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Thread: Rome unit Pack (10/14/13)

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  1. #1

    Default Rome unit Pack (10/14/13)

    Mission statement: To create new units for Rome regardless of historical accuracy, but within logical reasoning.
    Balance: Units are meant to reflect vanilla balance.
    Permissions: These units can be freely used by any other mod.
    Compatibility: This mod only adds new files or rows to tables, and thus should work with virtually any other mod.
    See Steam workshop for future updates
    Download

    RomeBonusPack


    Current Pack:


    New Buildings for Rome:
    Urban Barracks
    Tabularium
    Theatre
    Ludus Magnus
    Horse Pasture
    Horse Stable
    Horse Ranch
    Shrine of Bacchus
    Shrine of Ceres
    Shrine of Vesta
    Temple of Bacchus
    Temple of Ceres
    Temple of Vesta
    Basilica of Bacchus
    Basilica of Ceres
    Basilica of Vesta

    Unit Changes:
    Praetorians, Praetorian Guard, and Praetorian Cavalry can be used as general units in campaign.

    Urban Cohort(From Rome Total War)
    Built at lvl 4 legionary barracks(Italia only),requires 2 turns to build, Campaign limit 8, can be used as general unit.
    Spoiler Alert, click show to read: 
    [IMG]Uploaded with ImageShack.com[/IMG]
    New Helmet:[IMG]Uploaded with ImageShack.com[/IMG]


    Archer Auxilia
    Replaces Roman Archers with remuneration reforms
    Spoiler Alert, click show to read: 
    [IMG]Uploaded with ImageShack.com[/IMG]


    Roman Archers
    Built at lvl 2-4 auxiliary barracks
    Requires training reforms
    Spoiler Alert, click show to read: 
    [IMG]Uploaded with ImageShack.com[/IMG]


    Roman Slingers
    Built at government buildings
    Spoiler Alert, click show to read: 
    [IMG]Uploaded with ImageShack.com[/IMG]


    Light Auxilia
    Light Auxilia replace Velites with remuneration reforms
    Spoiler Alert, click show to read: 
    [IMG]Uploaded with ImageShack.com[/IMG]


    Light Cavalry Auxilia
    Light Cavalry Auxilia replaces Roman Light Cavalry with remuneration reforms
    Spoiler Alert, click show to read: 
    [IMG]Uploaded with ImageShack.com[/IMG]


    Archer Cavalry Auxilia
    Built at lvl 4 auxiliary barracks
    Requires renumeration reforms
    Spoiler Alert, click show to read: 
    [IMG]Uploaded with ImageShack.com[/IMG]


    Arcani
    Built at lvl 4 provincial capitals.
    Spoiler Alert, click show to read: 
    [IMG]Uploaded with ImageShack.com[/IMG]


    Praetorian Archers
    Built at lvl 4 Legionary barracks
    Can be used as Generals unit
    Spoiler Alert, click show to read: 
    [IMG]Uploaded with ImageShack.com[/IMG]


    Roman Light Cavalry
    Built at lvl 3-4 Auxiliary barracks
    Spoiler Alert, click show to read: 
    [IMG]Uploaded with ImageShack.com[/IMG]


    Heavy Auxilia:
    Built at lvl 2-4 Auxiliary Barracks
    Spoiler Alert, click show to read: 
    [IMG]Uploaded with ImageShack.com[/IMG]


    Socii Velites:
    Built at lvl 1-4 Auxiliary Barracks(Italia only)
    Spoiler Alert, click show to read: 
    [IMG]Uploaded with ImageShack.com[/IMG]


    Socii Principes:
    Built at lvl 2-4 Auxiliary Barracks(Italia only)
    Spoiler Alert, click show to read: 
    [IMG]Uploaded with ImageShack.com[/IMG]


    Socii Triarii:
    Built at lvl 3-4 Auxiliary Barracks(Italia only)
    Spoiler Alert, click show to read: 
    [IMG]Uploaded with ImageShack.com[/IMG]


