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Thread: [Rome II Mod] Roma Imperiosa

  1. #1
    Ritter-Floh's Avatar Artifex
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    Icon1 [Rome II Mod] Roma Imperiosa


    Hello everybody!

    Here I present you a German mod for RomeII. The mod is intended to be and to historically accurate and realistic.
    To this end, many data have been changed gradually.

    Unfortunately my english is not very good, so I will not translate everything first. (Perhaps someone else make)

    Roma Imperiosa exists in two versions: 2 rounds per year and 4 rounds per year. In both versions, the range of motion and the research time is adjusted. In the 4 rounds variant, the recruitment time is adjusted.

    All changes are listed below and download links are also available.
    Currently, I can not upload my mod in the workshop, it just does not work and I do not know why.

    A first unit pack (Carthage) is almost finished and ready for download shortly.

    Download Section
    RI - Additional Units

    Spoiler for Was Roma Imperiosa verändert:
    Bereich Einheiten
    -Steinschleuderer Rekrutierungskosten angehoben
    -Soldaten haben jetzt realistischere Körpergrößen (2m Barbaren gehören der Vergangenheit an)
    -Ausdauersystem überarbeitet, Soldaten erschöpfen in Kämpfen schneller
    -Boni eingefügt für Falcata, Kopis (brechen Schilde und Rüstungen)
    -Boni eingefügt für Speere, Sarissen (Gegen Kavallerie effektiver)
    -Gladiatoren nicht mehr rekrutierbar
    -Krieghunde nicht mehr rekrutierbar
    -Einheitennamen historisch korrekt
    -Reichweiten Fernkämpfer angepasst
    -Moral der Marineeinheiten angepasst
    -Wurfspeere werden nur auf Befehl geworfen

    Bereich Kampagne
    -Alle Völker (Ausnahme, Völker die in DLC's freigeschaltet werden) in der Kampagne spielbar
    -Kampagnenziele für alle Völker
    -Alle Völker in Custombattles spielbar
    -Alle Völker und Stämme haben Beschreibungen
    -Kampagnenauswahl Karten für alle Völker hinzugefügt
    -KI Rekrutierungsverhalten angepasst, Fernkämpfer werden seltener rekrutiert
    -auf Schwierigkeitsstufe schwer erhält die KI jetzt etwas mehr Hilfe für Forschung und Bau
    -4 Einheiten auf einmal rekrutierbar (vorher 3)
    -der Großteil der Standarteinheiten ist nun auch in den kleinen Städten rekrutierbar. Dies hilft auch der KI beim Zusammenstellen ihrer Armeen.
    -angepasstes Verhalten in der Diplomatie; Diplomatische Angebote wahrscheinlicher; Effekte für Beziehungen leicht eröht.
    -Forschungsrate an 4/2 Runden pro Jahr angepasst; langsamerer, strategischer Spielaufbau.
    -Limit für Armeen erhöht (bis zu 60 möglich)
    -Limit für Flotten erhöht (bis zu 28 möglich)
    -weiter rauszoomen mit der Kamera in der Kampagne
    -Völker und Volksgruppen historische Namen
    -Diplomatieoptionen für alle Kulturen: Vassallentum, Konförderation, Klientel-Staaten
    -Spezialeinheiten wie Prätorianer nur noch einmal rekrutierbar
    -Diplomatieoptionen für alle Kulturen: Vassallentum, Konförderation, Klientel-Staaten
    -Spezialeinheiten wie Prätorianer nur noch einmal rekrutierbar
    -Boni angepasst für Gebäude, welche die Forschungszeiten verringern. Diese verkürzen die Forschungszeiten nun spürbarer
    -Nur noch griechisch-römische Völker können Artillerie bauen (Rom, Griechen, Nachfolge-Königreiche und Karthago)
    -KI hat jetzt weniger Probleme mit Nahrung
    -bis zu 6 Einheiten auf einmal rekrutierbar
    -bis zu 4 Schiffe auf einmal rekrutierbar
    -Kretische Bogenschützen für griechische Statdstaaten rekrutierbar, ab Militärgebäude Stufe 2. Diese kosten mehr, sind aber sehr effektiv als Schützen.
    -Armeereichweite angepasst
    -Flottenreichweite angepasst
    -Provinznamen historisch korrekt
    -Gebietsnamen historisch korrekt
    -Stadtnamen historisch korrekt-Rhodos zu den spielbaren Fraktionen hinzugefügt (wurde in Version 0.6 vergessen)
    -Kampagnenziele für alle Völker

    Bereich andere Änderungen
    -startpos.esf ab sofort direkt in Mod integriert - einfachere Installation und Original muss nicht extra gesichert werden
    -Flaggenpunkte (Capture Point) für Gefechte entfernt; KI kann sich besser auf die eigentliche Schlacht konzentrieren.
    -Geschossspuren (Einschläge) bleiben während einer Schlacht sichtbar
    -Neue Loadingscreens eingefügt

    Spoiler for Das Team
    Modleader
    Ritter-Floh

    Grafiker
    gogo 007

    Faction_traits, Victory Conditions
    izanagi11
    TuranianGhazi
    Umbrecht

    Einheitenbezeichnungen (Teilweise)
    The Splenyi Realistic Names Mod Team

    Ein großes Dankeschön an dieser Stelle auch an Fridericus Secundus für seine Hilfe und an gilli für die Zusammenarbeit im Moddingbereich!
    Last edited by Ritter-Floh; December 04, 2013 at 07:36 AM.

  2. #2
    Ritter-Floh's Avatar Artifex
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    Default Re: [Rome II Mod] Roma Imperiosa

    this mod can be hosted, but I do not know how....

