Before I say anything about this mod, I have to thank everyone who worked on this great mod (Extended Greek Mod).
The second thing I want to say is that I’m not an experienced modder, so don’t expect great things!!
This mod begun as a custom campaign but as I needed to change some things (faction names mostly) I thought of making a sub mod. Then I said “why don’t I upload it as well?” So here we are! I hope you like it…
Ok some info:
It's the year 168 B.C.
While Alexander's successors were fighting each other, a new power came to the forefront: Rome. They defeated many Greek armies ( mostly Macedonian ) and have shown great potential. The formerly great Macedonian Empire is now reduced to a small and weak kingdom fighting for survival. Ptolemies are in an even worse situation because of their fight with Seleucids. Seleucids have lost half of their empire and Eumenes of Pergamum is trying to undermine all of Alexander's successors to Rome, in order to take advantage of the situation.
Now Perseas, the Macedonian King faces the greatest challenge of his life. He has to defend his kingdom against the Romans. On the other hand the Romans have the opportunity to defeat the Macedonians once and for all...
That was a short preview of the story…
For the game play:
· All units start with one hit point ( except some highly trained units )
· Spartan Royal Guard Stats: Att:17, Def: 26 Hp: 4, Soldiers 30 (instead of 100), turns: 16 ( 8 years. From the age of 10 to 18)
· Thracian Peltasts are probably the best skirmish unit in the game (They were thought to be the best).
· Almost every unit got re-balanced as i thought they should be (only a few incurred big changes )
· Buildings take much less to be built (the cost remains high or even higher than before). I did that because I see most upgrades as an expansion of the previous building ( for example: Barracks- 1 turn, Militia Barracks-1 turn, City Barracks-1 turn, Army Barracks-1 turn, City Barracks-2 turns… Total 6 turns to be built-3 years. I think this amount of time would be more than enough . The same goes for most buildings-not all. )
· Kingdom of Pergamum (playable) and Indian Kingdoms (not playable) are added to the game.
· Some factions are rebalanced (mostly economically) so they act as close to reality as possible. For example Greek cities are not likely to be much of a challenge for Rome (AI) or the player - they will be a great challenge to play with though! Indians won’t rule the world and Thracians are not likely to reach to Scandinavia as they used to!
· Rebels are VERY strong, so AI will not expand very fast
· Greek Sacred Band is now recruitable only in Thebes.
· The game begins with the battle of Pydna ( I made some research and found almost exactly every unit that took part in the battle.)
· If the player starts as a faction besides Rome or Macedon, Macedonians automatically lose, so the game will be more realistic. If the player chose Rome or Macedon, he will fight a great battle!!
· Most important names of the time appear in the game
There may be some other changes I forget to mention now. But you will find out soon!
Some problems I found while testing the game:
· Greek City States and Kingdom of Pergamum will lose around 130 BC despite of having cities and family members. I don’t know why this is happening or how to fix this but this serves the historical accuracy! Both didn’t exist by that time!!! (notice that this won’t happen when the player takes one of these factions) But if you save your game before every next turn like I do, I think this won’t be a problem! Just load from there again! I didn’t try it yet but I think this will work.
· Some generals I added (not family members ) will appear as two, but in the battle they count as one, so that’s really not very important…
· I found out that “land bridges” is not one of the optional features anymore (this happened to be good for the game play, as Kingdoms of Pergamum and Spain or Rome won’t expand were they shouldn’t at their time!)-and I guess AI’s bonuses… Fatigue seems to work though but I’m not really sure. I didn’t have any problems in battles though
· And the most annoying: After 140 BC there is likely to be a CTD, but after that you will be able to load and continue ( it happens every time I go to the next turn, so even if you didn’t save its ok)
· And after the first time you exit the game there will be a message about an error (probably the reason for the CDT J -couldn’t fix it). After that it won’t bother you any more.
I think these are all the problems I found, during the tests I run. The game is fully play able and fun, so… have fun!!
I didn’t aim for total historical accuracy, so excuse me for any mistakes in this section
I hope everyone enjoys it, have fun!
Almost forgot it! To play just unpack and copy the file to the directory of Rome total war. I included a short cut in the data folder (just check first if the directory is correct) , so you are good to go!
Note: There Must be the original XGM installed
And here is the download link:
http://www.megaupload.com/?d=GSR18UYY
Look down for the new version
Edit: It seems that the mod is not compatible with BI or Alex, only with the original rtw . Any other configurations do not affect the game or cause any other problems. At least I didn't find any problems, while testing the game with different configurations on rtw . The mod seems to use the default configurations settings, so that's the only problem.
(If you have xgm installed with alex or bi it's not a problem. Instead of reinstalling xgm,you can change the directory of the new short cut to something like that [ "C:\Program Files\The Creative Assembly\Rome - Total War\RomeTW.exe" -show_err -nm -mod:XGM-ROF ] ("RomeTW.exe" instead of "RomeTW-ALX.exe" or "RomeTW-BI.exe") . Of course rtw cd is required to play the mod )
11 Jan 2012
Good news for rise or fall fans! A new version is released!
Some changes:
*there are the two main gallic tribes in the mod: Aeudi & Arverni
*the Indo - Hellenic Kingdom is added with many new units ( most of them from Alexander )
*the Achaean and the Aetolian League are added
*Sarmatians instead of Scythians in the game
*AI is balanced even better than before with some scripts(mostly garrison scripts, which now are activated for AI as well and even if an enemy force just closes in!! - a click on the advisor will be required)
*there are some changes to some units as well
*land bridges are added once again
*the rebel faction is stronger than ever
*most (if not all) bugs are fixed
ROF is created to run with RTW.exe (NOTE that original xgm is required)
just check the directory before installing and you are good to go (something like: C:\Program Files\The Creative Assembly\Rome - Total War\XGM-ROF)
shortcut included in the XGM - ROF folder
Download Link(including Alexander submod for xgm): https://mega.co.nz/#!TB5gWSTR!coEwMW...0H2ckMA8yfceQo
It seems that there is a problem while trying to download this using Mozilla Firefox. You shoud try Google Chrome
If any problems occur, contact for help. Have fun!