Total War: ROME REMASTERED

Total War: ROME REMASTERED

Mundum Vincere
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Update: 15 Sep, 2024 @ 7:16pm

1.5.8

(*) = not save compatible

Additions
Added mercenary recruitment pools for all regions except the far eastern ones and India
Added recruitable generals for settlements size city and above
Generals recruited out of a settlement with an academy get an XP buff
Added more temple types for Greek and Roman factions
All Roman families now have access to each other's temples

Changes
Capped the amount of agents recruitable per settlement to one agent per type
Removed the additional recruitable merchant bonuses from trade temples and higher tier markets
Made it so bonuses unique to culture specific buildings only apply for those cultures
Added a tax bonus for farms
Increased trade bonuses for markets and caravans
Lowered price of ports & roads to be 12.5x original price
Lowered price of walls to be 10x original price
Made Deceres and Corvus Quinquiremes recruitable from regular port buildings
Ships recruited out of settlements with a naval temple get an XP buff
Increased maintenance cost for governor's buildings
Reduced maintenance costs for theaters, amphitheaters, and despotic law buildings
Reduced trade bonus for ports
Removed tax bonus from markets
Removed trade bonus from roads
Removed tax bonuses from ports and roads, flipping them into maintenance costs
(*) Volsinii are now of the Etruscan culture
Changes a couple things in the buildings description and text files (redundancy removal and reformatting)

Fixes
(*) Fixed a broken pixel in map_features
Fixed a couple errors in names.txt
Fixed a typo in the description of one of the Greek Pantheions
Fixed factions other than Romans being able to recruit Deceres and Corvus Quinquiremes
(*) Fixed several issues in descr_strat (changed a couple female character names and ages)

Update: 10 Sep, 2024 @ 4:59pm

1.5.7

Changes
Gave temples maintenance costs
Increased the population required for upgrading to a town to 1000
Increased the population required for upgrading to a large town to 3500
Tweaked squalor rates and max populations to be proportional to the new settlement size requirements

Fixes
Fixed epic stone walls having a really random cheap price instead of the intended price. 64000 seems to be the highest price that'll work.

Update: 8 Sep, 2024 @ 7:28pm

1.5.6

This update will hopefully push back the late game save corruption problems. Thanks to the folks over on the RTS:IS team for letting me know about this (also, this was heavily inspired by them).

(*) = not save compatible

Changes
Increased the population required for upgrading to a city to 8000
Increased the population required for upgrading to a large city to 16000
Tweaked max populations for villages and squalor for villages, towns, and large towns
Most buildings now have maintenance costs
Walls now hinder population growth
Increased port costs by 50%
Increased tax bonuses for ports
Increased trade bonuses for markets, roads, and ports
AI will now destroy culture specific buildings like taverns and theaters if they are not the right culture
Decreased tax bonuses for markets
Nerfed happiness bonuses for despotic law buildings
Removed population growth bonuses from the higher tier markets
Tweaked building construction times, mostly increased across the board

(*) Buffed starting denarii for some of the main factions
(*) Gave starter ports for the Roman factions, Sparta, Epirus, Pontus, Ardiaei, Bithynia, Colchis, and an additional port for Carthage, the Seleucids (or Parthia if they capture Zadracarta), Egyptians, and Thrace (if they capture Apollonia Pontica)

Fixes
Fixed an overlooked inconsistency of settlement stats in descr_cultures, all cultures now have the same upgrade requirements, squalor, etc

Update: 4 Aug, 2024 @ 2:00pm

1.5.5

Another small update, nothing crazy.

Additions
Added an alternative 12 turns per year script in the mod files
Added garrison scripts for major faction capitals, taken from RTR:IS
Recolored units for minor Greek factions**

Changes
Updated the mod's implementation of Danymok's Rosters Expanded

Changed Turduli to back to being the Bastetani
Changed the secondary colors of Elis and Taras to be more fitting
Gave Complutum to the Carpetani
Increased the amount of turns required to build walls
Made some changes to the Lusitani family tree
Made the Mauryan Empire more aggressive
Squalor threshold reduced to 1250, causing more squalor

Fixes
Corrected the textures for British Noble Cavalry and Macedonian Heavy Peltasts
Fixed Germanic factions not having info cards for War Dogs and Chieftains
Fixed Iazyges having an incorrect personality type
Fixed missing units for Macedon, Suebi, Armenia, Parthia, and Epirus
Thrace no longer has access to the Circus Maximus, as for them building it would be pointless
Other small fixes to credits, namelists, and a lookup file


**Achea, Aetolia, Arcadia, Argos, Bactria, Boetia, Byzantion, Cyprus, Elis, Gortyn, Heraclea Pontica, Knossos, Melos, Messene, Rhodes, Sinope, and Taras.
Shield designs, stratmap models, and unit cards are still incomplete.

