I want to get back into TW and it's mods. The latest one that I have is v3.4 of ExRM.
I've just been reading about v3.5 and I'd like more info on it, where I can download it etc...
Thanks.
I want to get back into TW and it's mods. The latest one that I have is v3.4 of ExRM.
I've just been reading about v3.5 and I'd like more info on it, where I can download it etc...
Thanks.
If you look at this thread here:
http://www.twcenter.net/forums/showthread.php?t=179715
You should find everything you need to install the latest (3.5.2). If you don't mind waiting though, 3.5.3 should be available in the next few days, possibly the weekend.
Do you want to know about the mechanics and factions etc. as well?
I think I'm using 3.5.2 already, I thought a new version was already out.
Could you tell me anything about 3.5.3 ?
Well, 3.5.3 will feature the new Japanese faction, which will have samurai, ninja that have the hide_anywhere ability, samurai horse archers (complete with asymmetrical bows), and giant robots piloted by kids with _serious_ parent issues as their elite unit. However, despite popular request, there will be no 12-year-old Magical Girls with cat ears. We do have some standards.
Ok, here's the real changelog:
-Fix Mtksheta region
-No more Chaeonians or chariots as the revolt CTD fix unit
-Check on akontistai text display
-Increase anti-revolt-CTD merc price
-Made the Pyrrhus/Rome battle more balanced
-Get rid of all stables and ranges in DS
-High priority error to fix: http://www.twcenter.net/forums/showt...69#post6419269
-Nifty trick by PatricianS: Warning about wrong BI version
RTR Platinum Team Apprentice, RTR VII Team Member, and Extended Realism Mod Team Coordinator. Proud member of House Wilpuri under the patronage of Pannonian
The ExRM forum: come for the mod, stay for the Classical History discussions. Or vice versa.
My writing-related Twitter feed.
I'm quite embarassed to say I was getting excited at the prospect of Samurais. I only realised the joke when you mentioned robots.
So will it be mainly the same as the previous version but with a few minor things fixed such as CTD's ? Any new factions or units ?
Pretty much, yeh. The major change is the Rome/Epirus balance. The player is always much better than the computer at battles etc. and so what we needed to do was make Pyrrhus strong enough so that he gives the player a hard time, but not so powerful that he completely steamrolls a computer Rome. Hopefully we have the solution to that problem now.
How it changes the political situation in the western world at large... well, lets find out
We have big plans for the next version, which will take us a few months. Changes for this would include the addition of two "super factions" (or "minifactions" or whatever other names are used to describe it), systematized unit attack and defence stats, and some changes to some of the existing factions.
At one point the Galatians shall be starting off as a horde, but that will take even longer.
Last edited by Carados; December 15, 2009 at 12:19 PM.
Carados - It is not so much to make them stronger at the beginning; they are.
A Rome player, like myself, will wait after they have taken the rebel city north of Trentum before attacking and taking the town from them; they are barely a match any longer. They are easy prey and without a major army their remaining towns in Italy can be taken by the Romans in one turn.
I think, they need an additional strong army close to their capital to defend their remaining cities.
With these cities lost, I have never seen the Epikrots to develop into a major force.
Since we are on the subject of changes:
I would like to suggest to take out the "non-classical" roman units, such as Samnite Spears, etc.; I do not think they add very much to the feel of this mod. Just make them available as Mercs.
Last edited by Fridericus Rex; December 18, 2009 at 01:44 PM.
Yeh, I think you're meaning an earlier version here.
Currently the Romans have Corfinium, Paestum and Rhegium (though they could lose Paestum and possibly Rhegium sometime in the future). Pyrrhus has an even bigger army than before and the Romans have an army to oppose him. There is a screenshot of er... someone... and the casualties from their first battle against him. That should give you some idea of the size and power of that army.
The intention is for Laevinus to fight Pyrrhus alone during the first turn and to cause as much damage as possible to his irreplacable units. After the battle, should you have lost well you've removed a major headache with regards to upkeep. If you win, well, the whole of Magna Graecia is laid bare for you.
I've been campaigning for the inclusion of Ambrakia for Epirus and they should be getting that. This should help Epirus out if they happen to lose Pyrrhus and his army early on. We don't want them becoming a superpower too often though mind, so the balance needs to be right to prevent them being steamrolled and so they don't conquer everyone else!
I think the italic allies should stay. They are an important part of ExRM and, indeed, for the Roman Republic too. A "Roman" army would roughly be composed of half Roman and half allied troops. In the "earlier" years the italic allies were very important. During the 2nd punic war Hannibal tried to get them to revoke their alliance with Rome. Even Pyrrhus tried to do this. It tries to drive home the nature of Rome's method of warfare and it's gradual evolution.
You may be right; I must have an earlier version.
I have difficulties with the install instruction, like others, and must not have the latest patches installed.
Is there a way to check this?
Thank you for any help.
Rebel city north of Tarentum? Corfinium has started Roman since 3.5.2. And it has a rather small garrison, so Pyrrhus won't lose much taking it.
And sure, you can do that if you want. But where's the challenge in that? You might as well go building all-principes armies.Take up the sword and meet Pyrrhus face-to-face in honorable battle!
I've got to disagree with you about those units. The more detailed Italian AsOR have been a feature of the ExRM since its creation. I think it's a good way to get a feel for the units that made up nearly half of most Roman armies of the period. The Romans didn't just have legionnaires; they had Marsi, Frentani, and many other troops filling out their armies. Have you read Quintus Sertorius's Guide to Conduct Becoming a True Roman (as edited by Candelarius)?
RTR Platinum Team Apprentice, RTR VII Team Member, and Extended Realism Mod Team Coordinator. Proud member of House Wilpuri under the patronage of Pannonian
The ExRM forum: come for the mod, stay for the Classical History discussions. Or vice versa.
My writing-related Twitter feed.
If memory serves me well, you should be able to see what version you have by looking in the bottom right-hand corner of the first loading screen (the one where you see the gladius fill up).
I can't really help with the install instructions unfortunately because I've been messing about with the files myself, as such I pretty much already have the new version before it's even released and so I can't give you step-by-step instructions of how to go about it.When I get my computer back, I'll see if I can come up with a more user-friendly set of installation instructions (and to also stress the point of the bloody campaign reset step!!).
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