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Thread: Rome Total History (RTH) General Discussion

  1. #61

    Default Re: Rome Total History (RTH) General Discussion

    Important adjustments in RTH 1.2:

    Bug fixes:
    - Units causing CTD fixed
    - Shields of Egyptian Machimoi fixed
    - Missing UIs added
    - Broken trade connections fixed in Scythia, India, Arabia and Aethiopia

    Major improvements:
    - Mercenaries can be bribed joining most factions
    - Garrisons and Citadels enabled for direct recruitment of regional mercenaries
    - Battle Creator enabled
    - Custom battlefields added (Seven Wonders, Milet, Cyzicus, Thermopylae, Delphi, Mycene, Epidaurus, Isthmus, Sicyon, Naples, Syracuse, Agrigentum)
    - Custom battles added (Thermopylae, Ipsus, Delphi, Acrocorinth, Syracuse)
    - Battle movement modifiers diversified according to different ground
    - New design for desert towns (Capsa, Artacoana and more)
    - New design for Barbarian hillfort towns: Alesia, Gergovia, Numantia and more)
    - New detailed design for Syracuse

    - MAP improvements:
    - City of Athens and Piraeus moved, new coastline in Argolis
    - Region Sindica (capital Phanagoria) added, with road going from Phasis to Tanais
    - Capital of Gaetulia moved from Thamondocana to Capsa
    - More accurate borders in Thrace and Odrysia. Capital of Thrace is now Philippopolis, with Celtic capital Tylis reduced to fort
    - Port of Barygaza added in India
    - Port of Hellespontus moved from Sestos to Ainos (a ship in Sestos was closing the passage)
    - Better coastline and roads in Scythia (mouth of Borysthenes/Dnjepr)
    - Better roads in Arabia and Aethiopia
    - Height adjustments in Greece and other areas
    - Roughness of battle maps reduced
    - Trade benefits for ports at very close distance reduced (Athens-Argos and some others)
    - Illyrian island channel navigable in automatic (move from Rhizon/Cattaro to Iader with one click)

    - More UNITS added: Libyan Spearmen, Lucanian Warriors, Pontic Heavy Peltasts, Parthian Heavy Infantry, Scythian Heavy Infantry, Gothic Spearmen, Celtic Onagers and more
    - More officers and standard bearers added to units
    - Improved roster for Illyria/Thrace with new units Thracian Infantry, Thracian Swordsmen, Thracian Gladiators, Odrysian Peltasts, Odrysian Mercenaries, Odrysian Cavalry, Paionian Cavalry, Dardanian Warband, Dardanian Thorakitai, Triballi Falxmen, and more
    - Thracian Mercenaries now with light armour
    - Improved roster for Iberian Tribes adding Iberian Archers, Iberian Spearmen, Iberian Caetrati and more

    - Reworked BUILDINGS tree introducing:
    - Medical: Medicus, Hospital, Medical School, Aesculapium
    - Educational: Gymnasion, Rhetoric School, Mathematical School, Musaeum, Royal Library, Great Library
    - Sport grounds: Palaestra, Gymnasium, Stadium
    - Festivals: Floralia, Bacchanalia, Saturnalia
    - Oracles: Delphi, Dodona, Ammonion
    - River Port, Naval Base
    - Rostra, Comitium and Roman Theatre, Gymnasium, Aerarium (Rome)
    - Stoa (Greeks)
    - Gerusia (Sparta), City Guild and Council of Elders, Archons, Areopag, Synarchy
    - Satrapy, Tyranny (Greek), Nome (Egypt), Municipium, Colonia, Provincia (Roman)
    - Garden, Park, Paradise (Eastern, Seleucids)
    - Wells, Cisterns, Fountains, Baths
    - Pasture (Barbarian)
    - Mint, State Archive (Rome)
    - Lictors (Rome)
    - More temples and cults: Mithras, Isis and more
    - Full polytheism introduced, allowing to build an almost unlimited number of temples (except in Parthia)
    - Diversified icons for many temples added
    - New icons for many other buildings added
    - Special buildings: Seven Wonders (Pyramids, Colossus, Mausoleum, Artemision, Olympia, Hanging Gardens, Pharos, Stonehenge)
    - Special buildings: minor wonders (Acropolis, Capitol, Ortygia, Paradise of Daphne, Dam of Mariba and many more)
    - Special buildings: naval ports (Piraeus, Alexandria, Carthage, Syracuse, Ostia, Naples, Tarentum)
    - Special buildings: specific temples (Jupiter Optimus, Juno Moneta, Janus, Concordia, Solomon's temple and many more)

