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Thread: Roma Surrectum 2.6 patch

  1. #1

    Default Roma Surrectum 2.6 patch

    Hi everyone!

    We are proud to announce the release of the Roma Surrectum 2.6 patch!
    This patch contains many bugfixes and improvements, you can find a somewhat exhaustive list below.

    The link : (if you have any trouble with Mega, please tell me that I can upload it somewhere else)
    Unless you have 7-zip, please use the first link!VtNiXTCa!M2NW5h...ePc__1fjyrAHlY
    ModDB: Roma Surrectum 2.6 patch!0pVjwCLC!dowUEh...xa0SBhoW58YEgM

    Winrar version of RS2.6:

    Posted April 28, 2015
    Zip file version:
    New link number 0ne:!TVVC1AhJ!tXmv8l...mAfgeSgou0enxA

    and number two:

    Installation instructions :
    -You need a clean RS 2.5 install, either 2.0 + 2.5 patch, or the 2.5 installer. You should be able to install the 2.6 patch over your current install, but if you encounter any issue, please attempt a clean install.
    -Download and extract the 2.6 patch.
    -Open the patch, and go the directory where you can see several folders, including "data" and "Play_***" folders.
    -Copy everything (ctrl-a then ctrl-c)
    -Open your RS 2.5 install folder, and go to the directory with "data" and "Play_***" folders, as well as the game exe(s).
    -Paste everything (ctrl-v). When asked to merge folders, answer yes; when asked to overwrite files, answer yes.
    -You now have a functional RS 2.6 install!

    Please note that this patch is NOT save-compatible.

    Additional notes and known issues :
    -For Steam users having a "failed to find steam" issue, copying the steam.dll file found inside the steam folder to the rome folder seems to fix this.
    Solution courtesy of patriots190.
    -The pontus 0 turn campaign starts a Belgae campaign, a fix will be released as soon as possible.
    -Some EDU found in IMPORTANT_STUFF have been deprecated, and will results in an error.

