Roman Unit Roster Update
Been Working on the roman unit roster for this mod : LINK TO IMAGES
This is obviously what i have available right now but i have seen the suggestions from you all and agree it would be good to ask for some use of better assets to make the units in the mod more historically accurate. this is obviously all subject to change.
Thank you!
Mod Development 15/03/2019
Hello All,
I have spent some time working on the units for both roman faction and also the English tribes. below i will post a set of images for each of these
LINK TO ROMAN IMAGES
LINK TO BRITON SWORDS
Spoiler Alert, click show to read:
There is a lot of work to do but i hope you like the look of these so far. and fortunately i have been able to draw from Sebidee's Iceni unit roster mod for unit ideas and custom textures so thank you to him for that.
Have a lovely weekend!
Good stuff!
Looking good!
Hi All,
The OP for this thread is actually an old account of mine!
hopeing to get this thread added to this new account and also maybe get a hosted mod in the future but until then i am going to just post some updates here for this project.
In short i had to compleatly rework this project and start from scratch.
Below are some links for where to find some updates in much more detail and a quick video showing current faction placement. i hope you guys like!!!
MODDB: LINK
STEAM WORKSHOP PAGE : LINK
VIDEO LINK
Update To Test Version 0.3
CHANGELOG
- Archers temporarily removed from tribal rosters
- First edition of slingers added into the mod and added to custom battle rosters
- Remained of factions added into custom battles with full BASIC roster (this still requires balancing tests so let me know if you have any feedback) and make sure to use the arrow keys on your keyboard to use the factions that are off the screen
INFO
For all the people trying this mod for the first time here is just a little progress on the mod up until this point
All of the info you are about to read cnan also be found on the steam workshop and moddb page but i felt it would be a good idea to list a couple of things here for the benefit of people looking to try this mod out.
to start with the mod was completly scrapped a few months back and i began work on it again from the ground up due to some key bugs in some of the changes i made and some silly backing up practices leading to a loss in progress. Overall the restart has actually led to a lot of positive changes for the mod and a slightly new direction. the first iteration of the campaign is now aiming to be set some time before the roman invasion of britian. and to have the scripted norman conquest be transformed into the roman invasion attempt. some players have expressed thier desire to play as rome in the campaign and i am working it through in my head how i want to go about this.
Currently available in the mod is the beginnings of the custom/multiplayer battle module with some very basic UI changes and the implementation of a base roster for all the factions. i want to make it clear the units you are seeing in game are currently only the core set and i plan to make custom unique units for each faction in game depending on where they are located at the start of the game. and it likely the base set will change anyhow. a side note the romans currently available in custom battles are not a representation to thier final form in the campaign. they will however more than likely remain available in the custom battles for variety.
In the future I plan to ofcourse release a campaign with a 61 playable factions but as im sure many of you know this is a lot of work. i am currently looking for an artist to join the project to help with Ui elements and flags if anyone becomes interested in this project. so if thats you hit me up!
Known Bugs
- Slingers are not actually holding slingers. all of the animations are perfect it just seems like i cannot currently get the model to show. will be working on that one
Screenshots from latest patch
Spoiler Alert, click show to read:
Download for patch 0.3
STEAM
MODDB
POLL
I am interested to hear from the community on wether they think it best to hold back the campaign section of the mod from the wrokshop until after it is a little more fleshed out. for context all of the custom faction are in with thier starting locations and a basic name changes and custom units and functionally thats where we are at. other than that it still plays very much like the standard game. I worry that if i release this to soon into creating the mod it might scare some people off but i can also see the benefit of having people test it with you. if you take the time to give your opinion in this poll i appreciate it. and any thought about it below would help too!.
thank you
https://www.strawpoll.me/20161496
Update - 26/05/2020
Hi there all.
this updates introduces some small changes to some units along with adding a new "buff" unit into the game for the tribal factions.
all available in the urrent build on steam
ROMAN UNITS
Now have acess to Pilum on charge and also can use testudo formation.
SCREENSHOTS
Spoiler Alert, click show to read:
CARNYX WAR HORN
This new unit added in gives tribal factions a buff unit consisting of an officer, standard bearer and 4 warhorn holders. eventually i would love to add custom audio for these that play consistantly during combat but for now they do not. the idea behind this unit is to give the player and active feature to benefit or hunder them if not contained or utalised properly on the battlefield. they have access to a selection of friendly buffs and enemy taunts and will need to be protected or targeted depending.
they are by no means however finsihed and the model used currently is only placeholder until i can get a proper model made for it.
SCREENSHOTS
Spoiler Alert, click show to read:
Example of what they MIGHT have sounded like
https://www.youtube.com/watch?v=EOR7VKcSb9k
Hope you guys like
Update 30/05/2020
- Slight tweak to slinger damage
- slingers reduced in unit size to keep in line with other units
- Skyclad units armour tweaks & special frenzy ability
- Romans given New square formation
- Romans given catapult as a temporary battle weapon
- First wave of factions flags added
Ooooh, this is looking good! We'd just been debating whether to buy ToB or not - I think you've just swung the balance...
Visit Total War Center Wiki for:
Total War Mods - Modding Portal - Total War Series
M2TW Modding - Battle Map Buildings - Techtrees - worldpkgdesc
Rome Remastered Modding - New Campaign Map
IWTE functions for RR - Unit models in RR
Im glad you think so! its taken a lot to get it here and im quite confident that now im past some of the more tricky issues i had with the mod the first time around that the campaign should be a fresh experiance for the game. A lot to do still obviously but yeah. thank you!
Very pleased to see you've gotten your own subforum now, well deserved dude .
Check out the TWC D&D game!
Message me on Discord (.akar.) for an invite to the Thema Devia Discord
Daughter, Heir, and Wartime Consigliere of King Athelstan
Im a little confused by the factions you show on the campaign map, I saw the Parisi and the Belgae among others. Werent they in Gaul?
This is a little up in the air at the moment due to how i had orignally planned for rome to be implemented in the mod. A lot of people are telling me they want this so it might just have to happen.
so just a quick note. i am not the best at researching but i am doing my best to get a wide range of playable factions in the mod whilst trying to get it to be at least somewhat accurate. from what i have gathered there is evidence that the two tribes you have mentioned did have some presence in these regions at slightly different times. if not fully then at least a belgic leader for a local tribal force. The goal was to try to offer a wide range of factions to players. it might not be super accurate because of timings but i felt this would be an acceptable change. below is the map i have been using for refrence if this helps.Im a little confused by the factions you show on the campaign map, I saw the Parisi and the Belgae among others. Werent they in Gaul?
Althought it might not look it, the map for ToB is rather large and its quite easy to set up a faction with way too much land that will snowball without any help what so ever. so the intent was to try to create a wide range of small to mid size starting kingdoms.