    Gladiator Equipment Change:
    Cosmetic change only, Gladiators now use several different weapons and shields.
    Spoiler Alert, click show to read: 
    [IMG]Uploaded with ImageShack.com[/IMG]


    Veteran Gladiators:
    Built at the Circus, Circus Maximus, and Colosseum
    Spoiler Alert, click show to read: 
    [IMG]Uploaded with ImageShack.com[/IMG]


    Radiarius Gladiators:
    Built at Colosseum
    Spoiler Alert, click show to read: 
    [IMG]Uploaded with ImageShack.com[/IMG]


    Levy Gladiators:
    Built at Amphitheatre, Gladiator School, Circus, Circus Maximus, and Colosseum
    Spoiler Alert, click show to read: 
    [IMG]Uploaded with ImageShack.com[/IMG]


    Light Chariot Auxilia:
    Built at Circus, Circus Maximus.
    Spoiler Alert, click show to read: 
    [IMG]Uploaded with ImageShack.com[/IMG]


    Chariot Auxilia:
    Built at Circus Maximus
    Spoiler Alert, click show to read: 
    [IMG]Uploaded with ImageShack.com[/IMG]



    Pending:

    New Centurion Helmet:
    Spoiler Alert, click show to read: 
    [IMG]Uploaded with ImageShack.com[/IMG]


    Slinger Auxilia:
    Replaces roman slingers with renumeration reforms
    Spoiler Alert, click show to read: 
    [IMG]Uploaded with ImageShack.com[/IMG]


    Tracker Auxilia:

    Built at lvl 3-4 Auxiliary Barracks
    Spoiler Alert, click show to read: 
    [IMG]Uploaded with ImageShack.com[/IMG]


    Cataphract Cavalry:
    Built at lvl 4 legionary barracks, campaign limit 4
    Spoiler Alert, click show to read: 
    [IMG]Uploaded with ImageShack.com[/IMG]


    Town Watch:
    Replace Rorarii after cohort organisation research
    Spoiler Alert, click show to read: 
    [IMG]Uploaded with ImageShack.com[/IMG]


    Pike Auxilia:
    Built at lvl 3-4 Auxiliary Barracks
    Spoiler Alert, click show to read: 
    [IMG]Uploaded with ImageShack.com[/IMG]


    War Dog Auxilia:
    Replaces War Dogs with renumeration reforms research
    Spoiler Alert, click show to read: 
    [IMG]Uploaded with ImageShack.com[/IMG]


    Pending Naval Units:

    Raiding Hemiolia, Light Auxilia
    Pursuit Trihemiolia, Light Auxilia
    Trireme, Light Auxilia
    Scorpion Trireme, Light Auxilia
    Quinquereme, Archers
    Quinquereme, Light Auxilia
    Quinquereme, Archer Auxilia

    To do:
    Last edited by mcshooterz; November 27, 2013 at 09:02 AM.

  2. #2

    Default Re: Rome unit Pack

    I forgot to add, if anyone can think of a unit that Rome is in need of please let me know. If anyone experiences any issues please also let me know. This is a standard mod type pack that can be used with the mod manager.

  3. #3

    Default Re: Rome unit Pack (10/8/13)

    Can you make a historical Centurion it will look cool among this unit pack

  4. #4

    Default Re: Rome unit Pack

    not sure if its your mod man but my game keeps crashing ''/

  5. #5
    Chieftain John K.'s Avatar Tiro
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    Default Re: Rome unit Pack

    The mod causes a crash when I press on recruiting by general. Start with Mod Manager without other mods. Same result...

  6. #6

    Default Re: Rome unit Pack

    Same here...

  7. #7

    Default Re: Rome unit Pack

    Because we all upgraded to beta patch 3 ,this is the only explanation .McShooterz please download patch 3 as well and make it compatible. Thank you

  8. #8
    Chieftain John K.'s Avatar Tiro
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    Default Re: Rome unit Pack

    I never play with beta patch. I think the problem caused by the mod. Maybe unit icons because I have the crash when recruiting. Then the unit cards would appear. I hope it can be fixed.
    Last edited by Chieftain John K.; September 20, 2013 at 10:11 PM.