  2. #62
    Algaman's Avatar Tiro
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    Default Re: Rome Total History (RTH) General Discussion

    Hi, Philadelphos
    Congratulations for your mod, but (and please don´t kill me LoL) I miss the Roman Senate for a strange reason: The Civil War and the Raise of Roman Empire.
    Can u consider to add the Senate again?
    Kind Regards.-

    PROUD TEAM MEMBER


  3. #63

    Default Re: Rome Total History (RTH) General Discussion

    Hi Algaman, I miss it for the Senate missions, but I don't think that I'll put it back in. Which faction should I eliminate?

  4. #64

    Default Re: Rome Total History (RTH) General Discussion

    This mod is awesome, but unfortunaley still got a couple of bugs, there is a unit that I do not remember the name, but pops up on a rebel army around arabia, if I remember correctly is a heavy cav unit that got missing texture, I will report the name if I found again, and furthermore, I found a bug when I, as Parthia, assaulted Alexandria with an army on the right side of the city, with a egyptian army that has reinforcements coming. The problem is that this map is so accurate, that don't have such a battle map that represents the situation, so as soon as the battle starts, the game will crash, but nothing that an autoresolve will not take care of. Great mod!

  5. #65

    Default Re: Rome Total History (RTH) General Discussion

    I found a really strange thing

    Click image for larger version. 

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  6. #66

    Default Re: Rome Total History (RTH) General Discussion

    I see you're having a great time playing!

    The pirate ships popping up in improbable places are a general problem of the RTW motor. I've seen them even in vanilla and it seems after a long game they are almost inevitable. If they don_t disturb, just ignore them. If they are really a problem you might dig a canal, changing the ground_types and heights map. Then you send a fleet to eliminate them and afterwards you restore to the original map.
    I corrected missing textures for the next version several months ago and I hopefully got the one you found. So it should be okay in 1.3 and 1.4.
    The problem you encountered at Alexandria is known and it has been described in the Read_me file. It regards the land bridges and your description is correct. When the battle takes place on one side of a land bridge and one of the opponents wants to bring reinforcements from the other side, the computer doesn't find the necessary space to locate them on the battle map.
    I think this impossibility is quite realistic. So you should avoid such a move. If the computer does it, you need to resolve the battle in automatic.
    The problem may occur in the Strait of Messana, on the Hellspontus or Bosporus or any of the Cyclades and Ionian islands. I didn't think about Alexandria, but now that you name it, I realize that Alexandria lies on a land bridge, too. I might resolve that by eliminating or reducing the Mareotis lake south of the city.

  7. #67

    Default Re: Rome Total History (RTH) General Discussion

    Nah they don't disturb in any way, I just like to report every bug I found because I am loving this mod so far and I want to help to get better the only way I can (I have no experience in modding )

  8. #68

    Default Re: Rome Total History (RTH) General Discussion

    Here is the latest version Rome Total History 1.4.
    This is surely the best RTH so far, and the list below does not do it complete justice, because there have been many minor improvements in order to make the game more challenging. Just try it out!

    Download RTH_1.4 here: http://dfiles.eu/files/9ndj3njor


    Adjustments in RTH 1.3 (included):

