Total War: ROME REMASTERED

Total War: ROME REMASTERED

450 ratings
Europa Barbarorum I Unofficial Mod (2.0.4)
18
5
8
4
7
3
3
5
3
2
2
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
11.098 GB
26 Oct, 2021 @ 9:34am
17 Aug, 2024 @ 12:40pm
36 Change Notes ( view )

Subscribe to download
Europa Barbarorum I Unofficial Mod (2.0.4)

Description
This mod is a conversion and port of Europa Barbarorum I Rome Total War mod. Original version is EB 1.2 with Jirisys' mod pack 1.0.2. Original version credits are in mods folder.

Previous save compatible version https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3035395283

Submod for custom battles with correct rosters https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2645802567

Imperatoris Mundi submod https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3117565170

August update:
-Update is not save compatible and previous version is obviously more tested than this update.
-Mauryan faction was added to Expanded campaign (with units from EB 1.33, original credits Teobec and b0Gia), Mauryan main units recruitment areas are similar to EB II.
-Several bugfixes.

Info for mod:
-Game install must be English language.
-Expanded (wip) campaign (2nd entry) has added factions Syrakousai and Samrajya Maurya.

Todo list:
-New factions.
-Minor fixes for unit voices, unit models, campaign fixes.

Main Campaign:
-Recommended campaign difficulty is Very Hard or Hard.
-AI money assistance has been lowered.

About Military Reforms:
-General March Of Time reforms event has no requirement for romans to be a settlement owner.
-For added reform major events reform marker building is created when turn begins, and event and reform is activated when turn ends, so those are not in sync yet.
-Roman unit instant upgrades (if chosen to upgrade) are for polybian/marian/imperial with a cost of the money. AI romans won't upgrade units.

Known Issues:
-Roman unit upgrades are sometimes slighly buggy when upgrades complete for troops which are outside settlement without named character (general/client ruler) resulting some random 2 men units.

Additional Sources:
-Mauryan Empire character names and some descriptions are from EB II and RIS.
Popular Discussions View All (9)
19
3 May @ 4:44pm
Improvement Suggestions
heres johnny3112
5
13 Dec, 2024 @ 7:13pm
The Reforms
Robby Black
2
8 Feb, 2023 @ 8:44am
Can we get the files on Moddb?
Rana
673 Comments
Nightduhbe 13 Oct @ 7:51am 
Europa Barbarorum I New Units From EB1.33 removed workshop :steamsad:
Great mod, but crashes far too often...
Chris P. Bacon 1 Oct @ 8:08pm 
Thank you for the mod! A question, how do you use forced diplomacy thats included in the Jirisys mod pack? Thanks!
Raven 25 Sep @ 4:58am 
It's possible, I think. I have tried the RTR stuff and that seems to work in that manner (unit diversity). But it'd be a bit odd, picking and choosing from EBII to port the models, while still only having EBI units, descriptions, icons, and so on.

I'd love an official EBII port personally, but sadly I don't think they'd do it while still working on the sequel.
Vaandaal 24 Sep @ 8:45pm 
I wonder if it were possible to get the units to use textures from EBII? EBI is one of my favourite mods of all time for any game, but the unit textures simply look really bad in the remastered engine, and coupled with not having variant models in the units just makes the effect even worse.
Raven 20 Sep @ 7:24pm 
M2TW was the first to add fancy kill animations as well. While they are cool, they ultimately will always slow down and disconnect pairs of combatants into magic plot-armor until the animation ends. I completely understand why they wanted more cinematic, hand-tailored animations, but they would have to be interruptible to be realistic (or at least very short). This is why despite RTW having basic, single-effect animations, it will always be snappier and more responsive. Interrupting is a huge part of group fighting where local superiority of numbers is big.

Some little details that were nice that M2TW added; upgrades to armor and weapons actually reflect on the models, and units get bloodied if they were attacked but survived the stat roll. It also added the ability for archers to shoot enemies that are very close but behind an obstruction by arcing very high volleys. Realistic? I don't think so; imagine a strong wind sending them all back. But cool gameplay-wise.
Raven 20 Sep @ 7:21pm 
I agree. I feel that M2TW was built with the classic medieval heavy cavalry momentum in mind, but it applies across the board, and makes units extreeemely sluggish to gain momentum, even if they're a relatively light unit.
Henchmen no. 25 20 Sep @ 5:53pm 
Raven's assessment is fair. The research in EBII was better. The distribution of factions was better. (Id kill for the Boii and Galatians to be in EB1) but mechanically a lot of the unit behaviors was borked, I felt MTW2 was really built with cavalry in mind, rather than infantry, and it shows. Similarly the sieges were pretty abysmal.
Raven 20 Sep @ 4:15pm 
To conclude, EBII is great for history buffs, but gameplay wise I feel is a lot less fun. The Greek cities + Macedon are some of my favorite units to use in this era, and having to have them a bit fudged in M2TW's engine will never feel great. Native Testudo is nice, too.
Raven 20 Sep @ 4:13pm 
In M2TW:

- Units appear under water. Turning 90 degrees takes what seems like three times as long as it should. Unit responsiveness is not delayed, it's simply slow. Battles feel like you're running them at half-speed in terms of motion.

- Collision is similar to RTW, but not as snappy. Units charging sometimes intermingle strangely before starting their attack. Units are VERY slow to disperse into each other, even with guard mode off. Overall there's a feel like everyone is in 3'' of molasses.

- Due to the period in history, testudo isn't a thing and cannot/has not been made to work.

- Pikes are broken. A fact we can't escape. Native M2TW has broken pike mechanics. If a single pikemen swaps to sword, the rest follow suit even if they are still well within pike range. In RTW, an unthreatened phalangite will bring the pike down again. Pikes work best in a purely static, defensive formation, or when micro-managed aggressively, which isn't fun and makes them high-maintenance.