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Thread: The Wise Coffin - SPQR V9.0 (Second Impressions)

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    Default The Wise Coffin - SPQR V9.0 (Second Impressions)



    This is my apology video for the other one, hope you enjoy.

  2. #2

    Default Re: The Wise Coffin - SPQR V9.0 (Second Impressions)

    Thank you for taking the time of making another video with Rome even though you were sick.

    You lost the Battle because of tactics, You needed to save your Velites for their Elephants and make formation lines. Basically you have to apply real life tactics as back then to fight in this mod or you will lose. SPQR was first made in Nov of 2004 and has been improved upon since then, it was one of the first 2 mods before EB came out. There was RTR and then SPQR which stands for "Senate and people of Rome", but of course in Latin.

    The Battles are longer, but that is to allow you to break morale and move your units as you would in real life, but this was balanced not to be too long. SPQR is more simple in buildings etc. But its the gameplay that was more important to me. SPQR is one of the mods that the Late campaign can be more interesting than the early campaign. The Battles have carefully tuned settings to provide the most realistic battles that can be played on RTW, and the AI is also improved as best as possible with this Engine.

    There is a lot of money in SPQR, but you WILL need it in later campaigns, as each army is really a LEGION in SPQR and not an army like other mods, so you can end up having 4 Legions and 4 Alae to start a campaign against another faction. There is also a Garrison script which allows for wonderful sieges among other things. You can end up losing Legions in Civil wars etc. Here is a copy of the Readme to show the level of changes which are not that simple, but I do agree with you, I believe in keeping things simple and then you have less BUGS, SPQR mod is considered the most bug free mod out there for RTW.

    Overall I thank you for your impression and every mod is different, everyone likes different ice cream flavors. Mods are flavors, but I would have loved to see you learn about the tactics for the Battles so you can enjoy the mod better. I think you would like the battles and campaign once you figured out how things work. Vanilla and other mod players that play SPQR for the first time usually Lose fast and that is not a bad thing as it means that while being simple in some areas, SPQR is a much harder mod over all.

