Total War: ROME REMASTERED

Total War: ROME REMASTERED

455 voti
Europa Barbarorum I Unofficial Mod (2.0.4)
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11.098 GB
26 ott 2021, ore 9:34
17 ago 2024, ore 12:40
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Europa Barbarorum I Unofficial Mod (2.0.4)

Descrizione
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.
Discussioni più popolari Visualizza tutte (9)
19
3 mag, ore 16:44
Improvement Suggestions
heres johnny3112
5
13 dic 2024, ore 19:13
The Reforms
Robby Black
2
8 feb 2023, ore 8:44
Can we get the files on Moddb?
Rana
677 commenti
Pluto 28 ott, ore 16:04 
Error in descr file
Q:\Feral\Steam\Workshop\2637753606/data/descr_cultures.txt,
line 872 :: 26: "Could not find culture name 'INDIAN' in expanded
string table"
Nightduhbe 27 ott, ore 7:25 
the folder name reforms is "major_event_scripts" , be careful.
SucceededMist 25 ott, ore 10:32 
Does anyone remember how to get the reforms or how to find them in game or in the mod folder
ypestis25 20 ott, ore 17:21 
Really loving this mod - out of curiosity, is there a recommended battle difficulty? I've been playing on hard battle difficulty and very hard campaign (as recommended) but wanted to check!
Nightduhbe 13 ott, ore 7:51 
Europa Barbarorum I New Units From EB1.33 removed workshop :steamsad:
Spudd Vanderhoff the seventh 6 ott, ore 12:22 
Great mod, but crashes far too often...
Chris P. Bacon 1 ott, ore 20:08 
Thank you for the mod! A question, how do you use forced diplomacy thats included in the Jirisys mod pack? Thanks!
Raven 25 set, ore 4:58 
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 set, ore 20:45 
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 set, ore 19:24 
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.