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Thread: Glory of Rome Remastered - 0.2 alpha is coming on 15.02.2024

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    _Tartaros_'s Avatar "Harzschütze"
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    Default Glory of Rome Remastered - 0.2 alpha is coming on 15.02.2024



    Glory of Rome Remastered ( GoRR) is a mod in development and playable with it´s current content.
    suscribe at steam workshop here https://steamcommunity.com/sharedfil...?id=2715224838

    •Content up to 0.1 beta:

    •- Bigger and heavily updated Map with 680 Regions - work continues
    •- In total 111 Factions
    •- New Warhornsounds - more Soundupdates will progress in the Future
    •- Signifer One´s Animation
    •- Most Barbarian and Desert Factions have the ability to create a Horde and Migrate, 5 of them start as Horde at the Beginning of the Campaign
    •- 17 new Religions
    •- Reworked Roman Republic - one playable Faction with all Families, SPQR Superfaction + 1 Roman Allied Factions + 1 roman shadow faction (civil war mechanic)
    •- Kart Hadast, Ptolemaike Empire, Seleucid Empire and Rome have the ability to have Shadowfactions (internal Civilwar)
    •- Nuragic Rebellion - if any other Faction beside Kart Hadast conquer Sardinia and Corse, they will rise up and fight for indepedence
    •- Updated Recruitment, updated/expanded rosters for some factions + some new (missing) units like Barbarian Slingers, Archers, Hypaspistai, Heavy Persian Noble Cav, Heavy Numidian Infantry
    •- 4 turns per Year (3 Summer, 1 Winter)
    •- added Danymok latest unit´s + updated stats
    •- reworked temples + bonuses
    •- new building once per faction: treasury

    Upcoming 0.2 - check out the developer updates on Youtube for more information:



    •- updated Map with 817 Regions
    •- updated factionrelations and diplomacy for a more active and aggressive Campaign
    •- updated Mercenary Pools (every Region now has one...)
    •- updated Banners and Icons for all 118 Factions
    •- 105 playable Factions + 13 unplayable Factions: emergent Servile Uprising (Roman Slaves+Gladiators), Libyan Mercenaries Faction (Mathos), Saka, Baktria and 3 Roman Sub-Faction (Senate, Latin Colonies and Italic Allies), Pretenderfactions for Carthage, Seleucid + Ptolemaic Empire and the Roman Republic (Civil War Faction)
    •- "hordecamps" and more realistic resource positions
    •- faction core attitudes and faction relationships (behaviour of factions in the campaign)
    •- new buildings (Tax and Mints, Temples, Politcal and Governments, Riverports, expanded mines, traderoutes and much more)
    •- reworked buildingtree´s and costs
    •- reworked unitcosts and economy
    •- alot of Bugfixing - My Claim is: every release has to be fully stable and playable.


    Changelog

    Version 0.0.9
    seleucid and macedons are allied + very good relations due to marriage
    added some realtionships between new factions
    Reworked Britain, Spain, Gaul and Belgica Regions up to the rhine areas
    Added 33 new Factions
    Added 52 new Regions
    Fixed Hordeunits-issue in edu + added horde roster for desert tribes, german, iberian and celtic


    Version 0.0.8 bugfixed
    fixed the custom battle ctd + campaign battle ctd (reason was a malus event.idx)
    fixed missing names + text entry´s
    added missing textures
    sorted out regions/descr_strat bugs
    added missing warhorns in the .dat files
    corrected some minor stats in edu and added missing models lines for some new factions (Elephants, Camels and some horses)

    Version 0.0.8
    complete rework of unitstats and battlesystem
    Reworked of the Roman Factions - Roman Republic is playable + Senate(Superfaction) and League of Samnium and Etrusca allied. Civil-War will be brutal...
    added more resources all over the map
    added +regions in the italian peninsula (249 in total for now)
    Fixed - empty message bug, when launching the game
    Fixed - could not find character trait(Artisan)
    Fixed - missing UI for barbarian culture
    Fixed - yellow Box launch Bug
    Added the 3 Roman Families (Julia, Scipio and Brutus) with a familytree


