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Thread: Roman Faction Mod 2

  1. #1

    Default Roman Faction Mod 2

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    RomanFactionMod2 - for RTR Platinum 1.6 by Snake IV
    Copyright (C) 2005,2006 Snake IV

    v1.2 Beta - 17.07.2006

    http://www.twcenter.net
    http://www.rometotalrealism.org

    Snake_IV
    email: Snake_IV@hotmail.com


    This software was developed for the Rome Total Realism and Total War Center's community in an effort to enhance its game play experience.


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    Installation Instruction:
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    1. Make sure you have a clean install of Rome: Total War on your system
    2. Make Sure you installed Patch V1.2 for Rome: Total War
    3. Make Sure you installed Patch V1.3 for Rome: Total War
    4. Make Sure you installed Patch V1.5 for Rome: Total War
    5. Download and Install RTR Platinum 1.4 Full
    6. Download and Install RTR Platinum Patch 1.5
    7. Download and Install RTR Platinum Patch 1.6
    8. And then Run the Installer RomanFactionMod 2 v1.2 Beta ( Generic Mod Enabler )

    ( Scipt ) Start a New Campaign for 4 Turns-per-Year Mod by Marcus Camillus
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    Start a New Campaign
    ----> Script Start automatically

    Load a Save Game
    ----> Klick on this Settlement
    ----> Klick on this Advisor Portrait Button
    ----> Klick on this Advisor Show Me Button ----> Script Start



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    MOD´s inserted and Very Special Thanks:

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    Modding Legions Post Marians by GODzilla/Ferres/Pinarius/Webbirds/Prometheus ( Modified )
    Modding Legions Pre-Marians by GODzilla/Ferres/Pinarius/Webbirds/Prometheus ( Modified )

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    Including Faction by Snake IV
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    Brutii
    Scipii
    Senate


    Units Textures and Colors changed by Snake IV
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    * Legatvs_Legionis
    * Tribvni_Militivm
    * Centurio_Superior_Legionarius
    * Cohors_Reformata
    * Cohortis_Eagle
    * Cohortis_Signifer
    * Cohortis_Velixia
    * Equites
    * Equites_Consulares
    * Hastati
    * Principe
    * Triarii
    * Funditores
    * Velite







    Reform by Snake IV
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    export_descr_buildings revises
    ( Recruitment unchanged )


    RTR Hellenic Officer Reskin by Caius Britannicus and Warspite
    Spartan Hoplite by Caius Britannicus and Warspite

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    RTR SkinExpansion by Koinoss
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    Horse Skins by Pinarius
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    Roman fort by lt1956
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    Strategic Map Units by Riczu74 ( Modified )
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    4 Turns-per-Year Mod for RTR Platinum v1.9.3 by Marcus Camillus ( Modified for Brutii Scipii Senate )
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    During a Spring, Summer and Autumn season turn, troops that do not start as part of a field army lead by a faction character general will have a reduced movement allowance. Troops that do start a Spring, Summer and Autumn season turn in a field army that is lead by a faction character general, will receive a movement bonus due to the faction character general's staff assisting in the organization, supply and movement of the army.

    It will now be even more important that your field armies be lead by a faction character general. It will also be important to have new units heading to the front, as troop reinforcements or replacements, to rendezvous at a central location, and then be lead to the front by a junior officer (faction character general). The best location for a troop rendezvous point would be a field location, or fort, that is central to several troop producing cities, with a junior officer waiting to organize and then lead these troop reinforcements/replacements to the front. Your junior officers that are not ready to lead an army yet, will now have a new important task of bringing your troop reinforcements/replacements to the front in an organized and therefore speedier process.

    Campaigning during the Winter season will now be more realistically portrayed. Movement will now be at a reduced rate during the Winter season for all factions. Movement during the Winter season will be reduced by approximately 50% for all characters, fleets and troops. Campaigning was historically ended during the Winter, and started again the next Spring. This mod has attempted to simulate this historical reality. Armies will still be able to campaign during the Winter season, but at a reduced movement rate. The troop movement bonus from faction character generals will not be available until the following Spring turn. During the Winter season turn, if you look at the details for each of your characters, a new trait named "Winter Campaigning Season" will be listed, probably near the bottom of a characters traits list. This trait is temporary, and will disappear by the start of the next Spring season turn, thereby restoring the movement rate of your characters to their full amount, and the movement bonus for troops in a field army lead by a faction character general.

    An exception to campaigning in the Winter has been made for the German and Sarmatian factions. Due to their colder home climate in the dark forests of northern Europa, the German peoples were more acclimated to the harsh rigors of Winter. Their leaders will be able to move unhindered by the effects of Winter. Also, their troops that start a Winter season turn as part of a field army lead by a faction character general, will be able to move unhindered by the effects of Winter. Looking at the character details of you German faction character generals, you will note a new trait titled "Winter Warrior (Germans)". This trait is permanent, and will be acquired by all new faction characters, whether acquired by "Coming of Age", "Adoption", or "Marriage".