    - Added 200 historic events using sources Livius, Polybius, Plutarch, Diodor, Athenaion and more
    - Added a negative effect of barracks on population happiness
    - Reduced happiness bonus on several buildings
    - Slightly reduced fighting values for most general's units
    - Added more Spanish Mercenaries in Sardinia and Sicily
    - AI characters changed for Egypt, Carthage, Pontus, Greek City League
    - More complex effects of building Tyranny
    - Map adjustments in Hellas (Arcadia, Argolis, Messenia), Lydia (more forest), Apulia (Garganus), Gaul (river Liger), Tarraconensis (now connected with Narbonensis), Tingitana (coast and ports)
    - Corrected building tree for temples with smoother introduction of early buildings
    - Corrected effects of many buildings reducing happiness effect for temples and wonders
    - Corrected pricing for many buildings and mercenary units
    - Reduced frequency for many mercenary units
    - Added new units: Syrian Elite Archers, Arcadian Mercenaries
    - Implemented Greek Archers and other units for slave faction
    - Added more officers to units including musicians (Roman Cornicen) and several female

    WARNING: Some battle scenes may present nudity. Do not download if you are of minor age or feel morally offended!

    Adjustments in RTH 1.4:
    - Map adjustment in the Peloponnese and Crete ***
    - Reworked family tree for Germans, introducing correct tribes for each leader
    - Added more historic rebel leaders, especially in Germany and Italy (Samnites)
    - Added 200 historic events, using historic excerpts from Livius, Polybius, Plutarch and more
    - More forts in Sardinia and Corsica
    - Added a new custom battle: Caudine Forks
    -----------------------------------------------------------------
    Installation:
    To install the game you need a vanilla version of Rome Total War upgraded to versions 1.3 and 1.5. Unzip the file with Win RAR and move the folder RTH into your Rome Total War folder besides the original Data folder. Do the same with the “Rome Total History mod” launcher and eventually open properties to correct the destination path. Use the launcher to start the game.
    This is a tested version. I’ve played it for months and it appears to be very stable. If you find any problems please report them here.

    Instructions for NON Steam users:
    1. Download RTH 1.4
    2. Extract the files using winrar to your Rome Total War directory
    3. Create a shortcut of your RTW.exe and move it to your desktop
    4. Rename the shortcut to "Rome Total History"
    5. Right click the shortcut and go to properties. In the target line after all quotations, add -show_err -mod:RTH
    Instructions for Steam users:
    1. Download RTH 1.4
    2. Extract the files using winrar to "programfiles(x86)/steam/steamapps/common/RomeTotalWarGold
    3. Go into your steam library and right click Rome Total War, then go to properties and click on "Set Launch Options"
    4. Put -show_err -mod:RTH
    5. Optional: Create a desktop shortcut
    -----------------------------------------------------------------
    REMEMBER:
    Rome Total History is the most challenging and historically accurate mod of Rome Total War ever produced.
    General features:
    - Starting year 280 BC
    - New fantastic map with unprecedented details for completely different strategy and tactics
    - Over 30 nations represented, including Epirus, Achaea, Bithynia, Bactria, Nabataea and many more
    - Almost 1000 historic figures represented with exact character traits and family ties
    - Most mercenaries units are bribeable
    - Many new buildings and almost unlimited polytheism
    - 100 land bridges for excellent computer performance
    - Custom battles: Thermopylae, Ipsus, Delphi, Acrocorinth, Caudine Forks
    -----------------------------------------------------------------

    Download RTH_1.4 here: http://dfiles.eu/files/9ndj3njor

    *** Version 1.3 may be preferable for old saves started with version 1.2 or earlier. RTH_1.3 is included in the download. Read the Read_me file for instructions.

  9. #69

    Default Re: Rome Total History (RTH) General Discussion

    Regarding the problem with reinforcements over land bridges, I had an illuminating battle yesterday. The Egyptians were encamped on the island of Tenos, besieging my fort on Andros. I moved my relieve force to Mykonos to take them in the back. Before attacking I saved the game, because I was pretty sure that the battle wouldn't load, due to the fact that the garrison on Andros would hurry over the landbridge to enter the fight as reinforcement. But then the battle loaded without any problem.

    This means that not every landbridge hinders such a move. Maybe it depends on the height of the location (a value of 1.1.1 appears to be critical), but maybe also on the number of soldiers to place. In any case, the impossibility probably applies only to the tiniest islands and land bridges. Regarding the situation in Alexandria I have therefore raised the land bridge a bit. I couldn't yet test it, but hopefully in the next installment the battle at Alexandria should work.
    Creator of Rome Total History
    Rome 2 sucks, EB, RS and RTR were yesterday...
    Don't you feel like it's time to move on?
    Explore the ancient world, fight epic battles,
    conquer beautiful queens and princesses...
    Try a new groundbreaking mod:
    Experience Rome Total History!
    Play RTH or wait for Rome 3!

