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Thread: Rome Total History (RTH) General Discussion

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    Default Rome Total History (RTH) General Discussion

    Bridge the wait for a decent Rome III with a new fantastic gaming experience!

    Finally you get a mod that lets you experience the Ancient World from one end to the other in all its splendour. Interaction from Spain to India, from Caledonia to Aethiopia drives the game in a scenario of unprecedented historic and geographic accuracy!

    Philadelphos Productions proudly presents Rome Total History!

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    Essential features:
    Spoiler Alert, click show to read: 
    - Starting year 280 BC
    - New fantastic campaign map reaching from Scotland to Saba and India
    - Unprecedented accuracy on coastlines, mountains, roads, islands, resources and many more
    - 199 regions with historic borders and cities with many historic buildings
    - Functional road system with many historic roads and highways
    - Correct mountain passes for highly increased strategic options
    - Detailed islands and 100 land bridges for excellent computer performance
    - Over 200 additional cities represented as permanent forts in strategic positions or historic sites
    - Sea lanes designed for swift connections from port to port
    - Improved trade system with four additional resources
    - 40 nations represented, including Epirus, Achaea, Bithynia, Bactria, Nabataea and many more
    - Family trees with over 1000 historic figures represented each with exact character traits and family ties
    - 197 accurately researched rebel nations
    - Over 300 new units available with AOR system, 100 mercenaries, high quality icons and skins
    - Over 800 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 and buildings in most regions
    - New challenging walls for most cultures
    - Over 200 historic events drawn from Livy, Polybius, a.o.
    - Pyrrhus' invasion and Celtic migration from 280 BC represented
    - a new name system for the Romans allowing names such as Publius Cornelius Scipio or Gaius Julius Caesar
    - Custom battles: Thermopylae, Ipsus, Delphi, Acrocorinth, Siege of Syracuse, Caudine Forks


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    Recent improvements:
    Spoiler Alert, click show to read: 
    Improvements in RTH 2.0

    - GENERAL CHANGES (see below for details)
    - Added almost 100 new buildings
    - Significant map improvements
    - Introduced supply line system
    - Added over 120 permanent forts for a total of almost 250
    - Implemented Signifer One's Animation Pack v0.8 Beta

    - SUPPLY LINES and CHARACTER TRAITS
    - Introduced supply line system *
    - Added new character traits Encouraged/Discouraged (Weary)*
    Spoiler Alert, click show to read: 
    * Supply lines are simulated by character traits. After operating for a few years in enemy territory a general and his army will
    become increasingly discouraged. Statistically this should start after four turns and reach its maximum after eight years, but
    certain events such as defeats or inconclusive sieges may accelerate the process, while important victories or conquests will
    reverse it. When an exhausted general enters a city and stays there for a while he should quickly recover and so will the morale
    of his troops. When a general gets exhausted or recovers from fatigue, the player will receive a message.
    - Added advisory message for character trait Wounded
    - Added character trait Healed with advisory message
    - Added new character traits Patrician/Plebeian for Romans
    - All Roman leaders correctly assigned to Patricians/Plebeians or Homo Novus
    - Roman sons will get historic Patrician/Plebeian trait at coming of age
    - Added trait Noctophilia to characters for night battles
    - Added more character traits for explorers (spies)

    - NEW ANCILLARIES
    - Added over 160 new ancillaries**
    - Added specific ancillaries for ports in exarchats**
    - Added many specific ancillaries to get in forts**
    - Added over 500 new specific triggers for ancillaries**
    - Increased defense values for ancillary Archimedes
    Spoiler Alert, click show to read: 
    ** Some specific ancillaries have been added to illustrate certain ports in irregular positions without a land connection to the
    capital, such as Emporiae, Tyras, Tylis, Pharos, Laodicea, and Mago. In these cases, when you build the port, the ancillary will
    turn up to explain how it was founded and why it was important.
    Similar has been done for a number of forts, namely Alauna, Samarobriva, Durocortorum, Cenabum, Bibracte, Vienna, Darioritum,
    Pompaelo, Salamantica, Ilerda, Verona, Bracara, Serdica, Tylis, Elis, Samos, Amastris, Gangra, Gordion, Tavium, Kotais, Arados,
    Byblos, Gadara, Philadelphia, Lynxama, Thamondocana, and many more. These ancillaries usually tell the name of the fort together
    with some interesting notion on the history of the place and maybe their personal story. To get these ancillaries it is
    necessary to conquer the fort with a general.
    Many other ancillaries have been added for spies reaching periferic cities of the game. Now it is a worthy deed to send your
    explorers to cities such as Thule, Kasia, Pattala, Ubar, or Axum, because in any case you can expect to make some interesting
    discoveries, extraordinary persons to add to your retinue or rare animals to present to your king and the people at home. There
    is also a number of famous explorers ready to do this, especially in Egypt and Nubia.
    Many ancillaries have been added for admirals, especially historic pirates and similar. Finally a number of ancillaries has been
    added for Pontus (retinue of Mithridates the Great) and Armenia (nobility titles).
    Some ancillaries have now veiled interests, which means they might stir up some unrest, but you won't know exactly, because you
    are only warned not to trust them blindly. To learn if the allegations are true and how dangerous they actually are, you need to
    test them.
    - MORE PERMANENT FORTS
    - Added more permanent forts for a total of almost 250
    - Added trait Immortal for resident spies in permanent forts***
    Spoiler Alert, click show to read: 
    *** This works only with Alexander. It makes the forts lasting for the entire game, unless the spy is killed or reactivated
    during a siege. However this trait is not featured on all forts to represent the fact that some cities were destroyed, or
    disappeared from our history radar between the 3rd and 2nd century. Unless you keep them permanently garrisoned, these forts
    will disappear when the immobilized spy dies. Those with an immortal spy will probably last until the end of the time frame, but
    only if you play under Alexander.
    - Added permanent fort Darioritum in Aremorica
    - Added permanent fort Aginnum in Aquitania
    - Added more permanent forts in Gaul
    - Added fort Tripolis (Byblos) in Phoenicia
    - Added more permanent forts in Armenia, Armenia Minor, Sophene and Atropatene
    - Added fort Apamea in Syria and fort Abila in Coele Syria
    - Added permanent fort Singara in Mesopotamia
    - Added more permanent forts and emporiums in Egypt, Kush, Nubia and Aethiopia
    - Added more permanent forts in Numidia and Zeugitana
    - Added more permanent forts in Caledonia
    - Added more forts in Dacia, Moesia and Getica
    - Added more forts and camps in Hibernia
    - Added permenent fort Luceria in Apulia
    - Added permanent fort Heraclea Lyncestis in Macedonia
    - Added permanent forts Cyropolis in Sogdiana and Alexandria Oxus in Bactria
    - Added better barracks and stables in Bactria and Sogiane

    - MORE LOADING SCREENS
    - Added over 500 new loading screens for a total of 700****
    - Loading screens 141 to 716 in a separate download file
    - Loading screens containing nudity can be deactivated
    - New loading sequence and background picture
    Spoiler Alert, click show to read: 
    **** Due to the high amount of data, most of the new loading screens have been put in a different file containing 576 additional
    loading screens. This must be downloaded separately.
    To install the extra screens, unzip the file and copy the loading screens directly into the folder RTH/data/loading_screen.
    Warning! The loading screens 683 to 716 contain some nudity. If you feel offended, you can deactivate them by renaming
    loading_screen_683 to loading_screen_683a or something else. You can also cancel it or move the screens in question to the
    folder RTH/Data/loading_screen/nude.
    - MAP IMPROVEMENTS
    - Corrected some region and city names
    - Added land bridge between Etruria and Corsica (over Elba and Capraia)
    Spoiler Alert, click show to read: 
    - Added land bridge between Apulia and Dalmatia
    - Relocated city and port of Tarentum for more precise topography
    - Moved capital of Getica from Tyras to Helis
    - Tyras is now harbour of Bastarnia
    - Moved capital of Caledonia from Alauna to Devana (near Aberdeen)
    - City of Gortyn moved one square down to southern coast of Crete
    - City of Tyre and fort Arados moved on islands
    - City of Sidon moved one square down, port moved from Tripolis to Berytus
    - Repositioned port of Sardinia
    - Moved port of Chalcidice (Thessalonice) to Amphipolis
    - Improved sea lanes around Corcyra
    - Added settlement type hillfort town for Thebes in Boeotia
    - Added resource tin in Aremorica and Gaditana
    - Added vulcans in Midian (Arabia Petraea) and Phazania
    - Map improvements in Phoenicia and Galilaea
    - Improved map in Middle Egypt's eastern desert
    - Corrected climate in Kush
    - Corrected climate in Spain (semi-arid in La Mancha and Extremadura)
    - Improved roads in Central Gaul between Lugdunum and Aremorica
    - Improved roads in Aquitania and Arvernia
    - Added more swamps in British Isles
    - Roads in Britain improved (Watling Road, Fosse Way)
    - Royal Forests in Britain (Epping, Sherwood, Dean, Inglewood and more)
    - More precise mountain passes in Helvetia and Alpes Cottiae *****
    Spoiler Alert, click show to read: 
    ***** Passes over the Alpes include Little and Great St. Bernhard, but not Mont Cenis which was first used by Emperor
    Constantine I and previously unknown. Hannibal most probably took the Little St. Bernhard and thus it is possible to follow his footsteps precisely.
    - NEW UNITS and UNIT CHANGES
    - Added unit Mercenary General available as mercenary
    - Added leader Mercenary General recruitable with building citadel
    - Enabled Onagers for Spain and Gauls (after Marian Reforms)
    - Reduced Cretan Archers from 60 to 50 men
    - Reduced Scythian Police Archers from 60 to 50 men
    - Build time for gladiators raised to 3 turns
    - Build time for many specialised mercenaries raised to 2 turns
    - Reduced incidence of mercenary appearance all over the map