    Bugfixes and improvements :
    Fixes/Updates in 2.6
    1. ALL faction class triggers are now fixed and working as they should, thanks to 'ur-Lord Tedric' who pointed out that they were NOT working at my dismay.
    2. The Celtic hillfort has been fixed....well, the pathfinding, anyway, is a ton better as units can no longer approach and get caught on the walls.
    3. The 'Economic' trait and faction leader standing traits and associated traits have been reworked some, and are working much better. Descriptions have been changed, and they make more sense now.
    4. Fixed issue where a Roman Rebel army continuously spawns near Capua. It was a script error that left the army spawning all the time.
    5. The trait that prepares Roman Governors for rebellion has been unhidden, and what is going to happen is now explained in full detail. It sorta gives the whole deal away, but there was too much confusion over what was happening without this.
    6. Loyalty and how it is 'dished out' (or not) has been changed. Now, Senators who approve of the FL will have increased Loyalty, or if they disapprove, they will lose loyalty. Loyalty was also removed from a number of traits where it just didn't necessarily make sense to give out disloyalty or loyalty bonuses. Also, setting taxes to Very High will eventually incur the wrath of the people, and your Governor will start losing loyalty. It will be ok for a few turn to gain some extra cash if need be, but after that the piper comes for his pay.
    7. Roman military ranks have been gone over extensively (still working on this to see that all is well), with many corrections and fixes. Tribunes should now become Legates after the Reforms (if they are Patricians), or progress in the Equestrian military or civilian careers as they should. A new trait: 'Roman Cavalry Decurion' has been added for Equestrians, who then progress to Tribunes before the reforms.
      Many other fixes to Roman military leadership being tested and watched.
    8. Roman cavalry has been reworked in light of some new research and ideas\input. Rome will no longer have access to the Campanian Cavalry in Capua. The reason being that the Capuan revolt happens very quickly, and historically, the Romans crushed this revolt and wiped out or enslaved the Capuans. The Capuan Campanian cavalry would then no longer exist, so it's silly for the Romans to be able to recruit them. The unit 'Latin Medium Cavalry' has also been changed and redefined as Roman Equite this time in history reflecting that the Equestrian Class...or Roman Knights, had been nearly wiped out in the 2nd Punic War. So the unit will be recruitable ONLY in Rome, and cost an arm and two legs. The 'normal' Roman Equite has also been changed to reflect that these men are now 'The First Class of Commoners'....Roman citizens who have volunteered to serve as cavalry because it is more prestigious than serving in the infantry. This more historically represents them. The Romans will have access to Gallic Cavalry in northern Italy as a supplement to their own, and to a new unit that replaces the redundant 'Praetorian Prefect', called 'Allied Germanic Cavalry', in regions on the other side of the Alps. The cost of all Roman cavalry has also been doubled or more.
    9. At present, it seems that the various map CTD's we were having have been fixed, but I have asked a player who is having issues with CTD's during battles to test something for me to see if it is related to this phenomenon that was not present in RS2.1a. (This problem was found and fixed.)
    10. Fixed an issue reported in the Forum...but whose cause escaped me until 'ur-Lord Tedric' pointed it out. The top level bonus description for the Economic balance trait was using the first level description by mistake...therefore incorrectly reporting that that your economy sucked.
    11. Fixed an issue where all Spartan characters go through the Agoge and pass. Thanks to 'Lostsoul' who sent me triggers that fixed this.
    12. Added an alternate 'ambush' formation to the formations_ai file alternates for Alex. Fixes CTD in Alex when an army is ambushed.. Thank you 'Resef' for posting this fix.
    13. Weakened the indestructible elephants.
    14. Fixed a wrong settlement name in all of the scripts, thanks to Paedric for spotting it..
    15. Fixed issue with ships and fleets not being able to combine. Thanks Chernish for persisting and testing the fix.
    16. Fixed backwards and otherwise mixed up 'construction' bonuses in EDCT and EDA.
    17. Fixed issue where Barbs and Nomads couldn't build last two levels of temples, and added weapons bonuses to 'pantheon' level of the Battle temples.
    18. Revamped the economy for all campaigns.
    19. Fixed historical event where Vesuvius erupts at the wrong time.
    20. A number of new 'event pictures' for all cultures, updated using RS2 units. How many of them is up to 'RomanHeart', who is making them.
    21. Roman Leadership has been gone over with a fine-tooth comb and works great now. A few new traits, and many, many adjustments.
    22. Continuous second rebellion has been fixed.
    23. Added loyalty to the Seleucid campaign.
    24. Fixed a number of trait triggers that weren't working correctly.
    25. Added a 'UnitSize' trait, triggers and scripting so that population is adjuested properly according what setting you are playing.
    26. All one-turn campaigns have been meticulously gone over and adjusted for playability, and 0-turn campaigns adjusted to help control the number of armies and battles.
    27. Unit stats have been redone completely.
    28. Changed the way Roman reforms occur. You start out with Polybians. When the Marian Reforms occur, the Polybians disappear and are replaced by Roman Legionaries....the First Cohort is given a Legion name according to historical evidence (in Italy), and according to region elsewhere. (The BI Legion naming system.) When you build the Roman Fortress, the first of named and numbered Legions appear in THAT barracks, replacing the Generic Legionaries.....but the Generic Roman Legionary will still be available elsewhere. You could play the rest of the game this way if you wished. But if you build the Circus Maximus' in Rome, the script will build a building called 'augustan_reforms' that will make the Imperial Legions appear, and all Roman Auxiliary units. The Generic Legions will disappear from all barracks.
    29. And, there have been numerous other small fixes here and there as people have reported them. So I'm hoping the next release will have a clean bill of non-CTD health, and please 'most' people. But it will not be save game compatible, so I'm waiting for the rest of this stuff to be fixed.
    30. Battlemap terrain and lighting improvements.
    31. Non-Roman one turn campaigns made significantly more challenging and individualised for each faction by creation of scripted buildings at the campaign start.
    32. "Survival script" to encourage a more balanced strategy map.

    Have fun!

    This is the fix for the Seleucid campaign:!zUNiSB5S!35BhDszhi...Z-RcoutR_4PjRM

    Download and extract the two files in the package.
    Copy export_descr_character_traits.txt into the 'Play_Seleucid\data' folder.
    Copy export_VnVs.txt into the 'Play_Seleucid\data\text' folder.

    This should fix CTD's with random characters who are getting a hidden rebellion trait.

    The following download link will fix the ship recruitment in the Play_Carthage 0-turn campaign:

    Extract the file and copy it into the 'Play_Carthage\data' folder, overwriting the old one.

    The descr_strat file attached here is the fix for the Pontus campaign. Copy it into the 'Imperial_campaign' folder of the 'Play_Pontus' campaign.

    The export_descr_buildings file is the fix for the Roman 1-turn campaign where an Allied Velite is missing from recruitment.
    Attached Files Attached Files
    Last edited by dvk901; May 10, 2016 at 01:36 PM. Reason: Added notes
    Under the patronage of apple.
    Patron of ybbon66.

  2. #2
    Join Date
    Nov 2009
    Gothenburg, Sweden

    Default Re: Roma Surrectum 2.6 patch

    It's here!!!

