Total War: ROME REMASTERED

Total War: ROME REMASTERED

Mundum Vincere: Extended (In Progress)
292 Comments
szeman.6 27 Aug @ 12:20pm 
Very good though my experience unstable the game, crashing often in the turn shift
VersionZero  [author] 27 Aug @ 7:52am 
what goons?
micahperrin 27 Aug @ 7:42am 
looking great man
Morgoth 27 Aug @ 4:43am 
Add more troops by faction, and I would like the Goons to become a playable faction:steamhappy:
VersionZero  [author] 17 Aug @ 3:34pm 
I think it is a RR issue
axi_the_king 17 Aug @ 4:53am 
@Dude. have the same problem.
VersionZero  [author] 16 Aug @ 8:08am 
Odd
Melvi 16 Aug @ 4:04am 
I tried this mod and i like what i see. Kudos to the moder. I played some turns with Carthage and i fount a strange behavior. The amount of turns a building takes to build varies from setlement to setlement. Same building takes different amount of turns ( for instance roads 2 or 4, shrines 1 or 2), dunno if thats wai. In adition the number of turns a building takes to build varies once you add it to the building queue. Roads says it takes 4. You add roads to the queue and sometimes it says 2 or may say 4. That number isnt true either. It may say 2 turns and take 4. You see 1 turn left on the screen but next turn roads isnt build and has one turn left. Erhh i hope you can understand what i mean....
jat.abel 15 Aug @ 8:58am 
Cant play Catuvellauni. Always CTD when battle start
VersionZero  [author] 13 Aug @ 5:09pm 
I am looking into it, but I am behind course and gotta finish the eurasia map before fixes and more additions
Dude. 13 Aug @ 9:56am 
@VersionZero On July 25 you launched the last update - I did start to play the mod one week later.
Furthermore there other mods - equally as big - which suffer from the same problem.
Sure there is no known workaround?
Some of my newer saves load other dont which is odd - but go against the theory of savegame pasing.
VersionZero  [author] 13 Aug @ 8:43am 
Possibly soon
Definetly waaay latet
Working on more important matters
Lost_in_The_Abyss_1992 13 Aug @ 8:32am 
whilst it is admittedly a very minor thing....but any chance you'll change the appearance from the spartan hoplites? their heads are great, but their bodies....
Because basically every helenistic unit has a better look than the vanilla guys.
I would suggest hoplites, phalangists or one of the higher variants as a base before adding their heads.
VersionZero  [author] 12 Aug @ 5:35pm 
@Dude.

Likely you are loading a new update, hencd why it is corrupting the save game parsing
VersionZero  [author] 12 Aug @ 5:32pm 
Iirc there was no central command in Warring States china in 305 bc
VersionZero  [author] 12 Aug @ 5:31pm 
I do want to port UI Stuff, namelists, etc though
VersionZero  [author] 12 Aug @ 5:29pm 
No never adding Zhanguo units
I prefer making or porting hi res models
Why would 305 BC Warring States be combined into a superfaction?
Yeah no thanks

Superfaction mechanics should be more localized for regional powers like Rome, Bosporan colonies, etc
Alexios Felanthropenos 12 Aug @ 4:29pm 
Please, when you are ready to add China, see if you could use some assets from the very old Zanguo Total War mod for the original Rome Total War. Having only one Chinese faction could be somewhat monolithic, but having multiple Chinese factions, with a 'superfaction' concept, could be better. Just a thought... Also, that mod included units, UI, architecture, buildings, text, and everything else, as it was a total conversion after all, maybe speeding up the process? See what you could use by adding or modifying to make it high resolution that you could find interesting. It's just a goodwill thought... just think about it for a bit. Other than that, your mod is currently awesome! Keep up the good work:steamhappy:
Dude. 11 Aug @ 5:21am 
Hello, is there a workaround for endless loading-screens (aka save corruption)?
It happens to me form turn 160 onwards. I dont have any other mods installed.
An answer would be much appreciated.
VersionZero  [author] 8 Aug @ 10:38pm 
finished a few seleucid vassal descr strat positioning for the eurasia map
Lost_in_The_Abyss_1992 5 Aug @ 10:39am 
@Chat_Noir sounds like an interesting idea.
Chat_Noir 4 Aug @ 12:02pm 
@lost in the abyss: " legions against the armies of Qin or to sack Athens as the Amazons" could be fun :)
More units should be nice, specially for little factions: more depth whild progressing throug armorers, cities.. I tryed the etruscans for example: i added then some hastatii and triarii f at tierIV barracks to recreate the absorption of roman citizens :)
VersionZero  [author] 4 Aug @ 10:36am 
Good ideas.

1. Rome v China content will happen wheb the Eurasia map is finished.
2. I can begin work on adding more units and factions to the Imperial Campaign.
Lost_in_The_Abyss_1992 4 Aug @ 10:31am 
new regions are always nice...that said I am more looking forward to new units and additional factions (even if only in the custom battle)....call me what you'd like but I am looking forward to testing the legions against the armies of Qin or to sack Athens as the Amazons. likewise (not in the list) to see the lybians bring carthage to heel or (again not in the list) to replace the foreign ptolemies with the rulers of Kush.
VersionZero  [author] 4 Aug @ 12:48am 
yes i am thinking of making a new way
Chat_Noir 4 Aug @ 12:12am 
versionzero: So at earliest they can triger in 150 BC
Sounds nice. Could be an optional way to have it? (ex: destroyed carthage, of conquering over X cities?