    - ADDED MORE REBELS
    - Rebel spawn increased all over the map
    - Added new specific rebel factions in Coele Syria (Itureans) and Galilea (Galileans)
    - Added more rebels in Spain
    - Added more rebel leaders in Numidia
    - Added more family members in Chalcidice, Armenia Minor, Colchis, and Scythia
    - Added more rebel leaders in Italy, Sicily, Peloponnese, Gaul, and more
    - Added Nitiobroges Rebels in Aquitania with two new leaders
    - Added more leaders for Allobroges
    - Added more rebel leaders in Byzacium, Colchis, Scythia and other places

    - MORE BUILDINGS
    - Reduced building times for some buildings
    - Added many hundreds of specific building cards
    - Added building Harbour/Landing/Cove (previous to port)
    - Raised construction cost for ports, shipwrights, dockyards
    - Added building Nymphaeum for Greeks and Egyptians
    - Added buildings Bathhouse, Balneae, Thermae and Imperial Thermae
    Spoiler Alert, click show to read: 
















    - Added buildings Cisterns/Ponds/Fountains for Barbarians
    - Added building Thermal Springs for Barbarians
    Spoiler Alert, click show to read: 
    - Added building Valetudinarium for Romans
    - Added building Large Aesculapium for Romans
    - Corrected benefits for medical buildings
    - Added building Forum Romanum for Romans
    - Added building Basilica Aemilia
    - Added buildings Marsfield and Stately Marsfield for Rome
    - Added building Victory Column for Romans and Carthaginians
    - Added building Triumphal Arch for Romans
    - Added buildings Temple of Fortuna and Temple of Luna for Romans
    - Added temples of Victoria and Iustitia for Romans
    - Added building Royal Tombs for Macedon
    - Added building Large Obelisk for Egyptians
    - Added building Barque Station for Egypt
    - Added building Great Canal for Egypt
    Spoiler Alert, click show to read: 
    - Added building Great Oasis for Egypt and Numidia
    - Added building Labyrinth for Egypt and Crete
    - Added building Prytaneum for Greek Cities
    - Added building Sanctuary of Athena Chalkioikos in Sparta
    - Added new temple of Helios for Rhodes
    - Added building Huge Oracle
    - Added building Arabian Idol for Nabataeans
    - Added building Rock Temple for Petra
    - Added building Caravanserai for Carthage, Eastern, Egyptians, Numidians, Seleucids, Scythia
    - Added building Carpet Trader for Eastern factions
    - Added building Pillar of Ashoka for Mauryans
    - Added buildings Buddhist Stupa and Great Stupa for Mauryans (romans senate)
    - Added temples Buddhist Vihara, Buddhist Pagoda and Golden Pagoda in India
    - Added new icons and pics for Stupa, Vihara, Pagoda in India
    - Added new icons and pics for temples of Vishnu and Shiva
    Spoiler Alert, click show to read: 


















    - Added building Temple of Apedemak for Nubia and Kush
    - Added building Large Slave Market for Eastern factions and Carthage
    - Added landmark Pure Mountain in Napata
    - Added building Nubian Temple of Amon in Napata
    - Added building Temple of Apedemak in Nubia
    - Added building Victory Stele in Napata
    Spoiler Alert, click show to read: 




    - Added landmark Alexander's Causeway in Tyre
    - Added building Temple of Melqart in Tyre
    Spoiler Alert, click show to read: 
    - Added building Port of Caesarea
    - Added building Seleucia Pieria in Syria
    - Added building Pantheon of Mount Nemrut
    Spoiler Alert, click show to read: 
    - Added buildings Odeon and Greek Theatre for Armenia, Bithynia, and Pontus
    - Added building Hippodrome of Byzantium
    - Added buildings Numidian Stele, Mausoleum, Burial Mound for Numidia
    - Added buildings Training Ground and Gamefield for Barbarians
    - Added building Fighting Pit for Barbarians
    - Added buildings Tumulus and Dolmen for Barbarians
    - Added building Hunting Ground for Barbarians
    - Added building Drunemeton for Gauls and Celtic Tribes
    - Added building Great Thing for Germans and Dacia
    - Added landmark Hill of Tara in Hibernia
    - Added landmark White Cliffs of Albion in Cantium
    - Added landmark Insula Parisiorum in Senonia
    Spoiler Alert, click show to read: 





    - Added building Stage for Gauls and Iberians
    - Added building Granary
    - Added building Lighthouse
    - Added buildings Horreum and Large Horrea for Romans
    - Added building Stone Quarry for Egyptians
    - Added building Tavern for Romans and Greeks
    - Added building Beer Hall for Egyptians
    - Added building Waystations for Carthage
    - Added building Persian Royal Roads for Seleucids and Parthians
    - Added building Summer Residence in Ecbatana
    - Added building Ishtar Gate in Babylon
    Spoiler Alert, click show to read: 
    - Added building Tabernacle of Jehova for Armenia and Nabataea
    - Added new pictures for Temple of Jehovah
    Spoiler Alert, click show to read: 




    - Added third level for building Barbarian Stronghold/Castle/Hillfort
    - Added building Hillfort in Gergovia, Numantia, Noreia and more
    - Added building Sanctuary of Tamfana in Mattium
    Spoiler Alert, click show to read: 
    - Added more temples for Germanic Tribes: Mannus, Magusanus, Hel, Zisa
    - Added temple of Coventina for Celtic Tribes
    - Added temple for Celtic Sea God Manannan
    - Added temple for Gallic Sea God Barinthus
    - Added temple for Iberian Sea God Oceanus/Poseidon
    - Added temple of Candamius for Iberian Tribes
    - Added more temples for Numidia: Lilleu, Gilva, Macurgum, Motmanius, Sinifer, Amphitrite, Baccax
    Spoiler Alert, click show to read: 
    - Added more temples for Seleucids: Herakles, Hadad
    - Added temple Idol of Apis for Egypt
    - Added temple of Nane for Armenia
    - Added altar of war (Ares) for Pontus
    - Added temple of fertility (Hadad/Dagon) for Carthage
    - Added temple of governors (Dido) for Carthage
    - Added temple of trade (Kothar) for Carthage
    - Added many more specific temples to Barbarian cities
    - Enabled 4th level (awesome temple) for Barbarian main god and some more
    - New individual icons and pics for all Barbarian temples
    - New icons for Carthaginian temple of Eshmun
    - New icons for Roman temple of Quirinus
    - Better icon for Apadana Palace in Susa
    - Better picture for Dam of Mariba
    Spoiler Alert, click show to read: 
    - Improved many other building icons and pictures
    - Added buildings Stables and Shrine to Candamius in Aracillum
    - Added building Tin Emporium in Gades, Massilia, Gallaecia, Dumnonia and Aremorica
    - Enabled building Stone Walls for Barbarian factions
    - Enabled building Execution Square for all Barbarian factions
    - Enabled building Royal Library for Seleucids
    - Enabled building Frankincense Road for Egypt, Seleucids and Bactria
    - Enabled building Silk Road for Seleucids and Bactria
    - Enabled buildings Caravan and Silk Road for Scythia
    - Enabled building Irrigation System for Eastern factions (needs river)
    - Enabled building Garden for Greek Cities, Macedon and Bactria
    - Enabled building Park for Bactria
    - Enabled building Temple of Athena for Bactria, Pergamon and Sparta
    - Enabled building (large) Temple of Cybele for Greek Cities
    - Added specific icons for Ortygia, Acrocorinth, Munychia, Miletus
    - Added building Temenos of Ephesus
    - Added building Oracle of Didyma in Miletus
    Spoiler Alert, click show to read: 
    - Added building Sibylline Oracle in Cumae (Capua)
    - Added building Tavern in Capua and Naxos
    - Added building Ara Pacis in Rome
    - Added building Lost City of Helike in Achaea
    Spoiler Alert, click show to read: 
    - More prerequisites for Amphitheatre buildings
    - Restricted benefits of Oracles
    - Added better barracks and practice fields in Macedonia and Thessaly
    - Added better barracks in Gaul, Illyria, Thrace, Dacia, Pontus, Syria, Numidia
    - Added more and better barracks at start for Macedon, Bactria, Gaul, Thrace, Getans

