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  1. #1

    Default Questions about mod...

    When i got R:TW first i was pretty disappointed with the campaign as stupid factions like reclusive Britton would end up conquering the world, and it looked really childish. Then i discovered this mod and i love it. Its realistic, got all the historical units and minor city states (unbelievable they were not in the stock game), and no stupid four Rome faction things, and the battles require strategy.

    But there were a few suprises, most i quickly got used to and realised it was were far better with them, but other things im not so sure about.

    The main thing is the Roman units, im missing things like archers, i know Rome never really used their own citizens for this but theres no replacement which Rome would have used, like a Italian Archers unit (well not that i know of...) Also as i have only just started my campaign im not sure about what auxiliary units are available. I mean will it actually be like real auxiliary where i recruit them from conquered territories, and if so what Roman auxiliary are available? I mean are they actually classed as auxiliary and will have Roman style armor and equipment, or do you just use natives like warband or something, or can you just recruit the same units in the annexed territories as you can in say Rome? Also why are these kind of units not in the rooster for custom battle? I mean in the campaign, i like the Romans have been using Italian cavalry yet its not available for custom battle? Why not have units Rome would have used in Romes rooster for custom battle?

    And about the reforms, why are the legionnaires so early, i don’t know what date the game ends, is it earlier with the mod? Or did the stock game introduce units Rome would not have had at the date? they cant form turtle wasnt that and early invention?

    Apart from these things i love the mod, its excellent....Well done, one of the best mods for any game.
    (btw im using the platinum edition)

  2. #2

    Default Re: Questions about mod...

    The archer question is there to hunt the modder I see, but from what you`ve said you don`t seem convince of its accuracy either so I`ll not have to say that again.

    The auxiliary you will be able to recruit as the romans are those that you name natives. Those auxiliaries that you see on Trajan`s column and you had in vanilla appeared in that organized form much later and are outsite this mod`s timeframe(which is 280 - 1).

    The aor units are not available in custom because... I don`t know why. You can allow them in simple by removing the no_cusotm attribute these untis have in export_descr_units(from Rome - Total War/data). Though if you do that make a backup of the file first just in case you mess it up.

    The reforms have nothing to do with the mod itself. They happen as soon as you build an imperial palace outside Rome, but in Italy. If you want to delay them you can (when playing the romans) by holding back on building that.

  3. #3

    Default Re: Questions about mod...

    Thanks for the reply.

    "The archer question is there to hunt the modder I see, but from what you`ve said you don`t seem convince of its accuracy either so I`ll not have to say that again."

    Im sorry but i dont understand what your saying here? Its propably me. When you say hunt the modder? I hope you dont think i meant offence.

    But like i said, does this mod end earlier? Im not sure of the unmodded game end time as i havent played the campaign properly...does it end later then AD1?

    And is there a mini mod for RTR that extend the time and introduces the later legionnaires and auxiliary?

    O yea and my Pc is not great and i have seen pictures of a grass mod, is this easier on the CPU, as i have my grass turned of with this mod.

  4. #4

    Default Re: Questions about mod...

    Quote Originally Posted by ricbar89 View Post
    Thanks for the reply.
    Im sorry but i dont understand what your saying here? Its propably me. When you say hunt the modder? I hope you dont think i meant offence.
    No, I meant that it is one of the most frequently asked questions. If you look in the RTRPE sub-forum you`ll find one as recent as a few days. Someone should have answerd this in the pinned FAQ better so that it doesn`t have to be debated everytime. That is what I meant with haunted(I meant haunted not hunted). There was no offense taken. Don`t worry.

    But like i said, does this mod end earlier? Im not sure of the unmodded game end time as i havent played the campaign properly...does it end later then AD1?
    No, I`ve already told you, the timeframe is (to quote descr_strat) :
    Code:
    start_date	-280 summer
    end_date	1 summer
    This is there for the win condition only I think. Once you get there you have the option to go further. I remember in vanilla I went up to 30 AD iirc.

    And is there a mini mod for RTR that extend the time and introduces the later legionnaires and auxiliary?
    Extending the time(slightly) I think there are, but introducing the lorica segmentata legionaries if that is what you meant, then I don`t think so. In the RTR Platinum sub-foum above(presuming you are playing RTRPE) there is pinned thread for modifications. See if you can find anything interesting you(that is also still alive and brought up to date).

    O yea and my Pc is not great and i have seen pictures of a grass mod, is this easier on the CPU, as i have my grass turned of with this mod.
    Depends of what grass mod you are refering to. A grass mod that enhances the visual aspect might make your game to lag. But, if you make a backup of the files first you can just try it out and revert the changes later if you don`t want them.
    Last edited by florin80; September 23, 2007 at 08:45 AM.

  5. #5

    Default Re: Questions about mod...

    Ok, thanks for the help, i have one more thing though. My cities are growing and im getting messages to build a new pro-consoles palace or what ever but theres no option in the build rooster? Only does it sometimes, think it depends on the city size. This something to do with the mod? Populations have to be higher or something, because im worried about squalor....

    "I remember in vanilla I went up to 30 AD iirc."

    Thats what i was looking for lol.

    Thanks for all the help!

    14 years of war and the Italian Peninsular is almost mine, apart from two independent city states. loving this mod.

  6. #6

    Default Re: Questions about mod...

    About the goverment buildings. Apart from you missing them in the building panel maybe you`ve ordered a unit there and that took away some people, enough for the population to be bellow the level required(and which generated the message in the first place).

  7. #7
    Brusilov's Avatar Local Moderator
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    Default Re: Questions about mod...

    I am currently playing a Macedonian campaign in RTR 6 Gold and it's running to 10AD (or later). The game simply keeps going past 1BC to 1AD (I missed the turnover (again)).

    Some RTR 6 Gold games where I played as Romans it started to hit CTDs around 50BC. Using the Romesage utility I was able to move the date forwards a year or two at a time. Finally, around 10BC the game settled down and I played one campaign until after about 77AD - the following is the action in Britain (Amenia is my protecorate and Parthia is their ally).



    I don't know if RTR PE is any different to RTR 6 Gold (it may be).

    If you are playing Romans (and some other factions e.g. Gaul) and want to use archers send a family member to Greece or Crete and hire Cretian Archers as mercenaries (they are very good archers). I think they may be available in Asia Minor as well. Once the Marian Reforms kick in you can train Syrian Archers if you hold the settlements in Syria (there are three or four settlements that can train them).

    This is a screen shot of them (at that time I didn't use minimal UI, but I do now).


    Last edited by Brusilov; September 25, 2007 at 03:51 PM. Reason: Added note about Syrian archers

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