breton Warlord, etc.
- Changed the name of 'British Light Chariots' and 'British Heavy Chariots' to 'Celtic Light Chariots' and 'Celtic Heavy Chariots'.
- Changed name of 'Nile Cavalry' to 'Cleruch Cavalry'.
- Faction AI settings have been changed. Full credits go to .Spartan
www.twcenter.net/forums/i...196&st=20&
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;;;;;;;;;;;; NEW & ADDED UNITS ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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- GALLIC INFANTRY: These are gallic troops only available to Carthage to train. These soldiers contribute to a deverse Carthaginian army.
- NUBIAN MERCENARIES: These are Nubian Spearmen, available to any faction for recruitment in the Nile Delta, Middle Edgypt, or Thebais.
- FUNTIDORES: These are slingers for the Roman factions. In the time before the Marian reforms, the Romans made use of 'slingers', not archers.