  10. #70

    Default Re: Rome Total History (RTH) General Discussion

    Looks great, I think I'll give it a try.
    “The hardest thing in the world is to assume the mood of a warrior. It is of no use to be sad and complain and feel justified in doing so, believing that someone is always doing something to us. Nobody is doing anything to anybody, much less to a warrior.” ― Don Juan
    "It is the soldier, not the reporter, who has given us freedom of the press. It is the soldier, not the poet, who has given us freedom of speech. It is the soldier, not the campus organizer, who has given us the freedom to demonstrate. It is the soldier, who salutes the flag, who serves beneath the flag, and whose coffin is draped by the flag, who allows the protester to burn the flag." -- Father Dennis Edward O'Brien, USMC

  11. #71

    Default Re: Rome Total History (RTH) General Discussion

    Thank you! It looks and plays fantastic so far!
    Doomed are those who take lunacy for prophecy, and carcasses for holy arses.
    The biggest monsters are the ones hiding behind ideals, religion and law.

  12. #72

    Default Re: Rome Total History (RTH) General Discussion

    Philadelphos Productions proudly presents Rome Total History 1.5.

    Here is the download link: http://dfiles.eu/files/lnua4l1zg

    Enjoy and share the news!

    -----------------------------------------------------------------

    Adjustments in RTH 1.5:
    - Bug fix regarding missing texture for unit Tocharian Cavalry
    - Corrected missing description for Galatian Horseback
    - Corrected bugs in building trees
    - Minor map changes in Asia, Osroene, Cilicia, Pamphylia and Pisidia (lakes, road Sardes-Side)
    - Improved sea lanes around Crete
    - Important adjustments regarding trade benefits (more land trade, less sea trade)
    _ Improved trade for Massilia, reduced trade for Greece
    - Important adjustments regarding benefits from temples
    - Improved population loyalty in India and Asia in general
    - Reduced frequency of many mercenary units
    - Added rebel leaders in Mantineia, Media and Commagene
    - New forts in Etruria, Asia, Sophene, Osroene and Palmyrene
    - Historically matching temples in most regions
    - Added more specific temple gods (Hekate, Atargatis, Hadad, Zeus Stratios, Pontus, Men, Eros, Enyo, Ma, Bel, Reitia, Bonchar, Varsutina, Vertumnus, and more)
    - Added more Egyptian Gods (Ra, Ptah, Hathor, Bastet, Sobek, Hermanubis, Maat, Thoth,, Seshak, Khnum, Taweret, Apophis)
    - Learning programme for Egyptian gods (graphics from Wikipedia, users Jeff Dahl, Gunkarta, a.o.)
    - Added building Statue (Leonidas, Themistokles, Philipp II, Alexander, Seleucus, Ptolemy, Hanno, Brutus, Camillus, Buddha)
    - Added more specific buildings (Pergamon Altar, Apadana Palace, Temple of Planets, Statue of Nike, Slave Market, Aetolian League, Pentapolis, etc.)
    - Character changes (Scythia: trader genghis; Eastern Kingdoms: fortified napoleon; Germans: bureaucrat mao; Rebels: fortified smith)
    - Added more historic events
    - Hundreds of minor corrections and improvements

    The biggest work has been done regarding the temples. If you start a new game you will now find a specific temple in almost every region and town. In the civilized areas this will usually be the definite building as in 280 BC, and in the most prominent cities you 0even have more than one or two. In the developing areas you'll find a shrine that later became a famous temple, and in the Barbarian regions you'll see a stone to a god worshipped by the specific tribe in question. Often the description of these buildings will add interesting details to the history of the region/town/tribe. Thus your military campaign will also be a kind of sightseeing tour exploring many wonders and curiosities of the ancient world.
    Specific attention has been dedicated to the Egyptian pantheon which is now quite complete including the most prominent animal gods. There are pictures showing the attributes of each deity so that the Egyptian player will automatically learn the entire pantheon and a lot about their mythology.

