Total War: ROME REMASTERED

Total War: ROME REMASTERED

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Total Rebalance III - Refactioned (Campaign DLC)
   
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6.238 GB
29 maj @ 12:17
18 jul @ 5:05
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Total Rebalance III - Refactioned (Campaign DLC)

I 1 samling av JonkoXL
JonkoXL's Rome Remastered Mods
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Requires a download of the base mod Total Rebalance III - Rome Rebundled. (~18GB)
Place this mod (Refactioned ) above the base mod (Ultimate Bundle).
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3252101212



(Make sure to enable "Unit Variation" in the Graphics Settings, and use "Realistic" graphics mode color scheme)

Note that a new campaign will need to be started.


Total Rebalance III - DLC - Refactioned

A ~6.3GB rework of Total Rebalance III - Ultimate Campaign Bundle featuring newly added units, new factions and some balance changes.
  • Five new campaigns with reworked starting positions to offer a fresh campaign perspective.
  • New factions, such as the Frisians, Illyrians, Ionians and The People of Judea.
  • New units, such as the Illryian Pirates, Khopesh, Club Cavalry, Chosen Hoplites and Composite Bowmen.

  • Balance changes taken from the Total Rebalance III - Realism Rebalance Patch

Gameplay videos:
https://www.youtube.com/@JonkoXLTV

Campaign #1: "Historia a victoribus" (History by the victors)

As Churchill said, "History is written by the victors", how will you write history?

In this campaign expect to play differently then you are used to.
  • The Roman factions are all allied, although the Scipii faction is not part of the Roman superfaction system.
    Expect a war between the stronger Scipii and the other Roman factions to start sooner than later.
    (You are able to attack the other Roman factions as the Scipii at will, and the other way around too, but the Senate, Julli and Brutti will follow the vanilla superfaction system until the civil war breaks out)
  • The Illyrian faction consists of two subfactions, the Etruscans and Illyrians.
    While you play as one faction, you can build either an Etruscan or Illyrian embassy to choose between a Barbarian or Greek like tech-tree per city.

  • The Judean faction consists of a mix of new and eastern units
  • The Frisian faction consists of a mix of new and barbaric units
  • The Ionian faction is comparable to a more Greek Cities like faction, with some barbaric Thracian units mixed.
  • The Gauls, Britons and Spain faction have been rebranded to the Celts, which now possess most of the British Isles, France, parts of Spain and a settlement in Anatolia.
  • The Carthage faction has access to Ancient Phoenicia and the Cyrene settlement (i.e. covering parts of the Mediterranean)
  • The Thracian and Pontus factions no longer exist.

Campaign #2: Rex Italiae (King of Italy)

Watch gameplay here:
https://www.youtube.com/watch?v=G6h9eQJEOSI

Become the supreme ruler of the Italy region in this new regional campaign!
  • This is a regional campaign, meaning that an invisible wall has been placed around the Italy region.
    Meaning that everything outside the Italy region is not controlled by any other factions and only some factions are available for play.
  • Expect to have a shorter but more intense campaign experience!
  • This campaign mimics the Prologue campaign from the Vanilla Game

Campaign #3: Molon Labe ("Come and get them")


Liberate or conquer Greece and Anatolia at your discretion .
  • This is a regional campaign, meaning that an invisible wall has been placed around the Greek and Anatolian region.
  • This campaign mimics the events during the Persian-Greek war from between approximately 500 and 450 BC.
  • The Persians (Parthians) set out to conquer all of Greece, and are about halfway of doing so.
  • The Ionians are however rebelling against their Persian (Parthian) dictators and recaputred some settlements.
  • The Greeks aid the Ionians and are dealing themselves with an inland invasion of the Persians, hoping to stop them near Thermopylae and from the island settlement Chalcis.
  • The Macedonians are subjugated by the Persians, though if you look for a challenge you can try to liberate yourself in this campaign too!

Campaign #4: Hannibal ad portas (Hannibal at the gates)


Enjoy playing a new campaign where Hannibal is at the gates of Italy!
  • Hannibal just crossed the Alps with his army to take revenge on the Romas for the First Punic War.
  • Fight as Hannibal the Carthaginian, Scipio the Roman or any of the other factions in the regional theater of Italy, , Northern Africa, Eastern Iberia, Southern Gaul or Western Balkans!

Campaign #5: Legiones redde (Give back the legions!)