    - AESTHETIC CHANGES
    - Added more specific event pictures
    - Added historic portraits for leaders (Pyrrhus, Ptolemy, Hannibal, Pompey, Ashoka, a.o.)
    - Optional change of Egyptian general portraits to Greek general portraits ******
    Spoiler Alert, click show to read: 
    ****** To change Egyptian style generals and have them with Greek portraits go to the folder RTH/data/UI/EGYPTIAN and simply
    rename the folder PORTRAITS-Greeks to PORTRAITS.
    - DIPLOMACY
    - Changed character Macedon to balanced napoleon
    - More hostile relationship between Rome and Gaul

    - ERROR FIXES
    - Fixed battle editor
    - Fixed broken custom battles
    - Fixed minor issues in building tree
    - Changed culture in Raetia to germans
    - Corrected wrong temple in Paionia
    - Corrected wrong temple in Issedonia
    - Corrected wrong temple in Scandiae
    - Corrected wrong temple descriptions in Armavir, Armenia
    - Corrected wrong location of Temple of Ramesses in Abu Simbel
    - Corrected names list for Eastern Kingdoms (senate faction)
    - Corrected Carthaginian surnames
    - Added more Egyptian and Nubian names for Egyptian faction


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    Previous improvements:
    Spoiler Alert, click show to read: 
    Improvements in RTH 1.2:

    Bug fixes:

    - Units causing CTD fixed
    - Shields of Egyptian Machimoi fixed
    - Missing UIs added
    - Broken trade connections fixed in Scythia, India, Arabia and Aethiopia

    Major improvements:
    - Mercenaries can be bribed joining most factions
    - Garrisons and Citadels enabled for direct recruitment of regional mercenaries
    - Battle Creator enabled
    - Custom battlefields added (Seven Wonders, Milet, Cyzicus, Thermopylae, Delphi, Mycene, Epidaurus, Isthmus, Sicyon, Naples, Syracuse, Agrigentum)
    - Custom battles added (Thermopylae, Ipsus, Delphi, Acrocorinth, Syracuse)
    - Battle movement modifiers diversified according to different ground
    - New design for desert towns (Capsa, Artacoana and more)
    - New design for Barbarian hillfort towns: Alesia, Gergovia, Numantia and more)
    - New detailed design for Syracuse

    - MAP improvements:
    - City of Athens and Piraeus moved, new coastline in Argolis
    - Region Sindica (capital Phanagoria) added, with road going from Phasis to Tanais
    - Capital of Gaetulia moved from Thamondocana to Capsa
    - More accurate borders in Thrace and Odrysia. Capital of Thrace is now Philippopolis, with Celtic capital Tylis reduced to fort
    - Port of Barygaza added in India
    - Port of Hellespontus moved from Sestos to Ainos (a ship in Sestos was closing the passage)
    - Better coastline and roads in Scythia (mouth of Borysthenes/Dnjepr)
    - Better roads in Arabia and Aethiopia
    - Height adjustments in Greece and other areas
    - Roughness of battle maps reduced
    - Trade benefits for ports at very close distance reduced (Athens-Argos and some others)
    - Illyrian island channel navigable in automatic (move from Rhizon/Cattaro to Iader with one click)

    - More UNITS added: Libyan Spearmen, Lucanian Warriors, Pontic Heavy Peltasts, Parthian Heavy Infantry, Scythian Heavy Infantry, Gothic Spearmen, Celtic Onagers and more
    - More officers and standard bearers added to units
    - Improved roster for Illyria/Thrace with new units Thracian Infantry, Thracian Swordsmen, Thracian Gladiators, Odrysian Peltasts, Odrysian Mercenaries, Odrysian Cavalry, Paionian Cavalry, Dardanian Warband, Dardanian Thorakitai, Triballi Falxmen, and more
    - Thracian Mercenaries now with light armour
    - Improved roster for Iberian Tribes adding Iberian Archers, Iberian Spearmen, Iberian Caetrati and more

    - Reworked BUILDINGS tree introducing:
    - Medical: Medicus, Hospital, Medical School, Aesculapium
    - Educational: Gymnasion, Rhetoric School, Mathematical School, Musaeum, Royal Library, Great Library
    - Sport grounds: Palaestra, Gymnasium, Stadium
    - Festivals: Floralia, Bacchanalia, Saturnalia
    - Oracles: Delphi, Dodona, Ammonion
    - River Port, Naval Base
    - Rostra, Comitium and Roman Theatre, Gymnasium, Aerarium (Rome)
    - Stoa (Greeks)
    - Gerusia (Sparta), City Guild and Council of Elders, Archons, Areopag, Synarchy
    - Satrapy, Tyranny (Greek), Nome (Egypt), Municipium, Colonia, Provincia (Roman)
    - Garden, Park, Paradise (Eastern, Seleucids)
    - Wells, Cisterns, Fountains, Baths
    - Pasture (Barbarian)
    - Mint, State Archive (Rome)
    - Lictors (Rome)
    - More temples and cults: Mithras, Isis and more
    - Full polytheism introduced, allowing to build an almost unlimited number of temples (except in Parthia)
    - Diversified icons for many temples added
    - New icons for many other buildings added
    - Special buildings: Seven Wonders (Pyramids, Colossus, Mausoleum, Artemision, Olympia, Hanging Gardens, Pharos, Stonehenge)
    - Special buildings: minor wonders (Acropolis, Capitol, Ortygia, Paradise of Daphne, Dam of Mariba and many more)
    - Special buildings: naval ports (Piraeus, Alexandria, Carthage, Syracuse, Ostia, Naples, Tarentum)
    - Special buildings: specific temples (Jupiter Optimus, Juno Moneta, Janus, Concordia, Solomon's temple and many more)

    Adjustments in RTH 1.3:

    - Added 200 historic events using sources Livius, Polybius, Plutarch, Diodor, Athenaion and more
    - Added a negative effect of barracks on population happiness
    - Reduced happiness bonus on several buildings
    - Slightly reduced fighting values for most general's units
    - Added more Spanish Mercenaries in Sardinia and Sicily
    - AI characters changed for Egypt, Carthage, Pontus, Greek City League
    - More complex effects of building Tyranny
    - Map adjustments in Hellas (Arcadia, Argolis, Messenia), Lydia (more forest), Apulia (Garganus), Gaul (river Liger), Tarraconensis (now connected with Narbonensis), Tingitana (coast and ports)
    - Corrected building tree for temples with smoother introduction of early buildings
    - Corrected effects of many buildings reducing happiness effect for temples and wonders
    - Corrected pricing for many buildings and mercenary units
    - Reduced frequency for many mercenary units
    - Added new units: Syrian Elite Archers, Arcadian Mercenaries
    - Implemented Greek Archers and other units for slave faction
    - Added more officers to units including musicians (Roman Cornicen) and several female

    WARNING: Some battle scenes may present nudity. Do not download if you are of minor age or feel morally offended!

    Adjustments in RTH 1.4:
    - Map adjustment in the Peloponnese and Crete ***
    - Reworked family tree for Germans, introducing correct tribes for each leader
    - Added more historic rebel leaders, especially in Germany and Italy (Samnites)
    - Added 200 historic events, using historic excerpts from Livius, Polybius, Plutarch and more
    - More forts in Sardinia and Corsica
    - Added a new custom battle: Caudine Forks

    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

    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

    Improvements in RTH 1.7:
    - Corrected bug causing CTD with win conditions (50 regions)
    - Added missing text for Alan Steppe Riders unit card description
    - Implemented full compatibility for Alexander
    - Implemented partial compatibility for Barbarian Invasions
    - Added new building Amber Road in Eastern Europe
    - Added building Thing for Germans
    - Added building Slave Market in Capua (Puteoli)
    - Added Naval Base for Naples (Misenum)
    - Added more loading screens
    - Added more ancillaries
    - Added more characters
    - Added more permanent forts
    - Reduced growth coefficients for Athens and Byzantium
    - Introduced tax bonus for schools/academies

    Improvements in RTH 1.8:
    - Added new DTW wooden walls from Diadoch Total War (courtesy RedFox)*
    - Added old wooden walls as first level for Greeks, Romans, Carthaginians*
    - Corrected error that made Amber Road available all over the map (now only in north-eastern Europe)**
    - Corrected missing text for Viking Raiders
    - Unlocked over 50 previously blocked ancillaries***
    - Added more ancillaries
    - Restricted benefits from philosophy buildings (now useless for Barbarians)
    - Restricted bonus happiness for most temples
    - Corrected benefits from academic buildings
    - Minor map corrections in Greece, Italy and Sicily
    - Corrected forts in Judaea
    - Moved character Agathocles to Catana
    - Reduced Cretan Archers from 80 to 60 men
    - Reduced ammunition for onagers

    * The most important new feature of version 1.8 are improved wooden walls. These have been implemented by Aradan, using the building developed by RedFox for DTW.
    However not every culture has these walls: Barbarians and Egyptians still use the vanilla palisades and walls. Greeks, Romans and Carthaginians have also improved palisades, using the old wooden wall instead. If anybody wants to use the new walls for Barbarians or Egyptians too, please mail me and I will show you how to do.
    ** Due to an error in version 1.7 Amber road could be built in many cities without the necessary resource amber. Now the building is only available in the area between the Black Sea, the Adriatic Sea, and the Baltic Sea.
    *** In version 1.7, due to wrong reference, a number of local ancillaries were never triggered. Now this error has been corrected and many additional ancillaries have become available.