For new regions: i need sylvanectii as a region and people, with a cheated unit, to rule the world with the guys where i was born lol
VersionZero  [author] 3 Aug @ 5:57pm 
Also I am updating soon, does anyone want any new regions in before I update?
VersionZero  [author] 3 Aug @ 5:56pm 
You also have to have "roman_has_gov"

So basically the third to second highest roman administratum


alias roman_has_direct
{
requires roman_faction and building_present hinterland_roman_praefectura or building_present hinterland_roman_municipium or building_present hinterland_roman_colonia_latina or building_present hinterland_roman_colonia
}

alias roman_has_allied
{
requires roman_faction and building_present hinterland_roman_civitas
}

alias roman_has_gov
{
requires roman_has_direct or roman_has_allied
}
VersionZero  [author] 3 Aug @ 5:54pm 
So at earliest they can triger in 150 BC
VersionZero  [author] 3 Aug @ 5:54pm 
So Marian Reforms trigger

script
if I_TurnNumber >= 329

return true
end_if

return false
end_script

329 turns in
VersionZero  [author] 3 Aug @ 4:28pm 
no i found the issue, marian reforms are temporarily broken or trigger differently.
Due to manipular, polybian, and other reforms being wip breaking it
Chat_Noir 3 Aug @ 4:13pm 
forestgump: search "trigger" as a file in your data folder, read it it will explain what tyo do ( and you can edit it as you wish ;) )
VersionZero  [author] 3 Aug @ 3:06pm 
It seems there is a reworked marian reform event, not sure let me check
Forest Gump 3 Aug @ 9:57am 
How does it trigger now ?
VersionZero  [author] 31 Jul @ 11:58pm 
@forest gump

Marian reforms trigger differently iirc
VersionZero  [author] 31 Jul @ 11:58pm 
Maybe also try medium if easy is to easy fir you
Chat_Noir 31 Jul @ 8:05am 
@forest gump: maybe 12tpy could be nice, or to increase construction time, pop-ggrow and recruit times. First time i played the mod it was 2tpy or 4tpy, and with rome i conquered only italy, macedon, greece hispania and gallica and Djay-zuss was already there.. :s
Chat_Noir 31 Jul @ 8:03am 
@versionzero: ha, that's maybe the point. I play in VH/VH all the time (since 20y now i think^^) I'll test it on easy, but i'm afraid to be too strong too easily
Forest Gump 31 Jul @ 3:49am 
Apparently the Marian reform cannot trigger even after a huge city in Italy.
Forest Gump 31 Jul @ 1:52am 
So far so good, I play on very hard it's a good challenge. I think times passe way too slow meaning the years.
VersionZero  [author] 30 Jul @ 11:19pm 
try playing on easy/easy always
VersionZero  [author] 30 Jul @ 11:09pm 
That suldn't happen, let me fix all those extra AI armies
Chat_Noir 30 Jul @ 10:54pm 
Hi, i'm trying a campaign with Knossos to change a bit, so i have a question: do IA have a script to spam armies? I'm at war with Gortyn + Herakleion + Rhodes, they have 10/15 units each (turn 6/8) and i struggle with my 4 + 4 mercenaries (and indept to all the banks in the world lol).
Second question: why everybody in this game hates me so much? Diud they know that once mighty, i'll take all from their homes? :D
VersionZero  [author] 28 Jul @ 10:53pm 
maybe
Frost 28 Jul @ 7:19pm 
Zero, my guy, glad the mod is back and working! I have been enjoying the mod thus far! I like some of the new factions you've added, and I agree with Chat_Noir, the more TPY is interesting!

Also, thank you for working on more updates separably so we can continue our campaigns, it may even be worth creating a separate mod for each big update?
VersionZero  [author] 28 Jul @ 12:16am 
np bro
Chat_Noir 27 Jul @ 10:30pm 
Nice :)
I love the much more TPY that you added, now my generals are able to fight /regroup/fight some campaigns instead of going to the hospice :D
VersionZero  [author] 26 Jul @ 11:31am 
@dulo91

Fixed on the private version, I actualy removed the senate being playable.

Also end turn crash is fixed.
Will push update in 5 days
VersionZero  [author] 26 Jul @ 11:30am 
I am trying to auto convert to Russian, Spanish, Japanese, Thai, Italian, French, German, Portuguese, Simplified Chinese, Greek, Albanian, Digital Arabic, and Vietnamese

But I'm running into errors so I think I'll just make a custom translator GUI tool in C#

so everyone can enjoy the mod and the big things I am working on outside of localization and stuff

@shaliev.rasim

I will probably drop an update on that 3 months time.
Fury96 26 Jul @ 10:05am 
Dear author, what does English Localisation means? because i didnt even change any language. and i did subscribe,download and activate the mod. is there anything i miss so i can enjoy the mod?