Back when this mod first start it was all about staying loyal to the vanilla feel, well I think this mod has come a long way and is not as close to the vanilla feel as I originally had wished to keep. But as with all projects, they start small and grow and grow on till you end up with something you never pictured would be the end result. So we look at the changes over the years, we all know about the new imperial campaign map, night battles, 4 turns per year etc. You ask what is new, what could be done to add more to this mod. We a lot could be done, but as said before trying to stick as close to vanilla feel as possible (not as easy as it sounds).
First off the campaign map will seem so different, it will feel like its a new campaign map and some of you might swear blind till your blue in the face its a new map (before anyone does turn blue though) no this is the exact same campaign map as in earlier versions and has not been changed in any way. The only changes are texture changes (its amazing how textures can fool you into thinking its all new) nothing added or removed from the map, all purely down to textures (I know i'm still as shocked as you guy's).
So the imperial campaign maps had a texture upgrade, what else could warrant an new release. Well textures play a bulk of the work in this new version so i'm afraid you'll have to see the changes for your selves. But many, many units have had their textures changed and some of these units will be seen in pictures posted around this topic and maybe even in this very post. But for the best part you'll just have to look for yourself i'm afraid.
We don't end this there though, no, no, no. We have to think, the campaign map is better looking, units are better looking. May as well have better looking battle fields as well then right? Well to be honest we figured why make everything look better, something has to look poorly done and sadly it was thins area. (Ok, ok calm down, man anyone would think we did it to annoy you all) yes of course we couldn't leave out the most logic place to improve, after all you'll be spending most of your game time there so leaving it wasn't an option.
Its not all about textures though, no I wanted to give you something new, something unscripted, something that would leave you crying or wanting more (be warned, if you have no patents then stick to version 8.0). To really get things going rebalancing of units was in order, every unit was looked at (it took me bloody ages) but the end result is a campaign mode that will test your skills, push your patents and test your equipment strength as you bang the keyboard through the mouse (remember its attached via a wire and might swing back to hit you) case and monitor (just break the disc in half, its cheaper to replace). Anyway the factions will be tougher, if playing as the Julii, you'll be spending more of your resources defending and loosing towns as the Senate aids in your defence. Scipii don't have it any easier either, no, no, no, they have it just as hard. The Greek's are no push over, the Carthaginians are stronger and more capable of defending their towns and taking what they want. The Bruitii think them selves lucky then (they shouldn't) the Greeks maybe hard, but the Macedonians aren't no walk in the park either and even if the Brutii could crash the Macedonians the Thracians can be just as bad if not worse, and the Dacians will toy with you (they must like annoying their enemies, they annoyed me a lot sending half stacks to attack a town that has a full stack inside and full stack outside, they need to stick their stacks up their ***).
This isn't the only other change and just because I used the Romans (after all tis is Rome TW is it not) doesn't mean that the other factions aren't just as challenging to play as. Its true the Barbarians will be easier as they make vast amounts of money per turn and can field larger armies, but are those armies capable of taking on the mighty Romans and defeating all the houses and then taking on the likes of the Macedonians, Greeks etc (I doubt it). Anyway moving on, balancing the units out (even though was the longest part of my work load) wasn't the only change to take place in the rebalancing. No I went further and made reductions in the trade value's for all tradable goods (sounds so much like real life doesn't it? how depressing). Now its harder to make money early on, it gets easier and mines will give you the biggest return, so taking towns that can build mines is more important than taking any old town. The next changes was what I just hit on, mines. Gold mines have a very high trade value, this was done because it made sense and because the trade bonus that had been added to many buildings in previous versions has been removed. Overall the game is now much harder, some factions will be harder to play as than other, this wasn't done intentionally but in less each faction has the exact units and exact same stats for those units you will never have a truly balanced mod. This version is much more balanced than previous versions though, and its much more fun to play.
Main Features:
New Faction Symbols:
4 Turns Per Year Script:
Ok lets get started, the first thing that has changed is the turns per year. At the start if you press escap to open the options menu and click on the question mark (top right corner) you will see the advisor on the left show up, click on show me button to activate the 4 turns per year script.
Units Health:
Health for all units has been increased from 1 hitpoint to 2, this does mean longer battles and i do mean longer battles.
Unit Recruitment Time:
This has been lowered so now all units are recruited within a single turn, this does mean the enemy have more full stacks around and can be more challanging but it is a must for any mod.
Night Battles:
For this all you need is a general with the night battles trait. With that you can fight at night and as long as the enemy general(s) do not have the night battle trait you have a bonus like effect which can very important should you be out numbered or the enemy units are better equiped than you.
New Loading Screens:
To give the mod a new feel it was decided new loading screens was needed and after I saw them I just had to include them. These new screens really do make the mod feel new and fresh.
Enemy Invasions:
Now all factions can attempt a invasion, this does mean even playing as the Britons is not as safe any more because the Gaul's, Spanish or even German's might attempt to land some troops.