    Version 0.0.7
    added numidian heavy infantry (armenian - east heavy infantry)
    added carthaginian archers (numidian archers) and punic heavy peltasts (greek heavy peltasts)
    revised temple armor upgrades (only smith and university give them now)
    added 1 Rebel Region (Turris) in Sardinia + alot more in northern afrika + smoothed coastlines
    All mines in regions start with the first tier (not the second)
    Added some resources (slaves, silver, gold) in new regions
    Renamed Cicilian Pirates into Sailors Merc. and restricted recruitment to the mediterrain sea
    Changed Range of mounted Archers (between 70-85) - Horsearchery should be shorter (Shorter, less powerfull bows) than Footarchers (Range of 100-170)
    Armenia can build Zoroastrian Temples, which give Zoroastrian Religion Bonus
    Added Lusitani faction + roster
    Added Persian Noble Cavalry (seleucid) as AOR unit
    Added Signifer Ones Animation package
    Added Nuragic Tribe´s Faction + script for there emergence if all carthaginian settlements in Sardinia get conquered, they emerge and will fight for there freedom as an independent faction
    Added Mauri, Gaetuli (Horde), Massaesylii and two shadowfactions for seleucid and carthage
    corrected/reworked faction relationships in descr_strat (was wrong at all in original map-mod)
    corrected heights and climate in atlas mountains/northern afrika
    reduced costs for watchtowers to 100


    Version 0.0.6
    Complete Replace of Warhorns with variations (Rome II)
    More Regions in Hispania + smoothed coastlines
    corrected east hoplite (Pontus) - have 60 men now per unit like the other pikemen
    added missing basegame UI info for slave carthagenian early general
    Relocate Spain faction in Hispania + added Rebels
    Edited Greek_cities starting armies


    Version 0.0.5
    removed Rome Rerostered v2.21 Mod
    added/changed 2d Faction icons
    corrected more rivers in hispainia
    added 3 regions in Spain Sexs, Emporion and Danium
    corrected borders and placements of settlements and ports in spain (most promonent Carthago Nova and Gadir)


    Version 0.0.4
    fixed more issues from Europa 270 BS Map Mod in descr_strat (ongoing process)
    removed phalanx ability for shortspear/hoplite units
    added warcry to elite barbarian units
    added warhorns sounds from Rome2tw
    added 2d Faction icons
    spanish language added thanks to balomar78
    corrected some rivers in southern spain and northern africa


    Version 0.0.3
    added several Region for Kart Hadast + Greek Cities - 206 for now
    redone some groundtypes + heights in order to improve the map
    redone borders for Kart-Hadast regions
    Fixed typo´s in descr_strat to improve stability
    reworked starting garrisons for Kart Hadast
    Relocate several Cities (mainly northern afrika + islands) to a more historical place


    Version 0.0.2
    added 17 Religion + placed them over all 199 Region individually
    changed the market value of goods and trade
    changed treasury at the start of the campgain (factions like seleucid empire are not in dept with 10k)
    buffed religious effects in order to get the new religions working with Public Order + the Map
    Changed Starting positions and army compositions for some factions like Kart-Hadast and Kingdom of Pontus
    reworked population for villages
    Started rework for edu and edb (all temples are now buildable, religious system)
    Started rework for heights, climate, regions and groundtype - ongoing process
    Added hidden resources for later development of recruitment, bonus a.s.o.


    Version 0.0.1
    - added Europa 270 BS Map (Modding Resource) as a base mod to start with
    - added Rome Rerostered v2.21 Mod as a base to start further development
    - added ferals alex_extra_religions example mod, in total 5 religions






    bugfixes:
    #done# added missing text for Factions like Egypt, Germania, Celts, Hispania a.s.o. (Name change later) - this cause wired and missing texts in the campaign menue (Indians, Huns, ...)
    #done# added missing text in text files to keep the factions correctly named
    #done# Bug - You have chosen an invalid tile(334,192) for a port position in region(46). Tanais Port
    #done# Bug - you need to manually move this port(12,140) to another position since it is in the sea. - Bracara Turduli - Nordportugall/Mitte Westkuste
    #done# Added Slave resource in 199 Regions, in case a settlement get enslaved (a slave resource pop up for trade - vanilla feature)
    #done# a road cannot be built directly from Atropatene(92, [454,120]) to it's port([452,151]). Is this the intention? - Fixed countryside to do this
    #done# Deleted two ports in inland Armenia Lake area + corrected ports in invalid tile (portugal coast)
    #done# Script Error in Q:\Feral\Users\Default\AppData\Local\Mods\My Mods\Glory_of_RR/data/export_descr_buildings.txt, at line 4083, column 2. Building DB error - faction romans_senate has gap in building prior to temple_of_trade_pantheon
    #done# you need to manually move this port(77,87) to another position since it is in the sea. It will be removed for now - Iol port
    #done# you need to manually move this port(17,86) to another position since it is in the sea. It will be removed for now - tingi port


    You can subscribe and follow GoRR on YT with the latest developer diary update VII and more updates


    680 Region are ingame, a political overview:
    Last edited by _Tartaros_; February 10, 2024 at 02:34 PM.

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