    Version 1.5 is fully compatible with games started under the previous version 1.4.
    Creator of Rome Total History
    Rome 2 sucks, EB, RS and RTR were yesterday...
    Don't you feel like it's time to move on?
    Explore the ancient world, fight epic battles,
    conquer beautiful queens and princesses...
    Try a new groundbreaking mod:
    Experience Rome Total History!
    Play RTH or wait for Rome 3!

  13. #73

    Default Re: Rome Total History (RTH) General Discussion

    Here we go, after building a strong economy after capturing Tarentum, and sending King Pyrrhus to Rome. I've decided to move on the rest of Eporus and begin my assault on taking the rest of Italy. It seems the Eporites have been busy and created 3 stacks. This should be a challenge!!! Also at the same time, the barbarians(Gauls) have invaded!!! Luckily my spies have warned me about there troop movements and I've already prepared my northern border.

  14. #74

    Default Re: Rome Total History (RTH) General Discussion

    Well I've always liked the mods that have the vanilla style, so far I see this meets and adds a thousand things more.
    My first campaign it will be with Epirus, of course.

  15. #75

    Default Re: Rome Total History (RTH) General Discussion

    Philadelphos Productions proudly presents Rome Total History 1.6.

    Version 1.6 is by lenghts the best RTH so far, with many improvements that make the game a real challenge. Enter Rome Total History to experience the ancient world of Hannibal and Caesar like you never did before!

    Installation is easy, so try it out!

    Download from one of the following sites:
    http://dfiles.eu/files/nek4vt0rv
    http://www.mediafire.com/download/cg...5w/RTH_1.6.rar

    ADJUSTMENTS in RTH 1.6:

    Important Improvements:
    - Permanent forts implemented, 76 forts made permanent
    - DimeBagHo's Force Diplomacy Modification added
    - RS Battle Environments implemented
    - Sinuhet's AI formations version 7.0 implemented
    - Three new Battering Rams added for different cultures
    - Huge expansion of ancillary system (430 new ancillaries)
    - Complete revision of ancillary graphics (680 individual thumbnails)
    - Complete revision of ancillary triggers
    - Many ancillaries capturable by city conquest
    - Night battles enabled
    - Major map improvements regarding climates and vegetation
    - New loading screens drawn from historic paintings

    Bug Fixes:
    - Bug regarding Cappadocian Hillmen fixed (battle in Mazaka)
    - Fixed textures for Indian Spearmen

    Minor Adjustments:
    _ New character traits added (wounded/lame/paralyzed; sleeper)
    - Recruitment time for spies raised to two turns (for better game stability)
    - New buildings in Nubia (Nubian Tombs)
    - New buildings in Massilia (Lacydon)
    - New buildings in Galatia (Drynemeton and Tetrarchy)
    - New buildings in Cyrenaica (Pentapolis)
    - Added more rebel units in Asia Minor and Phoenicia
    - Port of Crete relocated to Cnossus; previous port Cydonia is now a permanent fort
    - Port of Cyrenaica relocated to Apollonia
    - Port of Libya relocated to Berenice, the former port site of Cyrenaica
    - More forts in Crete (Hierapytna) and Cyrenaica (Barca)
    - New permanent forts in Cyprus (Citium, Amathus) and Phoenicia (Arados)
    - New permanent forts in Galatia (Tavium) and other parts of Asia Minor
    - Eastern Mediterranen Climate introduced
    - Winter map with more articulate snow areas (no snow in river valleys)
    - Better trees on strategy map
    - Strategy map improved
    - Minor map improvements in Cappadocia and Armenia Minor
    - Added resource silver in Ilergetum (Osca)
    - Added building caravans for Seleucids, Egypt, and Carthage
    - Added Temple of Magna Mater for Rome
    - Added new gods and temples for Scythia and Dacia
    - Added school buildings for Barbarians (Folklore Circle, Greek Teacher)
    - Added new construction pictures
    - Added more historic events

    NEW BATTLE ENVIRONMENTS:

    The most evident improvement over previous versions is the inclusion of battle environments from Roma Surrectum. The new realistic battle fields have a much more intriguing impact, producing a quite different game experience in the forests of northern Europe, as well as in the Mediterranean scrub and the Eastern deserts. A complete new environment has been added in the Eastern Mediterranean with Lebanese cedars and similar trees.