Balancing:
As well as units the gameplay has been balanced more now. Making money is harder at the start and if playing as a super power like the Romans you will have to use strategy to your advantages when possible. What towns you look at to capture will play a larger role in your success. A town that can build gold mines for example is very important since gold mines now offer a much higher trade value and will be your main source of income.
Graphical improvements:
With many big changes happening to this new version it was obvious that a big change was the enhanced environment. The battle fields now look more realistic, the strategic map now has tree's on it etc (pictures to be added soon)
Recruit able Generals:
All factions now have the ability to recruit generals (including rebels). This does not make the new generals act as family members or adopted generals, they are just basic generals.
Campaign Map:
This has been changed because the vanilla map was boring and so small none of the small factions really stood any chance of surviving, so now all factions have a better chance and the gameplay can be more challenging and fun.
New Units:
To help balance the factions out and give each faction a better chance of surviving new units have been added to most factions.
New Textures:
The Roman faction have been given new textures for each of their units, this makes them look for better and and adds a more realistic feel to them.
Large Battles:
Unit sizes have been changed for all units, this has left you with a huge battle where you can see up to 30,000 troops in a single battle. With low settings this can be a little laggy because of engine limitations (nothing can be done to that area). But it does add a more realistic feel to battles.
Log Changes:
New Features:
* 4 turns per year.
* New Map for imperial campaign (europa_270bc v9).
* New units (see Units added bellow for more info)
* Barbarian factions can now construct stone walls
* Night battles and improved weather effects.
* Invation landings (AI will now load up ships and attack other lands).
* Barbarian factions can now contruct paved roads.
* Barbarian factions can now contruct forums.
* Barbarian factions can now construct foundries.
* Barbrain factions can now construct the mine+1.
* Missile units stats updated to allow for missiles to be more deadly.
* General units now recruitable for all factions.
* New textures for many units
* New enahcements to the environment.
* New enhancements to the strategic map.
Basic Changes:
* Trade profits increased (still been worked on).
* Units health increased..
* Units sizes increased.
* Barracks give a law bonus
* Walls will give you a happiness bonus
* Sewers, baths and other health buildings will give you a happiness bonus.
* Roads increase trade profit.
* Spartan texture updated.
* More realistic tree's.
* Mercanery units added.
* New AI formation added.
* All units moral increased for longer more realistic battles.
* Grass Texture added.
* New unit textures for all Roman families.
* New water textures.
* All factions given more settlements at the start.
* All new settlements given to factions now have units garrisoned in them.
* Improved night battles
* Spartan Hoplite units texture changed again and new unit card used.
* Elephants will no longer run amok, this is to increase game difficulty.
* Due to the new map the denarie all factions was set at in previous versions was wipped. This has been re-implemented but with some changes. Now all Factions apart from Barbarian factions start with 25,000. Barbarian factions start with 50,000.
* Juli control all of towns that belonged to the Roman factions.
* Rome is now Julii's capital.
* Factions relations updated in descr_strat
* Factions attitudes updated in descr_strat
* Rebel/pirates spawning reduced due to rebel faction now playable in campaign.
* All animal handelers removed to free up space in descr_model_battle because limit was reached (these units can no longer be used in custom battles).
* Celts given all of Scotland and one town on Ireland.
* Most of the Roman units Scipii used have been removed and replaced by unique ones ported over from BI specialy for the Celts (Note, not historical units).
* Britons Druids are now recruited through govoners buildings
* All missile units stats increased so more damage is done via missles.
* Units health reduced to 2.
* Peasants, hounds and pigs skellingtons removed so more units can be added to the game.
* Cavalry units reduced from 60 men per unit to 40.
* All added units tweaked to balance them out.
* Unit upkeeps rebalance.
* Base farm levels reduced.
* Mine trade bonus drastically increased.
* Trade bonus for most buildings removed.
* Trade value for all tradable goods reduced.
* Praetorian Cohorts only recruitable in Italy.
* Urban Cohorts only recruitable in Rome.
Units Added:
* Warband Falx Dacian == scythia
* Mycenaean Infantry == macedon
* Sword Hoplites == macedon
* Hoplites of Zeus == macedon
* Macedonian Legionaries == macedon
* Chosen archers == Britons
* carthaginian archer == carthage
* woad cavalry briton == Britons
* barb cavalry briton == Britons
* dac comati scythe == dacia
* gaul cavalry == gauls
* barb night raiders german == gauls
* Iberian Infantry == Numidian
* Numidian Spearmen == Numidian
* Poeni Infantry == Numidian
* numidian medium infantry == Numidian
* Spanish Archers == Spain
* Spartan Armoured Infantry == greek_cities
* Iberian Spearmen == Spain, Numidia
* Naked Fanatics == Britons
* numidian desert marauder == Numidia
* hypaspists == macedon
* Dark Myrmidons == greek_cities
* Mauryan Armoured Elephants == parthia
* Eastern Armoured Pikemen == parthia, seleucid, armenia
* Heavy Spearmen == parthia.