    The Sarmations, due to their life on the cold and wind-swept plains and steppes of eastern Europa, were also more acclimated to the harsh rigors of Winter. They too will receive the same bonus of unhindered movement during the Winter. The new trait for them is titled "Winter Warrior (Sarmations)", and is permanent.

    These are some big changes that will affect the actions of both the player and AI. Some far, my testing has shown no detrimental effect to the AI. Gameplay has been enriched and the purpose for the 4 Turns-per_Year Mod has been given more meaning. I continue to monitor the effects of these new features, and am open to all discussion and suggestions. I can be reached via the following methods.

    Metropolis & NavalMod by Macedonn
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    Metropolis Mod 1.2 by Chaotica
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    * entirely new concept for farming income
    * only politically and/or economically significant towns can acquire city level 4 and 5
    * 6 new buildings, including: ~ four different mines (gold mine, silver mine, iron mine, copper mine)
    ~ occupation buildings which slow down the conquering of "barbarian" regions
    ~ new farming buildings which make the colonization and irrigation of regions more accurate
    * only important cities can construct walls to counter "Siege: Total Realism" and army hack-and-slay
    * all buildings completely rebalanced to create a bigger difference between more and less developed provinces and to fix annoying squalor problems
    * integrated silk road from babylonia to aria, which is now available to Greek factions, too

    Naval Mod 2.0 by Desaix
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    Maritime Development

    To develop Maritime income the following building line are existing:

    * Commercial ports

    They increase the amount of income of each sea lane.

    * Safe sea

    They increase the amount of sea lanes. If your region doesn’t need more sea lane, even if you raise
    the maximum of lanes with the Safe Sea building, no more sea lanes will appear but you will receive
    the other advantages of the building if any... An indicator of sea lane in need is the blinking trade
    icons in the settlement economic panel.

    Notes:
    * Roads are requiring a bigger city size to be built than in usual RTR

    Naval Battles

    Some battle trigger “death match” effect and the losing size will be destroyed..
    So far we have found three situations:
    * Moving more than ~80% before initiating combat
    * Combat in coastal water,
    * Combat from a blockaded port

    In addition to this you might lose a fleet in a “Pursuit’ effect that will occur if your fleet suffers heavy loses
    and your Admiral ship is sunk.
    The second ship of your fleet (from left to right) will be receiving the biggest damage first.
    To have a strong fleet, keep your admiral ship and the second ship at full capacity.

    Construction
    There are 2 ways of having some superior warships:


    * Having some Naval Tradition regions and
    building war ports

    * Having Timber resource regions and
    building Naval architecture. Naval
    architecture can not be raised over level 1
    without Timber.
    Only Macedon and Ptolemy can reach the
    highest naval architecture. Carthage
    doesn’t have access to Naval Architecture
    but they have Naval tradition War ports.

    The following regions/factions start with Naval traditions:

    * Rhodes
    * Carthage
    * Athenes
    * Corinthes
    * Crete
    * Cilicia (Tarsus)
    * Italian greek cities
    * Phoenician settlements
    * Byzantium
    * Smyrn
    * Pergam
    * Halicarnasus
    * Cyprus
    * Alexandria
    * Dalmatia
    * …

    The Timber resource is more limited, only the following regions have it:

    * Syracus
    * Tarentum
    * Thessalonic
    * Cierus (Heraclia)
    * Bithynia
    * Pontica
    * Phoenicia
    * Phoenicia Minor
    * Carthage

    Load Screen by Becksim
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    Interface by Snake IV
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    Loading Bar by Snake IV
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    Culture / Religion by Snake IV
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    GREEK
    BARBARIAN
    EASTERN
    CARTHAGINIAN
    ROMAN
    EGYPTIAN



    LINK 1
    RomanFactionMod2 v1.2 Beta

    LINK 2
    RomanFactionMod2 v1.2 Beta


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    Update 20.07.2006 :
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    Fix New Spartan Texture

    Run Generic Mod Enabler
    Please press RomanFactionMod2 1.2 Beta Update 1
    Please press " > "
    Confirm everything with " YES "
    Please press Close


    LINK Update1
    RomanFactionMod2 1.2 Beta Update 1
    Last edited by SnakeIV; July 20, 2006 at 12:02 PM.

    --------------------------
    Metropolis&NavalMod

    RomanLegionMod

    RomanFactionsMod
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    Snake_IV
    email: Snake_IV@hotmail.com

  2. #2

    Default Re: Roman Faction Mod 2

    I cant access the site.:hmmm:

  3. #3

    Default Re: Roman Faction Mod 2

    Ah nevermind just seen link 2. thanks alot

  4. #4
    MemphisTiger26's Avatar Libertus
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    Default Re: Roman Faction Mod 2

    You have truly out done your self on this one!!! It looks GREAT!!!!