    ===== SPQR Total War: 6.4 ====

    1. Added New models and skins for All Factions, including rebels
    2. Cherry Vanilla Pack, Trivium mod added to this modification. It fixes a Number of RTW Bugs dealing with VnV etc.
    3. Added an expansion to CVP with adds more traits etc. GAFHMod
    4. You can recruit first Cohorts, remember historically there was 1 per Legion. Try not to build an army of them.
    5. Building times have been adjusted to a more realistic build time.
    6. All nations are playable in the campaign except Spain, SPQR, Briton, Scipii, Brutii and Slaves.
    7. All units have 0 wait time and allows you and the AI to build as much as you can
    afford and the population will allow. This is what Makes SPQR unique.
    8. Upkeep costs of units are lowered to allow more armies in the field at one time.
    9. Siege weapons for Ballistas and Scorpions have more Artillery.
    10. Spartans have unbreakable morale and will NEVER retreat off the field.
    11. Head Hurlers are now an Infantry unit and no longer a missile unit, they still throw heads before attack. Heads will do no damage, but units do frighten Foot & Horse.
    12. All regulars spears have the Spear attribute, Phalanx do not, to prevent disadvantages.
    13. Arcani, Druids, Legion Cavalry, War Dogs, Flaming Pigs, and Screeching Women are removed from the game.
    14. Archers and Slingers have increased Ammunition
    15. Increased the Number of Siege Ammunition
    16. Battering Rams have better Health and Flame resistance.
    17. Urban Cohorts are now an upgraded Town watch, they appear after Marius Reforms.
    18. Praetorian Cavalry and Infantry only belong to senate now.
    19. Campaign AI has been adjusted for aggressiveness.
    20. Elephants have been added to Egypt and Armenia, but they must own provinces with that resource.
    21. Elephants numbers have been reduced to a more realistic number.
    22. Added Experience Bonuses to Taverns and Academies
    23. Triarii now buildable when Princepes are.
    24. Ships have been adjusted to sink more often
    25. Chariots are improved and will not stop and go all the time like before.
    26. Senate recruits only Praetorians in the campaign game from start.
    27. The Better barracks for Late Legion Cohorts replaces Republican Cohort units. Only build the barracks if you wish to build just the Late Cohorts for that city. Late Legion Cohorts require Imperial Palace. This limits the recruiting areas and allows one to play with early cohorts longer.
    28. Barbarians have been given a loose Square formation that is better than Horde formation but looks similar. AI reacts better than using Horde.
    29. All Phalanx units have tighter side by side grouping to reflect a more accurate Phalanx, also better protects from breaking into the phalanx.
    30. Better start garrisons for other factions. Romans factions have a small legion force.
    31. Rome is now at war from start of game with Macedon, Greece, Germany, Gaul, Carthage.
    32. Macedon and Seleucid have Militia hoplites removed, they have Levy pikemen.
    33. Increased Cost of certain buildings: Palaces, Entertainment, Mines, Roads, walls, docks, have been increased to balance money concerns with the extra provinces.
    34. New Units have been added: Carthaginian Archers, Carthaginian Numidian Cavalry, Roman Slingers, Briton Peltast, Briton Archers, Egyptian Elephants, Armenian Elephants, Dacian Bastarnae, Pharaoh’s Spearmen Guards, Pharoah Swordsmen Guards, Sword Hoplites
    35. ALL units have been redone from scatch and are now more balanced to make the game more enjoyable for battles.
    36. Battles last a LONG time now, Movement has been reduced also.
    37. Fighting in Snow, Woods, gives advantages to Barbarians, Cavalry gets penalties fighting in woods.
    38. Early Legions have been changed to reflect more accuracy for Caesars Legions, they no longer look like Late Legion clones.
    39. Carthage and Egypt now have Ballistas, Barbarians no longer have Onagers.
    40. STONE throwing Ballistas added to the game, Egypt, Greeks, Roman, Carthage can build them with Catapult Barracks. The do not have Flaming boulders, so strategy must
    be used whether to use Ballistas or stone throwing ones. The later does Much more damage to walls, but is not good against infantry.
    41. Heavy Onagers removed, Regular Onagers available when you build Siege Barracks. Still available in Custom Battles.
    42. Repeating Ballistas Removed from Campaign game, Scorpions do the Job of repeating ballistas anyway, Unrealistic siege weapon and redundant, I think the stone throwing ones are MUCH better.