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    Installation:
    Spoiler Alert, click show to read: 
    Download the file RTH_1.1 at http://dfiles.eu/files/uz8g6i98n
    Download the file RTH_1.2 at http://dfiles.eu/files/l3d505hrr
    Download the file RTH_1.4 at http://dfiles.eu/files/9ndj3njor
    Download the file RTH_1.6 at http://www.mediafire.com/download/cg...5w/RTH_1.6.rar
    Download the file RTH_1.7 at http://www.mediafire.com/download/5w...yg/RTH_1.7.rar
    Download the file RTH_1.8 at http://www.mediafire.com/download/57...11/RTH_1.8.rar
    Download the file RTH_2.0 at http://www.mediafire.com/download/3i...ym/RTH_2.0.rar (most current and up to date version)

    and don't miss the additional loading screens: http://www.mediafire.com/download/dp...ng_screens.rar

    To install the game you need a vanilla version of Rome Total War upgraded to versions 1.3 and 1.5. Unzip the file with Win RAR and move the folder RTH into your Rome Total War folder besides the original Data folder.

    Instructions for NON Steam users:
    1. Download RTH 1.4
    2. Extract the files using winrar to your Rome Total War directory
    3. Create a shortcut of your RTW.exe and move it to your desktop
    4. Rename the shortcut to "Rome Total History"
    5. Right click the shortcut and go to properties. In the target line after all quotations, add -show_err -mod:RTH

    Instructions for Steam users:
    1. Download RTH 1.4
    2. Extract the files using winrar to "programfiles(x86)/steam/steamapps/common/RomeTotalWarGold
    3. Go into your steam library and right click Rome Total War, then go to properties and click on "Set Launch Options"
    4. Put -show_err -mod:RTH
    5. Optional: Create a desktop shortcut

    This is a tested version. I’ve played it for months and it appears to be very stable. If you find any problems please report them to bor1900mg(at)yahoo.it .

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    Idea:
    Spoiler Alert, click show to read: 
    The main objective of this mod is a true representation of the ancient world in a highly improved campaign map for maximum playability.
    The political situation around the Mediterranean is the balance of powers from the year 280 BC. Unfortunately however our historical knowledge of the 3rd century BC is limited to the civilized parts of the world, while the situation of many Barbarian tribes at this early stage is completely unknown. With a deadline of 280 BC countries like Germany, Britain and many others would be entirely without towns and leaders. Some enter the historical radar only in the 1st century BC and some do it only for a very short moment. This is the reason why I have decided that time must be relative in this mod. So the political situation in the Hellenistic world is that of the years 300-275 BC, including the Celtic migration in the Balkans. But moving west and north, time shifts to a later period, with towns and leaders chosen from the 2nd or 1st century BC and eventually even the Christian era. Thus in the northern periphery each nation is represented in its moment of splendour with the rulers who achieved maximum glory.


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    Map:
    Spoiler Alert, click show to read: 
    Rome Total History features a completely reworked campaign map going from Scotland to Aethiopia and India with unprecedented detail and historic accuracy. This regards cities, region borders, mountain passes, roads, rivers, rebel factions and many more features.
    As pointed out above, cities in Britain and Germany are from the 1st century BC or even the Christian era. Thus, there are cities in the game that didn’t exist as early as 280 BC, but became important later. The idea is to set the stage for the Roman conquest and therefore some of the most prominent colonies (Lugdunum, Burdigala) are still on the level of villages, so they need to be developed in any case.
    The limitation of 199 regions is another problem. I would have preferred to have 250 regions, but in the end it was a good incentive on staying focused. When it came to a necessary choice, I usually preferred the big and famous cities in the central areas of the map. Many other mods include tribes in the periphery of which we barely know the name. This is not my philosophy, because most of the historic action is supposed to take place in the Mediterranean. That's the reason why my map has five regions in Sicily and the Peloponnese each, which were the most crowded battle grounds of the era.
    Such a concentration would almost certainly result in a clumsy situation if it wasn’t for a number of countermeasures. The most important among these are additional mountain passes, islands and land bridges. The number of passages across the Alpes has been increased from four to sixteen which gives many more strategic options. The following picture shows Northen Italy and the Alpes:



    There are almost 100 land bridges for highly improved playability. Finally even the computer is able to manage an invasion across the strait of Messina or the Hellespont.
    In one test run the First Punic War started exactly in 264 BC. The following picture shows the situation in 263 BC. I played Macedon and the Romans had just declared war against Carthage, laying siege on the town of Panormus in Sicily.



    A few years later the Romans had taken both Panormus and Lilybaeum. Then after a short pause the war started again in Spain where both factions clashed on the border between Saguntum and Tarraco.

    Warning: In some rare cases on the most tiny islands and land bridges battles won’t work. This happens, because on a limited ground the generator won’t find enough space to locate the troops of a large army. Therefore it will load the battle map, but then your computer will freeze and you’ll be forced to restart it. If this happens, you must choose to resolve the battle automatically. The same may happen if you want to bring a battling army reinforcements across a land bridge. Though annoying, at least, I think, it is quite realistic that this manoeuvre may fail.


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    Factions:
    Spoiler Alert, click show to read: 
    A new feature allowing to broaden the range of the game is the idea to combine several nations into one multi-area faction. This was already the case in Vanilla with the Greek Cities, but now it has been done with Epirus/Sicily, the Hellenic Kingdoms, the Illyrians/Thracians, the Getae/Goths, the Gauls/Galatians, the Britons/Belgae and most of all with the Eastern/Independent Kingdoms. This gives those nations a better chance of survival and a much improved range of interaction right from the start. Since interaction is the driving factor for playing fun, it has even been improved for the other nations, by giving them at least some diplomats allowing to observe the events in distant parts of the world. The Hellenistic epoch after 280 BC was indeed the period when diplomatic contact was established between Rome and Egypt or Macedon and the Mauryans.


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    Family Trees:
    Spoiler Alert, click show to read: 
    A lot of work has been concentrated on leaders. These are represented in family trees as close as possible to historic relations. As regards the Hellenistic dynasties, if it wasn’t for the limitations of the game (at maximum four children, no second or third marriage, no marriage between siblings), you might even pass a university exam studying from these family trees. The Republics like Rome and Carthage are organized by parties instead (Populares and Optimates). To have these families as complete as possible, it is again necessary to assume that time is relative, including some of the dynasty founders who were already dead by 280 BC. So please take note that the inclusion of Seleucus or Ptolemy in the game is not an error, but a deliberate choice.
    All in all there are almost thousand historic figures in the game, many with correct characterization (as known) and relatives, including parents, wives and children. People with no direct relationship have been “connected” into the “family” by “marriage”.
    If you encounter a particularly valid adversary you may consider to check Wikipedia to see what his actual feats have been. Of course, as the game goes on and new leaders are generated by random, the number of historic protagonists will diminish. But at the beginning every named leader is historic.


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    Units:
    Spoiler Alert, click show to read: 
    Unit modding was guided by the need to cover the entire map with special forces for each nation. A lot of work has been concentrated on the diversification of the multi-national factions which ahve now a large range of different units available in specific areas of recruitment (AOR). Thus the Eastern Kingdoms recruit Bithynian or Greek troops in Asia Minor, Nabataean and Sabaean bedouins in Arabia and Bactrian or Indian troops in the East.
    The AOR-system extends on the whole map and applies also to traditional factions such as the Egyptians, who may recruit Greek units in their Aegean dominions, Levantine units in Syria and Nubian units down the Upper Nile. Similar diversifications have been implemented for many other factions, especially the Hellenic Kingdoms, Epirus/Syracuse, Illyria/Thrace, Gaul/Galatia and the Celts.
    Many units have been derived from the vanilla stock by changing uniform colours. Others have been taken from previous mods such as Extended Cultures (XC). But there are also very original new entries such as Bithynian Snake Hurlers, Scythian Police Archers, Steppe Hunters (with dogs), Caledonian Highlanders, Agrianian and Lydian Javelineers, Cadusian Skirmishers, Hyrcanian Woodcutters, Arabian Merchants, Leopard Warriors, Temple Robbers, Sutler Train, to name but a few. All skins and icons have been created to highest standard using vanilla colours for each faction and green to distinguish the mercenaries.