    Before my time is done, I will look down upon your corpse and smile!!

  5. #5

    Default Re: Roman Faction Mod 2

    Just looking forward for some more post marians roman units as in RomeFactionsMod 1, maybe using Modding Legions skins...

    I'd like to see Auxilia Inf. and archers and praetorian cavalry as well, for example. Maybe if you implement the multiple reform script as in RFM 1 you could add antesignani as well. Anyway, great mod.

  6. #6

    Default Re: Roman Faction Mod 2

    So roman faction mod 2 contains the 4 turns mod the modified legions and cuture religion and metropolis and naval mod?
    All life is problem solving ~ Karl Popper

  7. #7

    Default Re: Roman Faction Mod 2

    Quote Originally Posted by Andrea69
    Just looking forward for some more post marians roman units as in RomeFactionsMod 1, maybe using Modding Legions skins...

    I'd like to see Auxilia Inf. and archers and praetorian cavalry as well, for example. Maybe if you implement the multiple reform script as in RFM 1 you could add antesignani as well. Anyway, great mod.
    Hi Andrea69

    Is in work. :wink:
    3 Reformen with Legion Names

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    Metropolis&NavalMod

    RomanLegionMod

    RomanFactionsMod
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    Snake_IV
    email: Snake_IV@hotmail.com

  8. #8
    Musopticon?'s Avatar Tiro
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    Default Re: Roman Faction Mod 2

    So what factions get the boot?

  9. #9

    Default Re: Roman Faction Mod 2

    does the RomanFactionMod2 contain all of the mods that are listed below it?

  10. #10

    Default Re: Roman Faction Mod 2

    Quote Originally Posted by jw1089
    does the RomanFactionMod2 contain all of the mods that are listed below it?
    RTR has only the Fraction Julii
    My Mod run with the Fractionen Julii, Brutii, Scipii, Senate


    Yes, the RomanFactionMod2 contain all of the mods that are listed below.


    Above Listed
    Last edited by SnakeIV; July 19, 2006 at 10:40 AM.

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    Metropolis&NavalMod

    RomanLegionMod

    RomanFactionsMod
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    Snake_IV
    email: Snake_IV@hotmail.com

  11. #11

    Default Re: Roman Faction Mod 2

    so its an all in one thing. thanks, ill download this.

  12. #12

    Default Re: Roman Faction Mod 2

    i just installed your mod and now im getting CTD's i know i installed RTR platinum 1.6 patch, although the first platinum edition that i installed was 1.5, not 1.4 i think. know a solution? i get the CTD when i try to begin a new campaign

    Nevermind, i got the mod to work when i ran the campaign map reset batch. however, i went into the generic mod enabler, and unloaded the mod, so that i could play regualr RTR. when i tried to start a new campaign, i got the same crash. i assume this is because of the campaign map reset. is there a way that i can play regular RTR again, without having to do a new install?
    Last edited by jw1089; July 19, 2006 at 05:14 PM.

  13. #13
    Maced0n's Avatar Domesticus
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    Default Re: Roman Faction Mod 2

    when you change playing from one to another mod always run campaign map reset(delete map.rwm), and the game will create new one

  14. #14

    Default Re: Roman Faction Mod 2

    thanks. i set the game to 0 turn recruitment. do you think that the AI will know the difference? can the Ai take advantage of it?

  15. #15
    Musopticon?'s Avatar Tiro
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    Default Re: Roman Faction Mod 2

    Quote Originally Posted by Musopticon?
    So what factions get the boot?
    Let me rephrase; since the Brutii, Julii and Senate faction slots are no longer available, what factions are gone now? Or have I misunderstood this?

  16. #16
    Maced0n's Avatar Domesticus
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    Default Re: Roman Faction Mod 2

    No faction is gone,all of them is there .All RTR faction + Brutii, Julii and Senate.

  17. #17
    Musopticon?'s Avatar Tiro
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    Default Re: Roman Faction Mod 2

    Ah, ok. I forgot that RTR has it different than EB. I HAD seen the other Roman factions in custom battle.

  18. #18
    AngryTitusPullo's Avatar Comes Limitis
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    Default Re: Roman Faction Mod 2

    Quote Originally Posted by Musopticon?
    Ah, ok. I forgot that RTR has it different than EB. I HAD seen the other Roman factions in custom battle.
    Actually in RTR (Gold or Platinum) the other roman faction do not exist in campaign. It's use only in custom battles as some sort of rebel faction.


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  19. #19

    Default Re: Roman Faction Mod 2

    Great mod SnakeIV, this is exactly what I was holding out for. I really like your skins for the Valerii, or Scipii. And really nice UI for the romans and Greeks, (haven't seen anyone elses so far.) Also I like how you made those UI cards for the units transparent so you can see through them. Great work.

  20. #20

    Default Re: Roman Faction Mod 2

    It seems that the texture file for the new spartan is missing.

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