    IMPROVED STRATEGY MAP:

    The new environments have also a strong impact on the look of the strategy map which is improved in many parts, especially with the animated sea, more articulated snowy areas, and different vegetation.

    LOADING SCREENS:

    80 loading screens have been added which will be displayed each time you start or exit a battle. These high quality pictures are drawn from historic paintings (David, Maccari, Alma-Tadema, Gerome, Foltz, Millmore) and other sources.

    NEW ANCILLARIES:

    The biggest work was done on the ancillary system. While the previous installments were a bit underwhelming under this aspect, the situation is now completely changed, as the ancillary system has been completely revised. The number of ancillaries has been more than doubled, with 430 new figures, each with its individual high quality thumbnail. There are many specific priests or magistrates as well as unique historic figures. Ancillary triggers have been completely overhauled and adapted to the wide range of new buildings available.

    Lots of new triggers were added, and in particular there are many ancillaries that can be acquired by conquest, including a number of Diadoch princesses and noblewomen. If you conquer a specific town, these ancillaries will join your party as a prize for the conqueror. For example, when you conquer the city of Alexandria not too early in the game, there is a good chance that you capture Cleopatra VII. Before she becomes available it might be Berenice II or Arsinoe. In a similar manner, in Antioch Laodice or Stratonice are waiting. In Rome you might capture Julia, the daughter of Caesar, in Utica Sophonisba, in Epirus Olympias, in Pergamon Apollonis. In Aetolia the Strategos of the Aetolian League might join your party, in Thessaly the Tagus, in Cappadocia you might capture the king of that country, in Scodra queen Teuta, and in Massilia a member of the mighty Protiades family. In Syracuse you can save Damarata and Harmonia from their cruel fate.

    Half of the cities in the game hold such a specific surprise, but of course they are not always available. However margins have been chosen quite large. So you will not be able to capture queen Teuta only in the 20 years of her actual reign, but at least a decade earlier and several decades afterwards.

    To maximise your chance to capture these historic figures you should make sure that the leader of your attack has at least three or four command points, because that is often a condition.

    Many historic events and figures are cross-referenced. That means, when you read the news about the Jewish tax collector Joseph, he is most likely bound to pop up in Jerusalem not much later. Or when you learn the story of the physician Dexicrates from Messana, he is already hiding somewhere, waiting to join your army as soon as you make it possible.

    More similar surprises are waiting around the map, each one referring to a specific historic event or data, except two or three fun entries, namely a huge Cimmerian and a strong Gallic warrior with a big nose.
    Those courageous warriors and beautiful ladies will certainly add to your imagination, since all the thumbnails have been newly created with high quality standards. Many of the ladies have been taken from historical paintings by Godward, Alma-Tadema and other famous painters.

    PERMANENT FORTS:

    Another important improvement is the introduction of permanent forts. For the moment some 75 forts have been made permanent to represent minor towns on the map. This has been done by placing a residential spy inside the fort. These spies have zero movement points, and as a result the fort will exist as long as they live. With an average life expectation of 70 years, and most spies starting at the age of 18, the forts should be around for at least 50 years. In this time there is a certain chance that other spies are turned into sleepers, so that the place might even last longer. Usually the spies are not visible, but you can ask one of your assassins to check the fort and he will will tell you if there's an agent inside. The assassin will also tell you the name of the fort, since the resident usually carries the surname of his town (for example "Oroissus of Cydonia"). To destroy a permanent fort you need to kill the residential spy, and this is another reason why assassins have become more important in the game.

    WOUNDED GENERAL:

    Due to the introduction of a new character trait it is possible that your general remains wounded after a battle or an assassination attempt. In this case you better send him to a settlement with a hospital or a temple of healing, because otherwise he risks to remain permanently invalidated, resulting in reduced movement points.