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    Buildings:
    Spoiler Alert, click show to read: 
    Regarding the building trees there are some essential novelties. The most prominent feature is the polytheistic temple system that allows to build at last four different temples contemporarily. If you build a sanctuary in a first moment this will not exclude that you build others later in the same town. Moreover it will open the possibility to build an additional shrine. Shrines are still working the old way, which means that building one you exclude all the others, but not the sanctuaries. After Marian reforms some nations get additional Cults. Most nations have now between ten and twenty gods with accurate descriptions adding new layers to each culture. Many known temples have been included in the game: Saturn and Vesta in Rome, Demeter in Syracuse, Hera in Agrigentum, Heracles and Castor and Pollux in Sparta, Asclepius in Argos (Epidauros), Zeus in Achaea, Parthenon in Athens, Helios in Rhodes, Aphrodite in Panticapaeum, Cybele in Phrygia, Ishtar in Babylon, Indra and Buddha in Taxila and Pattala, Astarte in Tyros, Jehova in Jerusalem, Dushara in Petra, Sun Temple in Saba and Aethiopia, Serapis in Alexandria, Seth in Memphis, Horus in Thebes, Zeus-Ammon in Siwa/Ammonion, Tanit in Carthage, Moritasgus in Alesia to name the most prominent.
    Among the new buildings you find also a Garrison that can be upgraded to a Citadel/Acropolis (adding better defenses to your walls). Among the more curious features are a Festival of Dionysos and a Lupanar/Hetairion/Harem. The execution square is now available for most nations and the Secret Police has been renamed to Tribunal/Basilica of Justice.
    On the strategy map the Watchtowers have been transformed into Minor Settlements with individual names for each faction. Thus the Romans and Epirotes may build Colonies or Castrums/Castles, the Carthaginians and Egyptians Emporiums or Citadels, the Macedonians Garrison Towns, the Seleucids Military Colonies, the Scythian Kurgans, the Numidians Oases, the Slaves Camps and so on. Between Minor Settlements and Forts about a hundred additional towns have been added to the game.


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    Strategy:
    Spoiler Alert, click show to read: 
    Since the game aims at an equilibrium between the factions, diplomacy is essential to master the scenario. Be alert, however, because some nations are intended to break the equilibrium. Many situations are not easy to master, while other tasks may appear quite simple. Unfortunately the latter are necessary to make the game behave in in a certain direction regarding the expansion of the computer faction. Each faction has however a special challenge which is specified in the campaign description. For the problematic ones this may be a hint on how to survive and for the stronger ones it may be a way to increase the thrill.


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    Factions list:
    Spoiler Alert, click show to read: 
    The following is the faction list with these challenges and some essential advice for each nation:

    - Roman Republic
    Rome appears quite easy, but the problem is money. To make sure the computer faction does what it is supposed to do, the Romans have been giving lots of valid units right from the start. Thanks to their strength the computer usually unites Italy within 20 or 30 rounds and starts expanding into Gallia Transalpina. If you think that this is too easy, you might disband some of your units in order to spare your money, but beware of Pyrrhus who is waiting in Tarentum.
    CHALLENGE: If your expansion proceeds all to smoothly start a two frontier war against Pyrrhus and the Gauls contemporarily. That will surely increase the thrill.

    - Epirus/Syracuse
    Epirus is a difficult faction. Usually the computer loses Southern Italy within 30 rounds and when the Romans move into Sicily extinction is not far away. Thanks to Pyrrhus’ army you might revert this fate, but let some of the Romans live, because without them ancient history wouldn’t be the same. So you better secure Southern Italy and then move on to unite Sicily or conquer Macedon as Pyrrhus did.
    CHALLENGE: Resist the Romans without taking their cities. Try to unite Sicily following through with Pyrrhus' plans. Finally move your army back to Hellas to conquer Macedon. If you can reach Argos without being killed you really mastered it.

    - Hellenic Kingdoms (Sparta, Pergamum, Bosphoran Kingdom, Bactria)
    You may try to unite the Peloponnese under Spartan rule or Asia Minor under the Pergamese Attalids. The situation in Greece is quite complex and you shouldn’t push too hard here. Maybe you better go to conquer some islands such as Lesbos or Crete.
    Since each of the scattered territories needs its own army, these multi-national factions have a problem with the treasury. You need to increase your trade and conquer new regions to raise the cost of your defense. If that is not enough consider to disband your most expensive units.
    Due to large distances you also lose a lot of money and this is why you probably need to concentrate on one or two of your regional areas.
    CHALLENGE: Your huge armies are needed to defend your scattered territories, but they are far to costly. To avoid bankruptcy you need some quick conquest.

    - Greek Cities (Massilia, Agrigentum, Achaea, Athens, Rhodes, Byzantium, Chersonesus)
    The Greek Cities might stay peacefully caring their trade interests and probably nobody would harm them. But the programme of Aratus of Sicyon is to unite Hellas under Achaean leadership and this includes taking Argos and Corinth.
    CHALLENGE 1: Take Corinth and unite the Peloponnese.
    CHALLENGE 2: Somewhere in the Western Ocean the Massiliote explorer Pytheas is preparing to circumnavigate Britain and visit the island of Thule. Can you find it without cheating?

    - Carthage
    Carthage has a hard pressing neighbour in Numidia and the war might go either way. But sooner or later they will be pressed in Sicily by the Syracusans or more probably by the Romans. In the meantime it is good advice to strengthen your position in Spain, and then Hannibal may launch his famous attack on Italy.
    CHALLENGE: Long supply lines are a huge problem and you need more ports. Consolidate your position in Africa and Spain and then cross the Alpes into Italy.

    - Ptolemaic Egypt
    Egypt always looked quite isolated down in its angle, but this has notably changed in this game, since the Ptolemies have now a lot of interests in Greece and Asia Minor. Beware of the Seleucid, but even more of the Macedonians, who are chasing your son Ptolemy Keraunos in Thrace and threaten to break your hold over the Nesiote League in the Cyclades. Halicarnassus and Mytilene might be good additions to your naval empire. In Hellas you should use your diplomacy to weaken the Macedonians. If you have money to spare use it to help the Epirotes and whoever is pressed by his imperialistic neighbours.
    CHALLENGE: Create an island empire in the Aegean to prevent any other hegemony in Greece. Keep the Seleucids at bay and use your diplomacy to weaken the Macedonians. Contemporarily move south to conquer Nubia and Saba to get control of the profitable frankincense and spice trade from Hadramaut.

    - Seleucid
    Keeping together the vast territory conquered by Seleucus is a hard task since you are surrounded by enemies.
    CHALLENGE: Add Egypt to your domains or conquer India and the Arabian peninsula to put your hands on the frankincense and spice trade.

    - Macedon
    In 280 BC Macedon was on the verge of extinction due to civil war between several pretenders and a Celtic invasion in Greece. As a consequence this is a hard task. Moreover, your dynasty founders Antigonus the One-Eyed and Demetrius the Besieger are trapped in Asia Minor and your brother Demetrius the Handsome is on a desperate mission in Africa trying to take the Kingdom of Cyrene. Before these leaders go on the offensive you should think of saving Hellas from the Gauls and consolidate your position in Macedonia.
    The first place to conquer is Thebes to assure your connection with Corinth. But since the Thermopylae are a dangerous passage, you may consider sending your troops by ship. The next step would be to safeguard your northern border against the Dardanians. Be aware however that your most active enemy, though it may not seem, is probably Ptolemy who will use the Egyptian subsidies to weaken the Macedonian hold on Greece. Hellas itself is in equilibrium and it may not be a wise idea to destroy it deliberately. But surrounded by enemies, as you are, sooner or later you will be forced to make an imperialistic move in order to survive.
    CHALLENGE: Consolidate your position in Hellas and then move east like Alexander the Great.

    - Pontus
    Pontus looks quite isolated, but they can become an important player in Asia Minor. You may also try to invade the Chersonesus or the Aegean.
    CHALLENGE: Consolidate your position in Asia Minor and then move either north to conquer the Bosphoran Kingdom or west into Ionia and Greece like Mithridates did.

    - Armenia
    Armenia is a hard task, but isolation and difficult territory should help them to survive.
    CHALLENGE: To increase your thrill start a war with the Seleucids.

    - Parthia
    As a computer faction Parthia is doing quite well eating parts of the Seleucid empire. This is their task and it should not be too difficult, but beware of the Bactrians and Mauryans in the east.
    CHALLENGE: Keep the Bactrians at bay while you move west to conquer Mesopotamia.

    - Scythia
    The problem for Scythia are long supply lines. Your first task is to get your economy going and then don't forget to conquer.
    CHALLENGE: You can explore the vast steppes of Asia and Eastern Europe, but beware of the warlike Getans in their mountain range.

    - Germans
    Here you have a country to develop. Don’t get lost in the forest!
    CHALLENGE: When you have consolidated your territory try to meet the Roman consul Marius at Arausio.

    - Gauls (Gaul and Galatia)
    Due to their huge armies scattered over the Balkans, the Gauls will soon run out of money. Use your resources to strengthen your position in Galatia.
    CHALLENGE: Retreat your troops from Hellas trying to build a little kingdom along the Danubian. In the meantime unite Gaul and enlarge Galatia without going bankrupt.

    - Celtic Tribes (Britons, Belgae, Noricum and Tylis)
    The Celtic invasion of the Balkans has had some success and if the Celts manage to secure a connection between Noricum and Thrace they may create a huge empire. In the meantime they can try to unite all of Britain, but the Brigantes and the Picts won’t be easy to conquer. Make sure you don’t run out of money.
    CHALLENGE: Unite Britain and enlarge your kingdoms on the continent without going bankrupt.