    43. Scorpions are now an After Marius Reforms Item, so you will NOT see them until Marius Reforms.
    44. Large and Epic Stones walls cannot be built in Campaign game, They were not very realistic and since CA didn’t make the ladders for them as they planned, makes these walls more like Disney land. Lol But I did leave them available to the Senate to make it Harder to take. So only the Senate and certain capitals can build these walls now, everyone else just Stone walls.
    45. Removes all temples from Romans Except Jupiter.
    46. Removed all farms from Romans except the first 3 farms.
    47. Special tweaks made for population control, Temples population and experience bonuses work only for other factions not Romans, also Taverns work on for Barbarians. So unless the temple has a happiness or law bonus you want, it would be better to destroy it and build the Roman Temple. If you take a province with a tavern remember it only gives bonuses to the barbarians. You should destroy it if you are not a barbarian
    faction. I believe the above changes will solve the problem for Roman population explosions.
    48. Added Scutarii and Bull Warriors to slave, so Spain rebels build them now.
    49. Some Minor music added to the game for the Roman factions
    50. Removed annoying the “Day is ours” etc. from the game.
    51. Removed the Gong sound when ending a campaign turn.
    52. Cost rebalance for all units for Multiplayer Battles.
    53. All cavalry are more effective now in flank and rear routing of units.
    54. Made 3 Shades of red for Roman Factions. Senate now a dark purple.
    55. Added a Zone of Recruitment for Legionary Cohorts, Princepes, and Triarii. They Only can be built in Italy and some bordering provinces, marked by a little Roman shield for provinces that can recruit them, cohorts, and 1st cohorts.
    56. Changed speed of Roman Medium cavalry to be faster than before.
    57. Adjusted Mass based off unit type and class. Heavy units now punch through light unit lines more.
    58. Increased Character Movement Points, Armies can move farther now.
    59. Roads now have Law Bonus, this is to reflect civilizations Laws and culture influence.
    60. Added Eastern, Greek, Numidian Legionaries to Their respective provinces for Roman Players. Do not be fooled these units are NOT as good as Italian Legionaries, but better than Auxillia. Black shield Icon marked provinces where they can be recruited.
    61. Adjusted Ships so Roman ships cost more and reduce build time to 0, Its MUCH harder now to keep the seas, and protect your supply lines!
    62. Removed Britons from Playable faction and removed their Boats, They will now stay on their Island like in Real life, yet that Island will be bloody to take!
    63. Foreign Temples, Taverns, Caravans, Secret police, Greek theaters, Blacksmiths now contain a Negative bonus which will hurt Population and Happiness. I recommend destroying the Buildings.
    64. Added New Loading Screen and New Intro Video. Added New menu video
    65. Added new FMV Videos for Lose, Win, and Death for Roman factions.
    66. Added New Judean Zealots, Judean archers, Rebel only.
    67. Added New Syrian Auxillia Archers for Romans.
    68. Added Stronger armies for Spanish Rebels, Bull warriors etc
    69. Added Gaul Heavy Spear Infantry, since Gaul has so few units and this was requested.
    70. Raised Purchase & Upkeep cost of Mercenary units.
    71. Increased abilities of mercenaries so they are more effected than their standard counterparts.
    72. Adjusted Sounds so Roman Soldiers say something better, plus attacks statements are changed also.
    73. Added Skymod for patch 1.5, Changes Weather and Time of day for Battles, morning, noon, and NIGHT BATTLES!
    74. Added 0ver 200 more Quotes Mod
    75. Changed Campaign menu maps to reflect the color and provinces each faction owns.
    76. Added new Campaign music for Egyptian faction
    77. Roman players can now recruit Praetorians "IF" they have ROME and if it has an Imperial Palace.
    78. NEW FORMATION! Shield wall for Roman Infantry units, this formation replaces the Loose Formation for Roman infantry units. Loose formation applies to all other units as normal.
    79. Added more grass to the battlefields.
    80. Added Buttons to SPQR for campaign that matches the Custom buttons.
    81. Tighter formations for most of the cavalry units.
    82. Added new Traits for more AI command stars
    83. Added New Group formations for Roman Player
    84. Docks on have 1 trade fleet for Romans
    85. Trading posts etc have less routes for Romans
    86. Added Legion Names to 1st cohorts. Each of the 28 Regions have one 1st cohort that has a specific unique legion name. It up to the player to play historically with 1 legion name per legion or not.