    CRUSH:

    Sometimes when you enter a fort it may happen that your general falls deeply in love with a local beauty and looses all his militry initiative. This has been done to create even more permanent forts during gameplay, as computer generals remain stuck inside the fort (while the human player can use some trick to liberate his general from the spell).

    If this happens to one of your generals and he remains blocked with zero movement points, you can move another general to the same spot and transfer the love object. The new general will now be able to abduct the lady to wherever he pleases. His comrade will mourn the loss for the rest of the turn, but the next turn he will recover his usual movement points. However now the second general will have fallen in love with the lady. Therefore you should choose well where to abduct her, because your general is bound to stay with her until he is liberated himself. The best will be to assign the lady to an old governor who wants to rest his bones in a comfortable city without moving anymore. Married men, leaders with more than four command points and men with certain character traits ("girl crazy", "perverted", and similar) are excluded from this experience.

    FORCE DIPLOMACY:

    By popular demand, Force Diplomacy is now available.
    How to use Force Diplomacy in a campaign:
    1. Press Esc
    2. Go to Game Options
    3. Tick the box for "Reset Advisor" and continue back to the campaign map.
    4. Engage the diplomacy window with another faction via a diplomat.
    5. Click the "?" in the top right hand corner of the diplomacy window
    6. The advisor will appear. Click "show me" and then click the advisor's face to make it go away.
    7. Select the offers/demands as required.
    8. Offer these to the AI faction. It will accept them.
    NOTES:
    - This process must be repeated each time that you would like to force your diplomatic actions on the AI.
    - The AI cannot agree to demands that it physically cannot carry out (e.g. it cannot give you money it does not have).

    -----------------------------------------------------------------
    INSTALLATION:

    To install the game you need a vanilla version of Rome Total War upgraded to versions 1.3 and 1.5. Unzip the file with Win RAR and move the folder RTH into your Rome Total War folder besides the original Data folder. Do the same with the “Rome Total History mod” launcher and eventually open properties to correct the destination path. Use the launcher to start the game.

    This is a tested version. I’ve played it for months and it appears to be very stable. If you find any problems please report them here.

    Instructions for NON Steam users:
    1. Download RTH 1.6
    2. Extract the files using winrar and move the folder RTH into your Rome Total War directory
    3. Create a shortcut of your RTW.exe and move it to your desktop
    4. Rename the shortcut to "Rome Total History"
    5. Right click the shortcut and go to properties. In the target line after all quotations, add -show_err -mod:RTH

    Instructions for Steam users:
    1. Download RTH 1.6
    2. Extract the files using winrar to "programfiles(x86)/steam/steamapps/common/RomeTotalWarGold
    3. Go into your steam library and right click Rome Total War, then go to properties and click on "Set Launch Options"
    4. Put -show_err -mod:RTH
    5. Optional: Create a desktop shortcut

    Enjoy and spread the word!
    Creator of Rome Total History
    Rome 2 sucks, EB, RS and RTR were yesterday...
    Don't you feel like it's time to move on?
    Explore the ancient world, fight epic battles,
    conquer beautiful queens and princesses...
    Try a new groundbreaking mod:
    Experience Rome Total History!
    Play RTH or wait for Rome 3!

  16. #76
    Blopwerth III's Avatar Civis
    Join Date
    May 2014
    Location
    Earth...I hope?
    Posts
    158

    Default Re: Rome Total History (RTH) General Discussion

    This is my nerd porn. Thank god.
    Blopwerth III, the not-quite-emperor formerly known as Pringles VII!

    (It might or might not involve copyright.)
    Pointless Norwegian flag!

  17. #77

    Default Re: Rome Total History (RTH) General Discussion

    Rome Total History is a mod conceived for RTW, but with a minimum of changes it can also be played under Barbarian Invasions or Alexander. Especially Alexander offers better stability and ai performance. Here are some instructions by Archaeopterix on how to get the game going with Alexander:

    Quote Originally Posted by Archaeopterix View Post
    .../.../alexander/data/chat_filter.san






    ... you must copy the file... then, add to your modfolder... then, create a shortcut using the ALX.exe

    example for the line in the shortcut:

    "C:\...\Rome - Total War\rometw-alx.exe" -mod:RTH -nm -show_err -noalexander


    ... of course, the player must to have ALX installed...

    greetings.
    It is really easy, but if you have any questions don't hesitate to post them here.
    Creator of Rome Total History
    Rome 2 sucks, EB, RS and RTR were yesterday...
    Don't you feel like it's time to move on?
    Explore the ancient world, fight epic battles,
    conquer beautiful queens and princesses...
    Try a new groundbreaking mod:
    Experience Rome Total History!
    Play RTH or wait for Rome 3!

