- #ROME TOTAL WAR MODS STEAM WORKSHOP MOD#
- #ROME TOTAL WAR MODS STEAM WORKSHOP PATCH#
- #ROME TOTAL WAR MODS STEAM WORKSHOP FULL#
So save often.Īlso not a bug, every region starts at 0% of all cultures. A common crash is after you've ended your turn and the AI is taking theirs, but every time that's happened to me so far reloading fixed it.
#ROME TOTAL WAR MODS STEAM WORKSHOP MOD#
Not really a bug, due to the size of the mod and the scope of things I changed, crashes are bound to happen now and then. Any questions about the mod or general comments, just comment below. If you come across any bugs, please post in the “Bugs” sub forum below. if you're coming across an issue, disable your other mods.
![rome total war mods steam workshop rome total war mods steam workshop](https://www.dualshockers.com/static/uploads/2013/10/TWRII_Seleucid_armoured_elephant_charge.png)
I wouldn't recommend using any mods with this as it changes a large amount of the game. There are smaller touches, like the music, pikemen starting with pikes in their hands, disabling forced march, and even roads increasing your movement distance on the map (I can thank my friend Turquoise_Falcon for that).Īnd thanks to my friend Kit for making all the unit cards, as well as helping me test the mod. This mod is 4 turns per year, one turn per season like the original game.Īnd those are just main features. You can supplement your navies with land units if you want.Ĩ. Most factions didn’t have enough units to justify the number of recruitment buildings that are involved, so the higher level recruitment buildings simply allow you to recruit your units with higher experience levels.ħ.Ěll factions have been given 4 levels of naval units, and I don’t plan on getting more in depth with navy. For instance, Spartan pikemen are much better at holding a line than Militia Hoplites.Ħ. Pikemen are still the best units for frontal engagements, but their efficiency at holding a line depends on the unit’s “tier”. However, they aren’t as powerful as base game pikemen, the front lines of the unit will almost always have a few men using swords. They start with a -200 relation with all other factions.Ĥ.ěattle morale tables have been edited in a way that makes the combat more like the first game, units can break and run at fuller numbers if their morale is too low, and they have the possibility of returning to your command should their morale stabilize.ĥ.ĝue to the fact that most “hoplite” units in Rome Total War actually functioned as pikemen, I have made them into pikemen in my conversion. Unfortunately I couldn’t disable their diplomacy so they may be a bit wonky. The most they can do is spawn a general unit and defend their territory with their garrisons. 40 factions have been renamed and recolored to function as rebels, and given the “rebel” culture. This includes the ~20 mercenary units from the first game, which have been assigned to provinces all across the world.ģ.ěecause the base game doesn’t have settlements which start under the control of rebels, I had to improvise.
![rome total war mods steam workshop rome total war mods steam workshop](https://hostr.co/file/970/i6vjwxZ4iAck/flagmod.png)
Second most, I have added every single unit from the original game and balanced them using Rome 2’s units as reference. Baktria is a bonus addition with all custom units, due to the fact the original map didn’t extend as far east.Ģ.
#ROME TOTAL WAR MODS STEAM WORKSHOP FULL#
All 20 of the original factions are included in full unit, color, and flag details. Most prominently, the campaign map starting positions have been set while using the first game’s map as reference. This mod was made on the normal campaign, not Imperator Augustus or any of the DLCsġ.
![rome total war mods steam workshop rome total war mods steam workshop](http://www7.pic-upload.de/12.04.14/1xepplicgkl.jpg)
The mod was made and balanced with “very hard” difficulty setting, I don’t actually know what difference the difficulty makes.
![rome total war mods steam workshop rome total war mods steam workshop](https://i.imgur.com/t2CujMD.jpg)
This has been a long time in the making as you may know, if you subbed to my custom battle demo a few months ago. Over the past year or more I've worked on this mod on and off, and I've since added 200-300 more hours of in game time pretty much just from testing small things I changed.
#ROME TOTAL WAR MODS STEAM WORKSHOP PATCH#
I've referred to units that currently work on Patch 20 and my units are set up the same, yet they don't work.īelieve me I've tried updating it, but the only way I can see it getting fixed now is entirely remaking it, which I will not be doing.Īve! Welcome to my total conversion mod, modelled after the first iteration of Rome in the Total War series!Īfter around 850 hours in the game and a few unit creation mods under my belt, I decided I wanted to do something big, and something that hadn't been done yet. I've reached out to multiple people and even tried updating this myself, but I can't figure out the cause of my units breaking with the patches. Go to your library, right click Rome 2, Properties, use the drop down menu to select patch_17 MUST BE ON PATCH 17 TO PLAY! Patch 18 broke this mod, and I can't fix it.