Dang, this mod's already 2 years old?

Update: 7 Mar, 2024 @ 11:55am

1.5.4

This will be the last update for a while, unless a major problem comes up.

Additions
Re-added SigniferOne's animations**

Changes
First Cohorts can now be recruited anywhere in Italy instead of just Rome

Fixes
Mercenery German Spear Warband now use shield wall as intended


** Crash related to elephants breaking walls is now fixed. Greek, Thracian, Scythian Hoplites now use Signifer's Animations, and do not use their secondary weapons.

Update: 6 Mar, 2024 @ 10:07am

1.5.3

Some, but not all changes will be applied to current saves. New games must be made to access the new region & capital buff

Additions
Added Hipponion in southern Italy a region I didn't notice when updating to Kirsi's Bigger Map
Added Indian portraits courtesy of Solon de Atenas
All regions in the map are now set up for unit recruitment variation (units retrained in any region will have ethnicities respective to the region)
Added a boatload of character names for Arab and Berber factions
Added more names for Celtic factions, as well as more names for Iberian factions
Added more Phoenician names for Carthage

Changes
Increased upkeep of Desert Axemen, Desert Archers, Desert Hillmen, and Mountain slingers
German Spear Warband use shield wall ability instead of phalanx
Nubian Spearmen only recruitable in Egypt and eastern Africa
Nerfed Italian Swordsmen & Italian Hoplites

Added a population decline debuff to core settlement building, to simulate city development
Removed population decline from city walls
Reworked building prices to reflect map size. City upgrades, ports, roads, and walls are more expensive compared to the rest of the buildings. More thought should be put into what you build, rather than just spamming the construction queue
Ports and roads give additional trade and tax income
Increased income from mines
Ports take longer to build
All Greek factions can now construct any Greek temple

Buffed all Roman capital regions, with Principes and Triarii being able to be recruited early on, as well as a population growth bonus

Reworked starting position for Thrace

All factions playable on the campaign are now playable in custom battles

Fixes
Fixed hoplites not using their secondary weapons
Fixed Horn of Africa settlements not having garrisons
Fixed new regions in Italy not having 'italy' hidden resource
Fixed Nuragic units being able to be used by slave faction
Fixed Cavalry Auxilia not being able to be recruited pre-Marian
Fixed Scordisci faction causing a crash if defeated

Update: 24 Feb, 2024 @ 3:56pm

1.5.2

Fixes
Fixed broken unit descriptions for new units

Update: 24 Feb, 2024 @ 3:26pm

1.5.1

Additions
New desert-based unit roster for Arabian factions (including Nabataeans), replacing their old roster
Added a handful of new character names

Changes
Arabian factions can now use construct city barracks
Eastern factions can now construct sewers and baths
Greek and eastern factions can now construct tier 4 farms
A few adjustments to descr_strat
Roman factions available in custom battle once more

Fixes
Gave Thebes and Thessaly hidden resources for their unique units
Removed chosen swordsmen from Galatians
Removed Magadha Empire from playable factions
Removed slave and unified Romans from being playable in custom battles

Update: 23 Feb, 2024 @ 5:01pm

1.5.0

The update you've all been waiting for. Kinda. No new factions yet. This is just an update pushing out what I have so far.

WARNING: THIS UPDATE CHANGES THE MAP TO KIRSI'S BIGGER MAP. CONSIDER ALL YOUR PREVIOUS SAVES FORFEIT!

Additions


Ported to a modified version of Kirsi's Bigger Map
(I added Aiacium in Corsica, Antium, Nursia, Reate, Tarquinii, and Veii in Italy)

Marcomanni playable
Nabataeans playable
New Lugii confederation/alliance
Added more characters for Galatia
Added more characters for Bosporus
Added spouses to all named characters that previously did not have a spouse
Gave the Galatians sickle-men

Changes
Remade battle map banners for barbarian factions (this was very tedious)
Certain factions have been relocated/renamed to fit the new map
Arevaci changed to Celtiberi
Semnones changed to Suebi
Rebalanced market buildings
Started reformatting descr_strat
Reworked start positions for various factions
Reworked rebel garrisons
Updated Danymok's Ptolemaic Egypt mod
Removed deprecated map files
Removed SigniferOne's animations as that seemed to have caused problems with elephants breaking walls

Fixes
Fixed some incorrectly named banner files
Fixed custom battle locations

Update: 12 Jul, 2023 @ 11:22am

1.4.1

1 year anniversary!

Changes
Updated certain aspects of Ganim's enhanced sounds mod

Fixes
Fixed soundbank files