  9. #9

    Default Re: Rome unit Pack

    @Chieftain John K : You are right , there's a problem with the unit card , I opened the mod with PFM I deleted the UI section and it works like a charm ... the only issue is that the unit card becomes a legionary Bireme boat card .

  10. #10

    Default Re: Rome unit Pack

    Also would be nice if you can unlock al Auxilia Units for Custom Battle.

  11. #11

    Default Re: Rome unit Pack

    Thanks to everyone for the feedback.
    I figured something out, I need to do the unit cards differently or something; it works for me because I have the unpacked unit cards in my UI folder, so the game loads those last just fine.
    I will work to find a solution to the unit card problem, and unlocking all auxilia units for custom battles should be easy enough.

  12. #12

    Default Re: Rome unit Pack

    Alright I think this should now work for everyone, it's the unit pack plus the unit cards in a UI folder to copy over, plus every auxiliary unit for Rome in custom battles.
    Download: http://www.mediafire.com/download/5k...meUnitPack.zip

  13. #13

    Default Re: Rome unit Pack

    Works perfectly!! Thank you sir!!!

  14. #14

    Default Re: Rome unit Pack

    I added all of the mercenary units to Rome for custom battles as well as the garrison only roman units: plebs & Rorarii; which make the custom battle unit lists for Rome enormous. I will make a few more "generic" auxiliary units and then release a new version.

  15. #15

    Default Re: Rome unit Pack

    Hmmm, nothing changed. No additional units in custom battle?!

  16. #16
    Khan84's Avatar Foederatus
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    Default Re: Rome unit Pack

    Loving the Urban Cohort, something like this should have been in vanilla - Great Job!

    Regards
    Khan


  17. #17

    Default Re: Rome unit Pack

    Hmmm, I just had to put your mod further up in the mod manager. Why? I don't know. But it is working now.

    BUT: Although I like the idea for Romans to have access to Archers everywhere, it's a big balance problem in early game. The - maybe only huge - weakness for Romans is the lack of good Range Units. All other factions are quite helpless against Rome in melee combat, but now Rome has very good range units, too, deleting the last weakness of Roman unit roster. As Roman enemy I concentrated on thinning out Roman troops from distance before engaging them in melee, because there they are unmatched. But now they even have better range units than most of the other factions and this right away from the beginning. The already powerful romans now are unbreakably OP.

    Because of that I would suggest to make the Archers only available by a military technology in later game or normal Roman Archers in Barracks lvl 3 (usually you will have Barracks lvl 2 already about turn 10, this is way too early for every archer unit) and the very good Archer Auxilia not before Aux Barracks lvl 4, since they can compete even with high skilled archers from other nations. Aux Barracks lvl 4 would be early enough. Also - besides the balance problem - it's a matter of fact that Rome was lacking Archers, so it should at least take them some time to actually recruit them. It's fair to be able to recruit them everywhere. it's not fair to give them such strong units, which also closes one of the biggest unit gaps of the roman army, from the beginning. Rome is already powerful enough in early game!
    Last edited by Igor85; September 22, 2013 at 05:37 AM.

  18. #18

    Default Re: Rome unit Pack

    Okay changed roman archers to only be built at lvl 2-4 auxiliary barracks and require the "training reforms" research. The upgrade from roman archers to archer auxilia now requires "remuneration reforms" research.

  19. #19

    Default Re: Rome unit Pack

    Okay here is a change I have made for next release to help balance the better archer support for rome. The roman archers are built at lvl 2 legion and auxiliary barracks, and when you research mercenary auxiliaries they can be replaced by archer auxilia at the cost of 200. Also I have reduced a few of the stats for the roman and auxilia archers.

  20. #20

    Default Re: Rome unit Pack

    New shields are very nice.

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