  3. #3

    Default Re: Roma Surrectum 2.6 patch

    Download confirmed - works well. And goodness! First.

    Or not it seems......
    "VH campaign difficulty is bugged out (CA bug that never got fixed) and thus easier than Hard so play on that instead" - apple

    RSII 2.5/2.6 Tester and pesky irritant to the Team. Mucho praise for long suffering dvk'.

  4. #4
    Bcman's Avatar Senator
    Join Date
    Mar 2011
    Chicago IL

    Default Re: Roma Surrectum 2.6 patch


    Sent from my iPhone using Tapatalk - now Free
    Bye day the banished sun circles the earth like a grieving mother with a lamp- The Road

  5. #5

    Default Re: Roma Surrectum 2.6 patch

    Thank you!

  6. #6
    bobbyr's Avatar Semisalis
    Join Date
    Apr 2013

    Default Re: Roma Surrectum 2.6 patch

    Fantastic work team. Thank you very much!

  7. #7

    Default Re: Roma Surrectum 2.6 patch

    Oh yes! Praise the gods! Praise you! Thank you so much! +rep all for you!

  8. #8
    Ye Olde Fahrt's Avatar Miles
    Join Date
    Jul 2011
    Helsinki, Finland

    Default Re: Roma Surrectum 2.6 patch

    Great jobs, team RS!
    (Gott Mit Uns! - 1648 Drei▀igjńhriger Krieg) (Unbowed. Unbent. Unbroken. House Martell - Westeros Total War)
    My garden may be smaller than your Rome, but my pilum is harder than your sternum. - Roma Surrectum III

  9. #9

    Default Re: Roma Surrectum 2.6 patch

    Uhu! Got it! Thanks so much RSII Team!

  10. #10

    Default Re: Roma Surrectum 2.6 patch

    Awesome! But does hillfort fix patch count as clean install of 2.5?

    Sent from my iPad using Tapatalk - now Free

  11. #11

    Default Re: Roma Surrectum 2.6 patch

    Glory to the RSII team! It's time to...

  12. #12

    Default Re: Roma Surrectum 2.6 patch

    Smargoos : yes, since the files affected are overwritten.
    Under the patronage of apple.
    Patron of ybbon66.

  13. #13

    Default Re: Roma Surrectum 2.6 patch


    Got a problem here - with neither WinXP nor Win7 will the zip file extract - it fails as soon as it gets to the first file (not folder) and repeats for others (the various RTW/BI/Alex batch files were first). It says the compression method is not known or copying fails for an unknown error (dependent on OS)

    "VH campaign difficulty is bugged out (CA bug that never got fixed) and thus easier than Hard so play on that instead" - apple

    RSII 2.5/2.6 Tester and pesky irritant to the Team. Mucho praise for long suffering dvk'.

  14. #14

    Default Re: Roma Surrectum 2.6 patch

    Please, load a patch on other file hosting service! It is impossible to download!

  15. #15

    Default Re: Roma Surrectum 2.6 patch

    Instead of a patch the browser is downloaded at the link the Opera.

  16. #16

    Default Re: Roma Surrectum 2.6 patch

    I've added a new link which should work with every unzipper.

    @primipilaris : I'll upload it somewhere else too.
    Under the patronage of apple.
    Patron of ybbon66.

  17. #17

    Default Re: Roma Surrectum 2.6 patch

    downloaded and patched but mine is now saying failed find steam, and steam is running
    Last edited by z28man; August 24, 2013 at 02:38 PM.

  18. #18
    Join Date
    Mar 2009
    Ašores, Portugal.

    Default Re: Roma Surrectum 2.6 patch

    Awwww yeaaah!

  19. #19

    Default Re: Roma Surrectum 2.6 patch

    Download and un-zipping works a treat (NB - ordinary 'Zip' downloads incredibly fast too!).

    However - I think there may be a problem - let's see if anyone else has it......

    Post Launcher enabling - "Script Error in data/descr_event_images.txt at Line 2984 Column 1 - Unknown event string settlement_razed"

    Hopefully an easy fix.
    "VH campaign difficulty is bugged out (CA bug that never got fixed) and thus easier than Hard so play on that instead" - apple

    RSII 2.5/2.6 Tester and pesky irritant to the Team. Mucho praise for long suffering dvk'.

  20. #20
    Join Date
    Mar 2009
    Ašores, Portugal.

    Default Re: Roma Surrectum 2.6 patch

    Sorry, but i was under the impression that the economy of "provincial" campaigns (syracuse, massilia etc) was to be applied to the grand campaigns. That is to say, the building prices of the smaller campaigns was also to be used in the larger ones. This doesn't seem to be the case (?)

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