    - Iberian Tribes
    The Iberians shouldn’t be fooled by their isolated position. In the south the Carthaginians are strong contenders and sooner or later the Gauls and Romans will try to invade their peninsula. So they better get united soon.
    CHALLENGE: Conquer Numantia and resist the Carthaginians. For more thrill start contemporary wars against the Gauls and the Romans.

    - Numidia
    Numidia looks quite isolated down in Western Africa, but they are a good challenge to the Carthaginians.
    CHALLENGE: Resist the Carthaginians and try to reach the famed Nigirian city of Thamondocana.

    - Illyria and Thrace
    Two nations in a central part of the map. Since the Balkans are crammed with rebels this task is not easy at all.
    CHALLENGE: Create a Balkan empire. It won't be easy, but if you get that impression start a war with Rome or Macedon.

    - Dacia
    A nice place to watch the world go round and see how other nations develop.
    You can also forget about the Dacians and play the Goths instead, moving south to build their empire on the shores of the Black Sea.
    CHALLENGE: Resist your imperialistic ambitions and keep defending your small territory.

    - Eastern Kingdoms (Bithynia, Atropatene, Nabataea, Saba and Mauryan Empire)
    These may be played individually or as a whole. Together they might become the dominators of Asia. But you can also decide to play only one or two of the five nations. Then you can either put their cities in automatic or give them as a gift to other nations or simply wait for a slave revolt.
    Since each of the scattered territories needs its own army, these multi-national factions have a problem with the treasury, and this makes this faction a very hard task. You need to increase your trade and conquer new regions to raise the cost of your defense. If that is not enough consider to disband your most expensive units. Due to large distances between your cities you also lose a lot of money to corruption and this is why you probably need to concentrate on one or two of your regional areas.
    As for your expansion the first obvious targets would be Phrygia in Asia Minor, Corduene in Armenia, Gedrosia and Arachosia in India. Most profitable would be the addition of Hadramaut and Arabia with their frankincense and spice trade. Be prudent because in some of these regions you will encounter strong opposition.
    CHALLENGE: Conquering Hadramaut and Arabia won't be easy, but it is necessary and worth the try, because with these two regions you would control the entire spice route from Pattala to Petra to increase your income.


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    Recognitions:
    Spoiler Alert, click show to read: 
    This work is based on Activision’s original game Rome Total War as well as the work of a number of modders and I want to thank everybody who has made it possible. I have found a lot of valid ideas in other mods and of course it was not possible to reproduce everything by myself. So it is possible that some previous modders will find parts of their features here. This regards in particular the unit pool of RTW Extended Cultures, which has been used in order to cover the complete range of units needed for such a large map. I have been in contact with the XC developers thanks to Suppanut, to whom I have granted the use of my map. But I haven’t been able to ask permission from any single member of the team, and so I want to make up for that here. I particular I want to thank Suppanut, Anakarsis, eb, Ferres, Maraxus, Redfox, Subrosa, Webba and Zarax. When I have included units created by other modders this was meant with the highest esteem, but if anybody feels that I have infringed his intellectual property, please let me know and I will either grant you the use of an adequate part of my modding features or I will remove the units from my game and redo them from scratch. Other features taken from XC is the concept of minor settlements and the ingame maps.
    My special thanks go to Suppanut and Ahowl for their constant support and to Rarity for his work on the Bithynian Hurlers.


    Copyright:
    The mod Rome Total History as a whole and every originally developed part of it are the intellectual property of Peter Weber. Nothing of it may be reproduced or reused without explicit permission. The use of any part of it for commercial purpose is prohibited. If you want you use parts of my work for non commercial purpose in your own mods, please feel free to ask my permission.

    © 2013

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    Let me know if you enjoyed the game!
    Last edited by Philadelphos; September 09, 2015 at 04:32 AM.

  2. #2

    Default Re: Fantastic new mod Rome Total History RTH_1.1 released

    The following screenshot shows Greece in beautiful detail. Note that most of the islands are connected by land bridges, allowing to cross over from Athens to Rhodes and Halicarnassus or from Thermon to Aegion and Messene. The Hellespont and the Bosporus are connected too, as well as the island of Lesbos with Asia/Pergamon.



    There are many regions and towns you wouldn't usually find in other scenarios: Corcyra, Achaea/Aegion, Argolis/Argos, Cyclades/Naxos, Euboea/Chalcis, Lesbos/Mytilene and more. The factions present in Hellas and the opposite coast of the Aegean are at least nine: Greek Cities, Hellenic Kingdoms, Macedon, Epirus, Illyria/Thrace, Slaves, Seleucids, Eastern Kingdoms and Egypt! Moreover there is a Celtic and Gaul invasion going on and eventually they might be joined by the Romans taking Apollonia. Finally the Carthaginians, Pontus and the Scythians are represented by diplomats and spies.
    This concentration of forces may appear as a hell of a mess in such a small and crowded area, but in reality the land bridges and additional mountain passes give a lot of strategic options.

  3. #3

    Default Re: Fantastic new mod Rome Total History RTH_1.1 released

    This a fantastic mod. I recommend it to anyone who wants a very fun game that has a lot of history.

  4. #4
    ExtremeBG's Avatar Decanus
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    Default Re: Fantastic new mod Rome Total History RTH_1.1 released

    Looks quite good, I may try it in the coming days .


    Macedonia(FYROM) is Bulgarian. If you don't believe me, read a book.

  5. #5

    Default Re: Fantastic new mod Rome Total History RTH_1.1 released

    The following is a part of the regions and cities list.

    As you can see I have preferred Latin and Greek names over doubtful ethnic language reconstructions. For some regions and cities there are alternative names allowing to adapt to different owners.

    ¬* I AEGYPTUS --------0+10=10
    {Delta} Delta et Marmarica
    {Alexandria} Alexandria
    {Aegyptus_Inferior} Aegyptus Inferior
    {Memphis} Memphis
    {Aegyptus_Superior} Aegyptus Superior
    {Ptolemais} Ptolemais
    {Thebais} Thebais
    {Thebes} Thebes
    {Cyrenaica} Cyrenaica
    {Cyrene} Cyrene
    {Libya} Libya
    {Siwa} Ammonion
    {Sinai} Sinai
    {Pelusium} Pelusium
    {Kush} Kush
    {Napata} Napata
    {Nubia} Nubia
    {Meroe} Meroë
    {Aethiopia} Aethiopia
    {Axum} Axum

    ¬* II SYRIA ---------------10+15=25
    {Syria} Syria
    {Antioch} Antioch
    {Coele_Syria} Coele Syria
    {Damascus} Damascus
    {Nabataea} Nabataea
    {Bostra} Bostra
    {Petraea} Arabia Petraea
    {Petra} Petra
    {Judaea} Judaea
    {Jerusalem} Jerusalem
    {Phoenicia} Phoenicia
    {Tyrus} Tyros
    {Libanensis} Libanensis
    {Sidon} Sidon
    {Cyprus} Cyprus
    {Salamis} Salamis
    {Cilicia} Cilicia
    {Tarsus} Tarsus
    {Commagene} Commagene
    {Samosata} Samosata
    {Osroene} Osroene
    {Edessa} Edessa
    {Regnum_Palmyrae} Palmyrene
    {Palmyra} Palmyra
    {Parapotamia} Parapotamia
    {Dura} Dura Europos
    {Arabia} Arabia
    {Yathrib} Iathrippa
    {Maecene} Maecene
    {Gerrha} Gerrha
    {Saba} Saba
    {Mariba} Mariba
    {Hadramaut} Hadramaut
    {Sabbatha} Ubar

    ¬* III ASIA -----------------25+19=44
    {Asia} Asia
    {Asia-alt} Mysia
    {Pergamum} Pergamum
    {Lydia} Lydia
    {Sardes} Sardes
    {Ionia} Ionia
    {Ephesos} Ephesus
    {Caria} Caria
    {Halicarnasus} Halikarnassos
    {Lycia} Lycia
    {Phaselis} Patara
    {Phaselis_egyptian} Arsinoe
    {Pamphylia} Pamphylia
    {Side} Side
    {Lycaonia} Pisidia et Lycaonia
    {Iconium} Iconium
    {Phrygia} Phrygia
    {Pessinus} Pessinus
    {Galatia} Galatia
    {Ancyra} Ancyra
    {Bithynia} Bithynia
    {Nicomedia} Nicomedia
    {Paphlagonia} Paphlagonia
    {Sinope} Sinope
    {Pontus} Pontus
    {Amaseia} Amaseia
    {Cappadocia} Cappadocia
    {Mazaka} Mazaka
    {Armenia_Minor} Armenia Minor
    {Trapezus} Trapezus
    {Armenia} Armenia
    {Artaxarta} Armavir
    {Artaxata} Artaxata
    {Sophene} Sophene
    {Amida} Arsamosata
    {Corduene} Gordyene
    {Tigranocerta} Tigranocerta

    ¬* IV THRACIA} -------------44+12=56
    {Propontis} Propontis
    {Byzantium} Byzantium
    {Thracia} Thracia
    {Tylis} Tylis
    {Thracia_Minor} Odrysia
    {Odrysia} Orestia
    {Hellespontus} Hellespontus
    {Lysimacheia} Lysimacheia
    {Paionia} Paionia
    {Bylazora} Bylazora
    {Dardania} Dardania
    {Naissus} Naissus
    {Moesia_Superior} Moesia
    {Singidunum} Singidunum
    {Dacia_Inferior} Dacia
    {Sarmisegetusa} Sarmizegetusa
    {Scythia_Minor} Scythia Minor
    {Tomi} Tomi
    {Tribus_Getae} Getica
    {Tyras} Tyras
    {Tribus_Bastarnae} Bastarnia
    {Vicus_Bastarnae} Carrodunum
    {Iazyges_Metanaste} Iazygia
    {Bormanum} Porolissum
    Last edited by Philadelphos; July 27, 2013 at 05:47 AM.