Bug Fixes:
* macedonian legionaries recruite time fixed.
* Factions discriptions fixed.
* Stone walls appearance on the campaign map for barbarian factions fixed.
* Leader's pictures at faction select screen for campaign fixed.
* Error in export_descr_buildings fixed
* Night battles bug that caused the game to crash, fixed.
* Head Hurler's max range fixed.
* Fixed texture problem for the sword hoplites which caused them to crash the game when been used in custom battles.
* Spartan Hoplites fixed due to texture conflictions.
* Dark Myrmidons fixed due to been to powerfull.
* Unit card fix for Mauryan Armoured Elephants.
* Unit card fix for Eastern Armoured Pikemen.
* Unit card fix for Heavy Spearmen.
Known Bugs:
None at the moment
Special Thanks To The Following People:
* StefanL
* TotalWarFanatic
* Harry 350
* nunez67
* Andalus
* DragonSlayerrrrr
* Nebuchadnezzar
* webbird
* ferres
* Andrej
* Damjanovic
* Horsearcher
* davide.cool
* Lorenzo Maximus
ROMA SURRECTUM 1 AND 2 (TONE and team):
-some phalangites from macedon,thace,seleucids
-RS2 MAP and Environment
-RS1 UNITS Like gallic swordsmen and barb infantry
-some unit cards
-officers and barbarian generals
-RS1 STRATMAP CAPTAINS AND GENERALS
-banners and stratmap banners
-diplomats stratmap models and ships
-some interface and other RS2 resources
CATW(CLASSICAL AGE TOTAL WAR) / RESEF:
-HASTATIS
-SOME EASTERN UNITS
-BARBARIAN NOBLE CAVALRY UNITS
-SOME ROMAN OFFICERS AND BARBARIAN GENERALS
-UNIT CARDS FOR DIFFERENT FACTIONS
-SOME PHALANGITES,PIKEMEN
-BARBARIAN UNITS
-some Interface
-faction symbol of armenia and some other rs2 resources
MODDERS:
Rarity-for samnite hoplites, carthaginian sacred band, germanic warriors,macedonian phalangites and some of it's unitcards
Algaman and ferres - for some roman units, greek hoplites, eastern units, some stratmap models, carthaginian officers
Milner- some scythian units,barbarian units
LouisAquilla and casius Beli- faction symbols, PRAETORIAN units
Leoni- for some interface and the shields I used
Hannibal SMITH - some units from its carthage reloaded pack
Granto- for enhanced trees in the stratmap
eb team- for the faction symbol of dacia
Zhuge Liang-Selection of Zhuge's units for the achilles and hoplite skins
Lu Bu-for the germanic/gaul axemen unit
Variag Team- for their outstanding barbarian units and hoplites and unitcards
luzvimindo- For his dedicated work in enhancing Version 9.0.
Installation:
Extract RTW Vanilla Mod (latest version) to desktop, copy and paste all folders from within RTW Vanilla folder to Rome Total War directory for Windows 7 this is "C:\Program Files (x86)\The Creative Assembly\Rome - Total War" and when asked to overwrite files and folder's say yes. Load your game and have fun. If however you can't start an imperial campaign, then go to data\world\maps\base and delete the map.rwm. Your game should work now.
Requirements:
This mod increases the amount of units on the battlesfield and turns on unlimited men on the battlefield, a typical army size is around 5000 men, a campaign battle with 3v3 can have up to 30,000 men on screen at the sametime. Because of this it is recomended that you lower all settings and increase to find a balance that works for you. See bellow for download links and thank you for trying this mod out, please tell me of your experiences and thourghts.
Please Note Version 10 of this mod, uses a mod folder unlike all previous versions that overwrote the default files. Because of limited time it hasn't been fully tested but from the little testing done it worked fine.
RTW Vanilla Mod Beta V10 Mod Folder Version - Links Fixed
http://www.mediafire.com/file/b1pom2...lla_Mod_V10.7z or https://1drv.ms/u/s!AktW0EFFBeZ9hFGag5YoRut4O3aj
RTW Vanilla Mod Beta V9.0 None Rome Unified Version (No Turns To train Troops) - Links Fixed
http://www.mediafire.com/file/m0vblf...ome_Version.7z or https://1drv.ms/u/s!AktW0EFFBeZ9hFOjP0CGQpfJFQs3
RTW Vanilla Mod Beta V9.0 Patch 1.0 None Rome Unified Version (No Turns To train Troops) - Links Fixed
http://www.mediafire.com/file/awyc35..._Patch_V1.0.7z or https://1drv.ms/u/s!AktW0EFFBeZ9hFLVPRoYcGt5amp8
For older versions see bellow.