A barbarian invasion like regional campaign about the Roman conquest and barbarians fighting back around ~8 AD.
  • The Roman Legions (Julii), after having conquered Gaul, are directed by the SPQR to invade and conquer all of Britain and the upper parts of Germany.
  • Fight as Rome against all barbarian factions and revolting Rebels, keeping the conquered lands of Gaul, Southern Britain, Southern Germany and the Balkans.
  • Fight as the Germans, Celts, Frisians, Dacians or Scythian to take revenge on the Romans all the way up to Rome itself.


Note:
  • While a lot of content (icons, textures and text) has been changed to incorporate the new faction, some elements have not been changed or removed, such as intro cinematics, speeches and names.
    Expect some old references to some of the removed factions to still exist.
  • Ending the first 3 turns may take some time as the rebels process their moves.
  • You are free to leave feedback, but since I don't have much spare time I am not able to change everything that I would have liked.
  • Please do not redistribute any parts of this mod, do not download this mod if you cannot respect this.


  • Stay tuned for possible additional campaigns being added
  • Enjoy your game!

Mod load order:

Note that "Refactioned" mod should be placed above the "Rebundled" mod (required).
Total Reblaance III: Rome Rebundled:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3252101212
Using other mods than those listed in the recommended mod order is not necessarily supported.
Also, do not use this mod together with the Realism Rebalance Patch, as the changes of that mod have already been included..

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62 kommentarer
JonkoXL  [skapare] 16 timmar sedan 
Hi there BigGribbly53.

Thanks for your comment, fellow spartan enjoyer :)
It's indeed necessary to use realistic colors as mentioned on the top of this mod's page :)

> Make sure to enable "Unit Variation" in the Graphics Settings, and use "Realistic" graphics mode color scheme

Enjoy playing the mod!
BigGribbly53 28 aug @ 2:11 
Confirmed it was due to realistic colors, leaving the comment up in case anyone else has same problem.
BigGribbly53 28 aug @ 1:38 
Might have been because I didnt have realistic colors enabled, will test and report back
BigGribbly53 28 aug @ 1:31 
Spartan Bodyguard hoplites showing red glowing textures
jgoodman53stj 18 aug @ 20:09 
no I kind of like the variability of the armies. It's just something I noticed in particular with the Roman Factions and Armenia of all people.

Cavalry in this mod is effective but because of the delayed production mechanic and the heightened defense of the infantry the infantry based armies are considerably more effective. So a faction with the Ghengis attribute doing nothing but Cav is more likely to get steamrolled by the AI. The AI still builds Cav under the Caesar attribute and in my observation all factions have built more effective armies under that designation.

And yes I know. I actually wrote a similar mod to yours by editing the original mundum vincere. Had all the roman units universal across the culture, plus the temples like you did. The one difference was I made the Roman Units region locked to Italy and couldn't edit the Marian Reforms.
JonkoXL  [skapare] 17 aug @ 1:10 
Hi there Jgoodman,

Interesting.
Do you not like most factions to (occasionly) build cavalry and missile troops?
By the way, make sure to backup your files, because of I ever update this mod, your changes will be overwritten.
If I will update it, I"ll be sure to post it so you'll know.
(or you could copy paste this current mod from steam workshop folder and paste it in a Feral AppData folder, so it becomes a separate mod, you can find out online how to do that.. just know you may not redistribute it)
jgoodman53stj 16 aug @ 14:08 
Update is fixed it.

The historia victrix campaign is mislabeled and the descr_strat is in the 3rd campaign folder. It also has 3 copies and you have to edit the original.

If you're curious I changed all the AI personalities to Caesar (except scythia parthia and numidia) as being infantry based carries a huge advantage with the battle changes.

Also added a larger money stack for the AI to start with which I believe will make the ai more likely to actually use diplomacy and ceasefires.
jgoodman53stj 16 aug @ 12:53 
Yes. None of the 4 descr_strats i edited in the campaign files had any effect on Kydonia's population.

I'm thinking it might be a problem with the map WHP.
JonkoXL  [skapare] 16 aug @ 2:28 
Hi Jgoodman,

Have you tried starting a new campaign after you altered the descr_strat file?
Since the descr_strat file only gets read by starting a new campaign.
jgoodman53stj 15 aug @ 10:48 
The historia victrix campaign.

Yeah I thought the same thing about Kydonia but in both runs i tried it was missing a building string so whichever AI was unfortunate enough to hold it just spammed silician pirates until it rebelled. Kydonia is kind of important.

The same thing is happening in Aquinicum too (the settlement east of salona on the north of the balkans).

I tried editing the population with the descr-strat I assumed was for Historia Victrix but it didn't even change.