  6. #6
    Kirila the Kitten's Avatar Primicerius
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    3,248

    Default Re: Fantastic new mod Rome Total History RTH_1.1 released

    I come in word of team "Primo Victoria"!
    Mighty modder, your mighty mapping skills amazed the little us! Can we use this map in the name of our small project "Primo Victoria" ? We will thank you enormously!

  7. #7

    Default Re: Fantastic new mod Rome Total History RTH_1.1 released

    Some more of that list:

    ¬* V GRAECIA -------------------56+19=75
    {Macedonia} Macedonia
    {Pella} Pella
    {Chalcidice} Chalcidice
    {Therme} Thessalonica
    {Illyria} Illyris
    {Illyria-alt} Nova Epirus
    {Apollonia} Apollonia
    {Epirus} Epirus
    {Ambracia} Ambracia
    {Thessalia} Thessalia
    {Larissa} Larisa
    {Aetolia} Aetolia
    {Thermon} Thermon
    {Boeotia} Boeotia
    {Thebae} Thebes
    {Attica} Attica
    {Athenae} Athens
    {Arcadia} Arcadia
    {Corinth} Corinth
    {Argolis} Argolis
    {Argos} Argos
    {Laconia} Laconia
    {Sparta} Sparta
    {Achaea} Achaea
    {Elis} Aegion
    {Messenia} Messenia
    {Messene} Messene
    {Creta} Creta
    {Kydonia} Gortyn
    {Rhodos} Rhodos
    {Rhodes} Rhodos
    {Lesbos} Lesbos
    {Mytilene} Mytilene
    {Euboea} Euboea
    {Chalcis} Chalcis
    {Cyclades} Cyclades
    {Naxos} Naxos
    {Corcyra} Corcyra
    {Kerkyra} Corcyra

    ¬* VI ILLYRICUM -------75+7=82
    {Illyricum} Illyricum
    {Scodra} Scodra
    {Dalmatia} Dalmatia
    {Salona} Salonae
    {Liburnia} Liburnia
    {Segestica} Siscia
    {Savia} Savia
    {Sirmium} Sirmium
    {Pannonia} Pannonia
    {Aquincum} Aquincum
    {Noricum} Noricum
    {Noreia} Noreia
    {Raetia} Raetia
    {Augusta} Cambodunum
    {Augusta_alt1} Damasia
    {Augusta_alt2} Vindelica

    ¬* VII ITALIA ----------------------82+22=104
    {Latium} Latium
    {Rome} Roma
    {Etruria} Etruria
    {Arretium} Arretium
    {Aemilia} Gallia Cisalpina
    {Felsina} Bononia
    {Liguria} Liguria
    {Segesta} Genua
    {Alpes} Alpes Cottiae
    {Taurasia} Taurasia
    {Transpadana} Gallia Transpadana
    {Mediolanium} Mediolanum
    {Mediolanum} Mediolanum
    {Venetia} Venetia
    {Patavium} Patavium
    {Histria} Histria
    {Aquileja} Aquileia
    {Umbria} Umbria
    {Ariminum} Ariminum
    {Samnium} Samnium
    {Bovianum} Bovianum
    {Campania} Campania
    {Capua} Capua
    {Calabria} Lucania
    {Tarentum} Tarentum
    {Apulia} Apulia
    {Brundisium} Brundisium
    {Magna_Graecia} Magna Graecia
    {Croton} Kroton
    {Bruttium} Bruttium
    {Rhegium} Rhegium
    {Mamertina} Mamertina
    {Syracuse} Syracusae
    {Syracusana} Syracusana
    {Messana} Messana
    {Sikelia} Sicelia
    {Agrigentum} Agrigentum
    {Sicania} Sicania
    {Panormus} Panormus
    {Elymia} Elymia
    {Lilybaeum} Lilybaeum
    {Sardinia} Sardinia
    {Caralis} Carales
    {Corsica} Corsica
    {Aleria} Aleria

    ¬* VIII HISPANIA ------------104+12=116
    {Gaditana} Gaditana
    {Hispalis} Gades
    {Hispalis-alt} Gadira
    {Baetica} Baetica
    {Corduba} Corduba
    {Carthaginiensis} Hispania Ulterior
    {Carthago_Nova} Carthago Nova
    {Carthago_Nova_spain} Mastia
    {Carthago_Nova_slave} Mastia
    {Carpetanus} Carpetania
    {Toletum} Toletum
    {Edetanus} Hispania Citerior
    {Saguntum} Saguntum
    {Saguntum-spain} Arse
    {Tarraconensis} Tarraconensis
    {Tarraco} Tarraco
    {Ilergetum} Ilergetum
    {Osca} Osca
    {Celtiberia} Celtiberia
    {Numantia} Numantia
    {Lusitania} Lusitania
    {Olisipo} Olisipo
    {Gallaecia} Gallaecia
    {Asturica} Asturica
    {Cantabria} Cantabria
    {Flaviobriga} Aracillum
    {Baleares} Baleares
    {Palma} Palma

    ¬* IX AFRICA --------------116+13=129
    {Zeugitana} Zeugitana
    {Carthago} Carthage
    {Africa} Africa
    {Utica} Utica
    {Africa_Nova} Africa Nova
    {Zama} Zama
    {Byzacium} Byzacium
    {Thapsus} Thapsus
    {Massylia} Massylia
    {Hippo} Hippo Regius
    {Numidia} Numidia
    {Cirta} Cirta
    {Mauretania} Mauretania
    {Iol} Iol
    {Masaesylia} Masaesylia
    {Siga} Siga
    {Tingitana} Tingitana
    {Tingis} Tingis
    {Gaetulia} Gaetulia
    {Dimmidi} Thamondocana
    {Phazania} Phazania
    {Garama} Garama
    {Emporia} Emporia
    {Tacape} Tacape
    {Tripolitana} Tripolitana
    {Leptis} Leptis Magna

  8. #8

    Default Re: Fantastic new mod Rome Total History RTH_1.1 released

    Here is the rest. You can add your comments.

    ¬* X GALLIA -----------129+11=140
    {Massiliensis} Massilia
    {Massilia} Massilia
    {Narbonensis} Gallia Narbonensis
    {Narbo} Narbo Martius
    {Transalpina} Gallia Transalpina
    {Arausio} Arausio
    {Tolosana} Tolosana
    {Tolosa} Tolosa
    {Novempopulana} Aquitania
    {Burdigala} Burdigala
    {Aquitania_Secunda} Gallia Comata
    {Lemonum} Lemonum
    {Aremorica} Aremorica
    {Condate} Condate Redonum
    {Senonia} Senonia
    {Lutetia} Lutetia Parisiorum
    {Aeduensis} Gallia Aeduensis
    {Alesia} Alesia
    {Lugdunensis} Gallia Lugdunensis
    {Lugdunum} Lugdunum
    {Arvernia} Arvernia
    {Gergovia} Gergovia

    ¬* XI BELGICA ------140+7=147
    {Belgica} Belgica
    {Samarobriva} Bagacum
    {Treverensis} Belgica Treverensis
    {Treveri} Treveri
    {Germania_Inferior} Germania Inferior
    {Colonia} Ara Ubiorum
    {Germania_Superior} Germania Superior
    {Argentorate} Argentorate
    {Helvetia} Helvetia
    {Aventicum} Aventicum
    {Sequania} Sequania
    {Vesontio} Vesontio
    {Suebia} Vindelicia
    {Suebia-alt} Suebia
    {Suebia-alt} Decumanus
    {Mogontiacum} Mogontiacum

    ¬* XII BRITANNIA -------147+7=154
    {Cantium} Cantium
    {Londinium} Londinium
    {Brigantia} Britannia Superior
    {Eburacum} Eburacum
    {Icenia} Britannia Inferior
    {Camulodunum} Camulodunum
    {Dumnonia} Cornubia
    {Dumnonia-alt} Albion
    {Avalon} Calleva
    {Siluria} Cambria
    {Isca} Isca Silurum
    {Caledonia} Caledonia
    {Alauna} Alauna
    {Hibernia} Hibernia
    {Tara} Tara