    87. Added New Triumph Trait for Romans, depends on how many enemies killed in battle, and how many provinces you take. Minor Triumph, Triumph, Large Triumph, Great Triumph, Spectacular Triumph.
    88. Added Sinuhet's Version 3 Formations customized for SPQR mod.
    89. Added New Icons on strategy map to show where Legions and imitation Legion can be recruited. Small Shields
    90. Elephants and Chariot Riders now use Javelins. Makes them more effective in the game.
    91. Increased mining bonus, and increased purchase cost, you also need a Large town to build the first Mine.
    92. Added New Ship Models for Campaign Map from Riczu
    93. Adjusted Particles to 2000 instead of 8000, much better performance for the HUGE battles in SPQR, plus no noticeable difference in Dust. Same was done for Smoke.
    94. Changed Unit sizes for all Factions, Battle more epic and Players playing on Large settings get more balanced gameplay.
    95. Besides adding new Roman fort that is fixed, I also added Forts for the Other Factions.
    96. Added new campaign map from Icetorque, custom adjusted for SPQR
    97. Spartans and Triarii can use Both swords and spears in battle.
    98. Added New horse mod tailored for SPQR
    99. HISTORICAL BATTLE DO NOT WORK CORRECTLY, PLAY AT OWN RISK.
    100. Romans only ones that build Stone Roads, but other factions get Trade bonus on dirt roads, so not penalty. Makes an area Romanized.
    101. Pre-Marius Artillery added, later replaced by Post-Marius Artillery.
    102. Night Battles in Campaign game and Custom Maps now work in SPQR 6.0
    103. New win conditions, you must take 155 province to Win in SPQR: TW
    104. NEW GARRSION SCRIPT, when running the script by clicking the ESC key and then clicking on the “?” Icon and then clicking the showme Icon under the adviser you will activated a script that produces garrisons when the PLAYER no matter which faction he or she plays, gets NEAR to or SIEGES the city. The script will automatically make a garrison as if the town gathered to fight off the attack. You will need to activate the script EACH time you LOAD a SAVED GAME. Otherwise the script doesn’t have to be loaded constantly
    while playing the campaign.
    105. SPQR Now ported over to 1.5 Patched RTW, DO NOT Use SPQR 6.2 Unless you have the 1.5 patch installed!
    106. Scipii and Brutii factions removed, SPQR now uses a Unified Rome, with the Senate still in control of Rome.
    107. Added Special EB animation pack from Alin, That adds, Javelin for Elephant and chariots, Roman Gladius fighting, Barbarian slashing sword (works for axemen also), foot archers, overhand hoplites and many more. All of which can be fast or regular movement depending on the unit.
    108. Mines Produce more Money than Vanilla mines.
    109. Senate starts out with 5 Legions but can recruit Praetorians anytime. Rome cannot last long if attacked to many times, defend her well.
    110. Elephants carry 4 riders now instead of 3. This makes them more effective than before.
    111. Assassin traits adjusted, the better the Forum the better the assassin.
    112. The player can now recruit Generals. The upkeep is low, but the purchase cost is high for the Romans. All factions can recruit Generals.
    113. Cost and upkeep for Diplomats, Assassins, and Spies have been raised. This allows a More strategic use for these useful and important units. Romans cost for these units is more than the other factions. As your empire Grows you will be able to afford more of these special units.
    114. Building Amphitheaters will allow the recruitment of Gladiators, each level allows a different type to be built.
    115. Game should be easier on Easy and Medium settings than for 6.0 version. Lower AI chevrons, and More mixed Units in AI armies.
    116. Greek_Cities and Macedon now have ability to make Elephants if they have the resource.
    117. 4 Turn per Year added to the garrison script this means if you use the script you must always use it during your campaign or risk corrupted saved games. No more turning the script on and off when wanted. 118. Higher level Barracks give Experience for Lower level units. Suggestion from a fan, which was a good idea.
    119. Fixed Auxilia Cavalry2, so some systems do not crash in loading battles. (Special thanks to jegui & ferres for pointing it out)
    120. Added new Loyalty traits for Roman Faction, so watch your Generals. Some Generals with 0 Loyalty may still stand you others may not, but in any case it is wise to watch the loyalty of your not so loyal Generals. Only taking care of the situation once it is obvious what they are doing.