  3. #3
    The Wandering Storyteller's Avatar Protector Domesticus
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    Default Re: [Rome II Mod] Roma Imperiosa

    I can help, though my german is non existent, I can use google translate if you wish or some other free online translator.





















































  4. #4
    The Roman Republic's Avatar Alea iacta est
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    Default Re: [Rome II Mod] Roma Imperiosa

    Translated section.

    area units
    Raised stone - slingers recruitment costs
    Soldiers now have more realistic body sizes (2m barbarians belong to the past )
    Endurance revised system , soldiers exhausted faster in combat
    Bonuses added for Falcata , kopis ( break shields and armor )
    Added bonuses for spears, sarissae ( effective against cavalry )
    Gladiators no longer recruitable
    War Dogs no longer recruitable
    Unit name historically accurate
    Adjusted Reaches ranged
    Adjusted morale of naval units
    - Javelins are thrown only on command

    field campaign
    - All peoples ( except the peoples are enabled in DLC ) playable in the campaign
    Campaign goals for all peoples
    - All nations playable in Custom Battles
    - All peoples and tribes have descriptions
    Added campaign selection cards for all peoples
    Adjusted CI recruitment behavior , rangers are recruited less
    - on Hard difficulty the AI is now getting a little more help for research and construction
    -4 Recruitable units at once (previously 3 )
    - most of the standard units is now recruitable in the small towns . This also helps the AI when assembling their armies.
    Fitted behavior in diplomacy , diplomatic deals likely , effects on relationships easily eröht .
    Research - adjusted rate of 4/2 rounds per year slower , more strategic game structure .
    Limit for armies increased ( up to 60 possible)
    Limit for fleets increased ( up to 28 possible)
    - zoom out more with the camera in the campaign
    Peoples and ethnic groups, historical names
    Diplomacy options for all cultures : Vassallentum , confederation , clientele States
    Special units such as Praetorians once only recruitable
    Diplomacy options for all cultures : Vassallentum , confederation , clientele States
    Special units such as Praetorians once only recruitable
    Bonuses adjusted for buildings, which reduce the research time . These shorten the research time now noticeable
    - Only Greco-Roman peoples can build artillery (Rome, Greece , Carthage and successor kingdoms )
    - AI now has fewer problems with food
    - up to 6 units recruitable at once
    - up to 4 ships recruitable at once
    - Cretan archers recruitable for Greek Statdstaaten , military buildings from level 2 These cost more but are very effective as a shooter.
    Adjusted Army Range
    Adjusted fleet range
    Province names historically accurate
    Area historically correct name
    City names added historically accurate Rhodes to the playable factions ( was forgotten in version 0.6)
    Campaign goals for all peoples

    Range of other changes
    - startpos.esf now integrated directly into Mod - easier installation and original must not be backed up separately
    Flag points ( Capture Point) removed for fighting , AI can better focus on the actual battle .
    Bullet marks ( strikes ) remain visible during a battle
    Added - New Loadingscreens

  5. #5

    Default Re: [Rome II Mod] Roma Imperiosa

    Gladiators as Garrison units in cities where applicable would be a good idea instead of just cutting them entirely
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  6. #6
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    Default Re: [Rome II Mod] Roma Imperiosa

    First of all, many thanks to Dictator Of The Roman Republic for the translation!

    @ ♠ Thomas Cochrane ♠:
    Gladiators are a cool thing, no question. But the Romans certainly did not let gladiators defend their cities. I have removed them because they are very questionable in this application. By the same principle barbarians have no artillery.

  7. #7
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    Default Re: [Rome II Mod] Roma Imperiosa

    News from the "tables front"

    Mod is fully portet to patch 1.7
    Next step is a intern beta release and then we start to work on the next big Mod Release!

  8. #8
    Ritter-Floh's Avatar Artifex
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    Default Re: [Rome II Mod] Roma Imperiosa

    New Version out now!

  9. #9
    gary's Avatar Domesticus
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    Default Re: [Rome II Mod] Roma Imperiosa

    Hmm this is meant to be an English speaking site.... have no idea what is written.
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  10. #10
    Ritter-Floh's Avatar Artifex
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    Default Re: [Rome II Mod] Roma Imperiosa

    yes, its a german Forum and a Mod for the german Version.
    Unfortunately, I do not know how I can realize an English version. But in the future there might be one.

  11. #11

    Default Re: [Rome II Mod] Roma Imperiosa

    can u post the download link for the additional units packs here? the german forum is kinda confusing.....

  12. #12

  13. #13

    Default Re: [Rome II Mod] Roma Imperiosa

    dude if u post the link to the german site it doesn't change a thing.....post the site where u uploaded.....like rapidshare/upload/zippyshare.....

  14. #14
    Ritter-Floh's Avatar Artifex
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    Default Re: [Rome II Mod] Roma Imperiosa

    that is the site where i uploaded. Can you see the green download-button? Workshop is not working for me, dont know why....

  15. #15

    Default Re: [Rome II Mod] Roma Imperiosa

    nope, dont see no download green buttons......can u reupload them to rapidshare or something? thanks!

  16. #16
    Daizus's Avatar Foederatus
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    Default Re: [Rome II Mod] Roma Imperiosa

    to download registration is required but the mod it is in German

  17. #17
    Laetus
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    Default Re: [Rome II Mod] Roma Imperiosa

    Quote Originally Posted by Ritter-Floh View Post
    First of all, many thanks to Dictator Of The Roman Republic for the translation!

    @ ♠ Thomas Cochrane ♠:
    Gladiators are a cool thing, no question. But the Romans certainly did not let gladiators defend their cities. I have removed them because they are very questionable in this application. By the same principle barbarians have no artillery.
    Maybe add gladiators to rebel or slave uprisings? If they aren't already I dunno

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