Total War: ROME REMASTERED

Total War: ROME REMASTERED

Mundum Vincere: Extended (In Progress)
301 kommentarer
VersionZero  [ophavsmand] For 8 timer siden 
I am tryiung to figure the AI unit recruitment spam issue
VersionZero  [ophavsmand] For 8 timer siden 
I don't now what could be causing it
Chat_Noir 29. aug. kl. 14:39 
"I added about 500 provinces to the Seleucids alone"
Wow.... Heum, will you plan to balance the problem of mass soviet-recruitment that will bring for the AI? Poor pergam, media and others.. :D
SniperSmithy 29. aug. kl. 14:36 
First off, great mod.

Played a few turns and it's very impressive. Just wondered is there AoR units in this or no? I Like the mod and you're doing great stuff but I love having local units in my armies to give some variety, especially on a big map like this.

It's excellent either way.
Pyrr 29. aug. kl. 8:28 
Thank you for the opportunity to play this masterpiece. It’s a pity that there’s no option yet to play on the map of Eurasia. I’ll be eagerly waiting for its release.
VersionZero  [ophavsmand] 29. aug. kl. 7:51 
Sadly it will be a siegefest mod, even if most settlements are stuck as villages
VersionZero  [ophavsmand] 29. aug. kl. 7:51 
Seleucids and Ptolemies are done along with the main roman families, Macedon and some other polities

I added about 500 provinces to the Seleucids alone
VersionZero  [ophavsmand] 29. aug. kl. 7:49 
the eurasia map is 35% done, will definetly have to consider the China, Tocharia, Malaccan starting positions
adrianj30 29. aug. kl. 6:04 
Qin around this time pretty OP on the open field of battle and Zhao State was pretty strong too I wonder how these fit in imagine if the Qin AI decides to turn west after overrunning all over China interesting times ahead indeed for this mod.
szeman.6 27. aug. kl. 12:20 
Very good though my experience unstable the game, crashing often in the turn shift
VersionZero  [ophavsmand] 27. aug. kl. 7:52 
what goons?
micahperrin 27. aug. kl. 7:42 
looking great man
Morgoth 27. aug. kl. 4:43 
Add more troops by faction, and I would like the Goons to become a playable faction:steamhappy:
VersionZero  [ophavsmand] 17. aug. kl. 15:34 
I think it is a RR issue
axi_the_king 17. aug. kl. 4:53 
@Dude. have the same problem.
VersionZero  [ophavsmand] 16. aug. kl. 8:08 
Odd
Melvi 16. aug. kl. 4:04 
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. kl. 8:58 
Cant play Catuvellauni. Always CTD when battle start
VersionZero  [ophavsmand] 13. aug. kl. 17:09 
I am looking into it, but I am behind course and gotta finish the eurasia map before fixes and more additions
Dude. 13. aug. kl. 9:56 
@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  [ophavsmand] 13. aug. kl. 8:43 
Possibly soon
Definetly waaay latet
Working on more important matters
Lost_in_The_Abyss_1992 13. aug. kl. 8:32 
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  [ophavsmand] 12. aug. kl. 17:35 
@Dude.

Likely you are loading a new update, hencd why it is corrupting the save game parsing
VersionZero  [ophavsmand] 12. aug. kl. 17:32 
Iirc there was no central command in Warring States china in 305 bc
VersionZero  [ophavsmand] 12. aug. kl. 17:31 
I do want to port UI Stuff, namelists, etc though
VersionZero  [ophavsmand] 12. aug. kl. 17:29 
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. kl. 16:29 
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. kl. 5:21 
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  [ophavsmand] 8. aug. kl. 22:38 
finished a few seleucid vassal descr strat positioning for the eurasia map
Lost_in_The_Abyss_1992 5. aug. kl. 10:39 
@Chat_Noir sounds like an interesting idea.
Chat_Noir 4. aug. kl. 12:02 
@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  [ophavsmand] 4. aug. kl. 10:36 
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. kl. 10:31 
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  [ophavsmand] 4. aug. kl. 0:48 
yes i am thinking of making a new way
Chat_Noir 4. aug. kl. 0:12 
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  [ophavsmand] 3. aug. kl. 17:57 
Also I am updating soon, does anyone want any new regions in before I update?
VersionZero  [ophavsmand] 3. aug. kl. 17:56 
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  [ophavsmand] 3. aug. kl. 17:54 
So at earliest they can triger in 150 BC
VersionZero  [ophavsmand] 3. aug. kl. 17:54 
So Marian Reforms trigger

script
if I_TurnNumber >= 329

return true
end_if

return false
end_script

329 turns in
VersionZero  [ophavsmand] 3. aug. kl. 16:28 
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. kl. 16:13 
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  [ophavsmand] 3. aug. kl. 15:06 
It seems there is a reworked marian reform event, not sure let me check
Forest Gump 3. aug. kl. 9:57 
How does it trigger now ?
VersionZero  [ophavsmand] 31. juli kl. 23:58 
@forest gump

Marian reforms trigger differently iirc
VersionZero  [ophavsmand] 31. juli kl. 23:58 
Maybe also try medium if easy is to easy fir you
Chat_Noir 31. juli kl. 8:05 
@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. juli kl. 8:03 
@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. juli kl. 3:49 
Apparently the Marian reform cannot trigger even after a huge city in Italy.
Forest Gump 31. juli kl. 1:52 
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  [ophavsmand] 30. juli kl. 23:19 
try playing on easy/easy always