  18. #78
    Hanti's Avatar Semisalis
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    Default Re: Rome Total History (RTH) General Discussion

    About: Rome Total History 1.6.

    Downloaded and tried it (a little).

    Text based on Carthage faction.

    Suggestion 1: please remove peasants from game, as they are useless as army forces. You can substitute them with cheap militia units (most ancient cities had them). It would be unit of max soldiers/min upkeep form to constitute real militia (little fighting abilities, good police force).
    You have militia units in game (but 240 peasants have 100 gold upkeep and 160 town militia has 100 gold upkeep, so militia is worse choice).

    I know they are anti-CTD unit, so you can just replace them with militia.

    Suggestion 2: don't understand why barracks gives minus to happiness and law. If they produce national/faction units it would be wiser to give them bonuses to happiness and law but minus tax (as maintenance cost). Mercenaries could give minuses.

    Suggestion 3: don't understand why school (scribe school) has minus to happiness (they were not forced schools in ancient times, only those who wanted to attend and had money used them, so why problems with happiness?)

    Suggestion 4: Trade Caravan should definitely brings happiness. In those time arrival of caravan was rather pleasant event.

    I like the layout of cities and units on map as campaign start. At least for Carthage it looks sensible.

    Suggestion 5: sometimes mines are useless. If I need to throw 2000 gold to build mine which give me 200 gold a turn it's useless. It's less than upkeep of 1 simple infantry unit (Poeni Infantry).
    Last edited by Hanti; June 26, 2014 at 02:15 PM. Reason: added thoughts

  19. #79

    Default Re: Rome Total History (RTH) General Discussion

    Thanks for your feedback and suggestions. I'll try to answer some.

    1. Peasants are from vanilla and they can't be completely eliminated from the game. Maybe that's what you wanted to say with "anti-CTD"? In any case I wouldn't gain any slot for additional units. Moreover, I don't think they are completely useless. I often build them to control the population or to transfer inhabitants from one quick growing town to another with slow growth where I'd like to build a port. In certain situations they are even decent fighters better than militia, for example against cavalry. My experience is that the ai doesn't build them very often and usually prefers militias. That's fine for me.
    2 and 3. Due to the introduction of many additional temples, as the game proceeds, most cities tend to be quite happy. To keep the game challenging in later stages I have introduced a certain malus on happiness. Unfortunately this is not possible on units, as you suggest, but only on buildings, and so I chose barracks and schools. However I agree with your argument, that schools were not obligatory, and so I will reconsider this and try to find some better buildings where to apply a malus on happiness.
    4. I agree with what you say, but as I explained above, the cities are already quite happy and so in the end I preferred not to add any further happiness bonus. If you make the experience that I'm wrong and your citizens tend to be unhappy because I did too much in that direction, let me know, and I'll add more bonusses on happiness following your suggestions.
    5. The mines have still their vanilla values. They are a big long term investment, indeed, and you should consider well when and where you want to build them.
    Creator of Rome Total History
    Rome 2 sucks, EB, RS and RTR were yesterday...
    Don't you feel like it's time to move on?
    Explore the ancient world, fight epic battles,
    conquer beautiful queens and princesses...
    Try a new groundbreaking mod:
    Experience Rome Total History!
    Play RTH or wait for Rome 3!

  20. #80
    Hanti's Avatar Semisalis
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    Default Re: Rome Total History (RTH) General Discussion

    Philadelphos have you ever consider changing colour of Seleucids to something more different form Rebels? They are so similar. I would try something full blue or dark blue like red 21, green 47, blue 184.
    http://www.color-hex.com/color/152fb8

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