    ¬* XIII GERMANIA ------------154+11=165
    {Boihaemum} Boihaemum
    {Eburodunum} Eburodunum
    {Regnum_Marcomanni} Hercynia
    {Marobudum} Marobudum
    {Tribus_Chatti} Ripuaria
    {Mattium} Mattium
    {Mattium_alt} Amisia
    {Tribus_Cherusci} Franconia
    {Tribus_Cherusci_alt} Istaevonia
    {Tulisurgium} Teutoburgium
    {Frisonia} Frisia
    {Frisonia_alt} Batavia
    {Noviomagus} Batavodurum
    {Tribus_Saxones} Saxonia
    {Tribus_Saxones_alt} Ingaevonia
    {Treva} Treva
    {Langobardia} Herminonia
    {Langobardia_alt} Langobardia
    {Laciburgium} Laciburgium
    {Rugia} Gothiscandia
    {Gothiscandia} Gothiscandia
    {Lugia} Vandalia
    {Calisia} Calisia
    {Locus_Venedae} Venediae
    {Vineta} Vineta
    {Scandiae} Scandiae
    {Thule} Thule

    ¬* XIV SARMATIA ------------165+13=178
    {Sarmatia} Sarmatia
    {Gelonus} Gelonus
    {Scythia} Scythia
    {Olbia} Olbia
    {Chersonesos_Taurica} Chersonesus Taurica
    {Chersonesos} Chersonesus
    {Bosphorus} Bosphorus
    {Pantikapaion} Panticapaeum
    {Maeotis} Maeotis
    {Tanais} Tanais
    {Colchis} Colchis
    {Phasis} Phasis
    {Iberia} Iberia
    {Mzcheta} Mestleta
    {Albania} Albania
    {Gabala} Gatara
    {Tribus_Alanni} Sarmatia Asiatica
    {Uspe} Siracena
    {Tribus_Massagetae} Transoxiana
    {Tribus_Massagetae_alt} Scythia Asiatica
    {Campus_Dahae} Davaba
    {Chorasmene} Chorasmene
    {Chorasmia} Chorasmia
    {Tribus_Sakae} Issedonia
    {Tribus_Sakae_alt} Saka Rauka
    {Cyropolis} Kasia
    {Hyperboria} Hyperboria
    {Themiskyra} Themiskyra

    ¬* XV PERSIA --------------------178+19=197
    {Babylonia} Babylonia
    {Babylon} Babylon
    {Mesopotamia} Mesopotamia
    {Seleucia} Seleucia
    {Mygdonia} Mygdonia
    {Nisibis} Nisibis
    {Assyria} Assyria
    {Arbela} Arbela
    {Atropatene} Atropatene
    {Gazaca} Gazaca
    {Media} Media
    {Ecbatana} Ecbatana
    {Susiana} Elymais
    {Susa} Susa
    {Persis} Persis
    {Persepolis} Persepolis
    {Carmania} Karmania
    {Carmana} Carmana
    {Gedrosia} Gedrosia
    {Pura} Pura
    {Arachosia} Arachosia
    {Kandahar} Alexandropolis
    {Drangiana} Drangiana
    {Phra} Phrada
    {Aria} Aria
    {Aria-alt} Ariana
    {Herat} Artacoana
    {Parthia} Parthia
    {Hekatompylos} Hekatompylos
    {Hyrcania} Hyrcania
    {Zadrakarta} Zadracarta
    {Margiana} Margiana
    {Merw} Antiochia Margianis
    {Sogdiana} Sogdiana
    {Marakanda} Marakanda
    {Bactria} Bactria
    {Bactra} Bactra Zariaspa
    {Paropamisos} Paropamisos
    {Kabura} Kabura

    ¬* XVI INDIA ---197+2=199
    {Gandhara} Gandhara
    {Taxila} Taxila
    {Maurya} India
    {Pattala} Pattala

  9. #9

    Default Re: Fantastic new mod Rome Total History RTH_1.1 released

    To Kirila:

    Thanks for asking.
    I'd like to do a little quality check before granting the use of my map.
    Please message me, specifying the goal of your mod. How would you include my map and which changes would you eventually think necessary?
    Please don't answer here, but send me a private message.

  10. #10

    Default Re: Fantastic new mod Rome Total History RTH_1.1 released

    Here you get a glimpse of Britain:



    Note the road system including Watling Street.

  11. #11

    Default Re: Fantastic new mod Rome Total History RTH_1.1 released

    This screenshot offers only a vague idea of the many ways to cross over the Alpes:


  12. #12
    Tiro
    Join Date
    Apr 2007
    Location
    Orange County, CA
    Posts
    211

    Default Re: Fantastic new mod Rome Total History RTH_1.1 released

    how is it installed on steam, do i need to add a set launch option?

  13. #13

    Default Re: Fantastic new mod Rome Total History RTH_1.1 released

    Quote Originally Posted by TomR199 View Post
    how is it installed on steam, do i need to add a set launch option?
    Sorry, I never used Steam so I can't tell. Is Steam working with RTW anyway? I thought that it was implemented with Imperial Total War?

    Here you can have a look at Armenia and the mountain chain of the Caucasus. On the upper left is the mighty Elbrus (5633 m). In the center, right below the Armenian capital is Mt. Ararat (5185 m):

    Last edited by Philadelphos; July 27, 2013 at 01:01 PM.

  14. #14

    Default Re: Fantastic new mod Rome Total History RTH_1.1 released

    New ship types available:



    Moreover we have Penteconter, Lembus, Liburna, Hemiolia, Swan Ships (Gauls) and Dragon Ships (Germans).

  15. #15

    Default Re: Fantastic new mod Rome Total History RTH_1.1 released

    Here is a view of Egypt with a number of units from different AORs. Next to the officer is an Elite Peltast available in Hellenic towns like Alexandria or Naxos, then comes an Egyptian archer and fourth in line is a Levantine City Militia (based on Carthaginian militia) available in Tyros and Phoenicia, After that come some Nubian and Ethiopian troops available on the Upper Nile.
    On the map you can see the beautiful city of Alexandria with the Mareotis Lake. the detailed Delta and Fayum, the Western Oases and the navigable Canal to the Red Sea. There is also a minor settlement in the westernmost oasis.



    The next picture reveals a lot on Egyptian politics. I was playing Macedon and I found them as my hardest opponent, all the way intriguing and building coalitions. Here you can see that they have an alliance with almost anybody else but Macedon.
    Since I was just reading the story of Antigonos Gonatas and Aratus of Sicyon I thought that this was a perfect representation of historic facts. I would never had thought that the Egyptians could be involved in Hellenic affairs to such a degree, but now they are and until you decide to put an end to their Nesiote League you can have a lot of fun observing their efforts.
    After 20 years I finally decided that I had enough and took away Naxos, but in the meantime they had taken Halicarnassus (the picture shows their approach), and since my forces in Ephesus and Sardes are bound by a terrific sneak attack from Pontus I must still suffer Ptolemy's presence in the Aegean causing a lot of trouble for my standing in Greece.



    The city shown here is the town of Pessinus and you can clearly distinguish the polytheistic mix from different cultures. The first temple is that of the famous Phrygian mother Cybele (Eastern style). Then they were apparently conquered by Pergamum or the Seleucids who built a Greek temple and after that the Galatians took over erecting Barbarian stones for Toutatis, Belenus and Epona.
    Last edited by Philadelphos; July 27, 2013 at 06:51 PM.

  16. #16
    Samraat Mahendra Maurya's Avatar Campidoctor
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    Default Re: Fantastic new mod Rome Total History RTH_1.1 released

    Is this excelent mod still in Beta, because i see in the text folder, 280AD_regions... and Aurelian_regions.... Etc! Great mod!

  17. #17

    Default Re: Fantastic new mod Rome Total History RTH_1.1 released

    Oh, that's only a few notes for eventual variations when it comes to be used in other time frames. I just forgot to cancel them.

    This mod is stable as far as I know. It is two months that I had no CTD.

    But of course any contribution that helps to improve the next upgrade is welcome.

    I'm planning on RTH 1.2 to be out maybe in October.
    One of the new features will be recruitable mercenaries when you build a Garrison or a Citadel (Castellum and Castrum for the Romans).

  18. #18
    Samraat Mahendra Maurya's Avatar Campidoctor
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    Default Re: Fantastic new mod Rome Total History RTH_1.1 released

    Contribute, as in?........
    What could someone do to 'contribute'?

  19. #19

    Default Re: Fantastic new mod Rome Total History RTH_1.1 released

    Report bugs and errors, contribute new units, advance some useful idea ...

  20. #20
    Aymer de Valence's Avatar Protector Domesticus
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    Default Re: Fantastic new mod Rome Total History RTH_1.1 released

    A few units have caused a CTD due to the game not being able to find the texture, or something. Two I have found so far are the Sicilian cavalry for the Romans and the Aethiopian fanatics for Numidia. If I find anymore I'll let you know, but this mod is wonderful! Love the snake hurlers lol I'll give rep as soon as I can
    Cry God for Harry, England and Saint George!

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