    121. Added Warcry Back into SPQR barbarian units. (back by special request of some great fans)
    122. Added Original Vanilla Grass, so systems can get FPS boost. (again special request by the low end system fans)
    123. Added NEW Model/Skins for Late period Romans from Ferres.
    124. New Gloss files for the Romans, Parthian Immortals, Sacred Band, and Spartans.
    125. A NEW More Historical Map
    126. Added New AI formations for Battle AI behavior from Sinuhet.
    127. Archers Now Fire on heavy units, fixed a CA related bug that cause archers not to shoot at very heavy infantry for AI factions. You will need Testudo!
    128. Doubled Battle time so battles last twice as long as before.
    129. Greek and Macedon units cost more, making a little more challenge for those players, plus limits the massive armies they seem to wield because of money.
    130. Added New events that can trigger Governor Revolts and Also a New Trigger for allowing Characters to GAIN LOYALTY in Imperial Cities complete with all the buildings.
    131. Added new hidden traits and trigger that allow Generals that fought MANY battles to have units under their command have battlefield bonuses.
    132. ADJUSTED Imperial Legionary Skins and centurions to reflect a more Heavily Armoured unit.
    133. Cavalry has more effect on Attacking infantry from behind and in general.
    134. Garrison Script changed to reflect more archers since the AI uses them more effectively now.
    135. Spartans increased in effectiveness.
    136. Generals that suffers a clear defeat in more than 3 battles against the same nation (greek, egyptian, etc.), as a 70% chance of becoming Afraid of that People.
    137. Slaves are worth more now, A wise governor will see the value of Slaves.
    138. Keeping more than 100K in the bank will cause Governors to become unreliable, increasing to 250K, 500k, and 1M, Increase bad traits and possible revolts.
    139. Legionaries now recruited by Province, this means Legio 1 legionaries cannot merge with Legio 2 Legionaries. This adds more challenge to the game and is realistic. For people that play like myself, this change will not affect game play much. But will make others play similar to how the mod was Meant to be played.
    140. Legion Numbers now listed in City details and Name. No longer will you wonder which legion is from which province.
    141. Elections are picked from leaders that are not that Loyal to your faction, so the Senate can trust them, you may wish to keep 0 loyalty leaders for senate offices.
    142. Fixed minor Navigator Bug.
    143. Archer Ammo lowered because of archer fix double ammo is not needed now.
    144. Adjust Ancillaries for Players, No longer will it be so easy to get ancillaries of specific types.
    145. Adjusted General Units to the Proper strength due to changes with the Archer fix.
    146. Carthage is MUCH more powerful in SPQR now.
    147. Carthage under Hannibal has taken a Roman Province making them a SERIOUS threat early in the Game.
    148. Elephants are better balanced and MORE powerful, beware of them Javelinmen are a MUST.
    149. Adjusted Civilized Nations Cities, They now have Stone walls to reflect the OLD WORLD before the Rise of Rome.
    150. More Spartans for Sparta and Sparta starts out with No Walls.
    151. Macedon Toned down a little to prevent the overwhelming of other nations.
    152. Ancillaries have been adjusted or fixed.
    153. Garrison Script Modified Slightly.
    154. Character Traits adjusted on LOYALTY, helping the Player to get more loyal Generals at start.
    155. Adjusted Skins for Roman Units and Standards.
    156. Added more mercenary units, Now there are Spartan Hoplites, Thespian Hoplites, African Heavy ercenaries, Judean Mercenaries, Barbarian swords, noble cavalry, Barbarian Skirmishers, Sword Hoplites, berian Infantry, Cataphract Elephants
    157. Added more Mercenaries Per Province, Now there are a lot more to recruit.
    158. Mercenary Upkeep Lowered to Half the purchase cost with a couple exceptions.
    159. Increased Siege weapon numbers
    160. Increase Strength of Walls and Gates
    161. Adjusted Unrest, now with the exception of a few areas will have 0%-50% unrest all the time, some areas like Spain, Judea, and Briton will remain at 70-80% constant.
    162. Added more Gloss Files for Roman standards centurions, Greek _Cities, Macedon, Seleucid, and Carthage.
    163. Gladiators are ONLY recruitable in Capua now. Historical site for the best gladiators in Rome.
    164. Added new Officer Model for Romans, More realistic Higher quality than the CA model.

