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Thread: Rome Total History: New fantastic campaign map ready for release

  1. #21

    Default Re: Rome Total History: New fantastic campaign map ready for release

    Philadelphos Productions proudly presents Rome Total History 1.6.

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    We are proud to annouce huge improvements in our groundbreaking mod Rome Total History.

    This is by far 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 from one of the following sites:
    http://dfiles.eu/files/nek4vt0rv
    http://www.mediafire.com/download/cg60xo8ribwcy5w/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, Royer, 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.

    Many 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 beautiful ladies and courageous warriors 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 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 military 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).

    Enjoy and spread the word!

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    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
    - 40 nations represented, including Epirus, Achaea, Bithynia, Bactria, Nabataea and many more
    - 199 regions with historic borders and cities with many historic buildings
    - 1000 historic figures represented each with exact character traits and family ties
    - Over 680 ancillaries, including many historic figures
    - AOR system with hundreds of new units, including mercenaries for each area of the map
    - Most mercenary units are bribeable and can be recruited in garrisons
    - Dozens of new buildings and almost unlimited polytheism with hundreds of temples and gods
    - Historically matching temples in most regions
    - More than 200 forts and minor settlements in strategic position or historic sites
    - Over 75 additional cities represented as permanent forts
    - Over 100 land bridges for excellent computer performance
    - Rational road system with many historic roads and highways
    - Correct mountain passes for highly increased strategic options
    - Sea lanes designed for swift connections from port to port
    - Improved trade system with four additional resources
    - Over 200 historic events drawn from Livy, Polybius, a.o.
    - Custom battles: Thermopylae, Ipsus, Delphi, Acrocorinth, Siege of Syracuse, Caudine Forks

    © 2014

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    PREVIOUS ANNOUNCEMENTS:

    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 was 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.
    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!

  2. #22
    Blopwerth III's Avatar Civis
    Join Date
    May 2014
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    Earth...I hope?
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    Default Re: Rome Total History: New fantastic campaign map ready for release

    Quote Originally Posted by Vindictus View Post
    Wow this is amazing ... well done. There is a mod section though in TWCenter. I'll be downloading THIS mod!

    EDIT: I was wondering. Roman factions can go to war with each other? In a photo I saw Scipii besieging Brutii.

    Yes. Once the senate likes you less than the people you can declare war and start the civil war. The winner becomes emperor. It mimics the Roman civil war in which first Julius Caesar controlled Gaul and Italy and Pompey controlled Greece, as well as the second one, in which Marc Antony controlled Egypt and Augustus Caesar controlled Italy.

    Notice: the winners of these civil wars are usually the ones who control Italy...
    Blopwerth III, the not-quite-emperor formerly known as Pringles VII!

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

  3. #23

    Default Re: Rome Total History: New fantastic campaign map ready for release

    Followed every step but cant get it to work, everytime i open the game it immediately shuts down, what can i do to prevent this?
    Is patch 1.6 required or do i need an expension?

  4. #24

    Default Re: Rome Total History: New fantastic campaign map ready for release

    I have not much experience with using mods, I get no error code and i am not using steam

  5. #25

    Default Re: Rome Total History: New fantastic campaign map ready for release

    I apologize for not answering earlier, but during my holiday I was offline.
    If you encounter similar problems with your installation, please check the following thread and report there:
    http://www.twcenter.net/forums/showt...d-Installation
    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!

  6. #26

    Default Re: Rome Total History: New fantastic campaign map ready for release

    Made a account to say this and sincerely thank you for this ! Been a long time total war fan and rome 2 really sucks. Finally way to play the better game with bigger map. Truly almost a game or expansion in itself !

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