    -------------------------------------------------------------
    Changes\ Update Log: 11/11/2008
    ----------------------------------------------------------------

    ===== SPQR Total War: 7.0 ====

    165. Roman Generals now have missile units to prevent AI suicide charges.
    166. Super faction fix, now nations will no longer form superfactions like before
    167. Egyptians Walls added back into the game
    168. Larger Navies added to some other factions
    169. Carthage must be destroyed and you must own their lands for Marius Reforms to take place.
    170. Generals, Diplomats can only be recruited in Italy
    171. Auxilia Infantry, Syrian Archers, and late Auxilia Cavalry can only be recruited Outside of Italy
    172. Garrison Archers added to the game
    273. Battlefield heights fixed no longer huge mountains to fight on.
    174. New trade ships, Sieged model for campaign map, and wagons for trade.
    175. Removed some population bonuses so the AI does not produce to many men all the time.
    176. Cataphracts have saddles now.
    177. Auxilia Archers can only be recruited in the Middle east Now.
    178. Cost and upkeep of generals reduced
    179. Roman Peasants now available for transporting recruits to other provinces.
    180. As your Empire grows larger so does the possibility of Civil War, be aware it can happen at any time when you become a Larger Empire.
    190. First 2 levels of Blacksmith added to Romans, Though secondary level does not occur until Marius reforms
    191. NEVER NEVER stay in Senates Province, it is ok to pass through but do not end turn there, you violated the Laws of Rome and they WILL attack you.
    192. Many many small changes that I cannot remember now. See how many you can notice from before. ;-)

    ---------------------------------------------------------------------
    Latest Changes\ Update Log: 09/10/2010
    ---------------------------------------------------------------------

    ===== SPQR Total War: 8.0 ====

    193. SPQR 1.3 Addon (Has many units added to Mod, as well as Other changes)
    194. New SPQR map better battlefields based off of RS mod
    195. Hiring too many mercenaries can lead to general being disloyal over time.
    196. Mercenaries are not as loyal as your faction units. they cannot get paid if they are dead so they may run.
    197. Campaign AI and Diplomacy Adjusted.
    198. Several Bug fixes included Senate attack bug, Syracusa Garrsion Bug, Some model bug fixes.

    ---------------------------------------------------------------------
    Latest Changes\ Update Log: 09/29/2014
    ---------------------------------------------------------------------

    ===== SPQR Total War: 9.0 ====

    198. Roma Surrectum 2 Map addon to SPQR mod custom fitted to work with the mod by RS2 team.
    199. Improved Urban Cohort Model and features
    200. Fixed Graphical Bug with Egyptian Infantry Banner
    201. Updated graphics for Main Menu and Loading Screens (more polished now)
    202. Adjusted Roman Legionaries, Principes, and Hastatii to 180 men per unit, this was due to house rule of replenishment and hence needed a little more men to last.
    203. Improved Fleet use and added transport ships
    204. Added Greek Sword Auxilia unit
    205. Fixed unit cards for Eastern Auxilia units
    206. Marius reforms now happen when you take the city of Rome and have an Imperial Palace.
    207. Fixed script error to allow for spawning armies to appear properly
    208. Fixed invalid Traits and Ancillaries etc.
    209. Removed Greek, Armenian, and Numidian Legionaries
    210. Replace model and skin for Eastern Light Auxilia
    211. Replaced Model and Skin for Late Legionaries
    212. Replaced Model and Skin for Praetorians
    213. Added new banners and buttons
    214. Egyptian units completely replaced with new more realistic units
    215. SPQR battle map improved to be less hilly with less trees in open ground
    216. Added New German, Gual, Dacian models and skins from Algaman
    217. Changed Regular Spear units to Light Spear to make better battles
    218. Mass redone for all unit to prevent excessive pushing
    Last edited by lt1956; October 06, 2014 at 08:20 PM.
    Lt_1956
    Creator of SPQR:Total War mod since 2004

  3. #3
    Ultra123's Avatar Senator
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    Default Re: The Wise Coffin - SPQR V9.0 (Second Impressions)

    Well said lt. tbh in terms of battles SPQR for me along with RS2 is the best of the best in the rtw modding scene. The battles alone trump everything newer where only med2 can hope to have some good battles to stand the test of time.

    The balancing in SPQR is amazing, its balanced around rome and doesnt pretend to balance other factions, when played as rome the challenge and depth is astounding. Though off the record ive had some laughs and good fun playing with the greeks
    Originally Posted by Garbarsardar
    R2 is a deeply flawed, partially completed, hastily assembled, sub-par product.

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