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LestaT
02-04-2006, 11:46
IMPERATOR - Rome Mod v1.0
A Roma Mod For RTR v6.0 Gold


After much trial and error , with help from RTR modding comunity I am proud to present to you a Roman mod version 1.0 to be enjoy while waiting for next RTR installment (7.0)

Current version is 1.2

You need a winrar. Install the files to your /C:Program Files/Activision/Rome - Total War or any other specific folder where you install your Rome - Total Realism version 6.0 Gold

Please note that this mod will not work with previous version of RTR except by manual modding.
Please also read Marcus Camilus 4TPY thread regarding save game from previous version.


Imperator - Rome Mod v1.0 download link from filefront
http://files.filefront.com/Imperatorrar/;4720121;;/fileinfo.html
Imperator - Rome Mod v1.2 patch download link from filefront
http://files.filefront.com/Imperator___Patch_12rar/;4779253;;/fileinfo.html

Here are the game basis from read me file.


QUOTE
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Installation Instructions:
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1. Install Rome Total Realism v6.0 Gold into a clean copy of Rome Total War patched to 1.2
2. Install Imperator - Rome Mod v1.0 for RTR v6.0 Gold
3. Delete map.rwm in data/world/maps/base (just in case..) *
4. Start Roman Campaign (other factions will be unlocked after finishing the Roman Campaign)

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Mod Features:
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1. Additional unit - Roman City Militia for garrisoning duties (Leves)
2. Includes: 4 turns per year v1.8 by Marcus Camillus (modified)
3. Includes: Trajan's (SigniferOne's Animations With RTR v6.0 Gold) - by Samurai121
4. Includes: Cognomen Mod & new quotes - by Guinnessmonkey & Moonfog **
5. Includes: Gladius Loading Bar - by Becksim
6. Includes: New Cursor (Pugio) - by Kos007
7. Includes: WarCry mod - by NorthHammer (compatible file by Samurai121)
8. Includes: Land bridge & desert block for RTR 6.0 gold - by matt
9. Includes: Bigger Roman Forts - by LT1956

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New Features:
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1. Additional unit - Roman City Militia for garrisoning duties (Leves)
2. Most rebel town/cities started with no wall/defenses and no more Epic Stone Wall- inspired by Chaotica with his Metropolis Mod
3. Longer building time especially for Romans to fully utilise 4TPY features
4. Greeks presence in Italy is stronger than 'vanilla' RTR
5. New buildings - All kinds of ships could only be build in war/naval ports (buildable in timber producing provinces), normal ports only bring trade incomes
6. Money is tight , especially early in the game due to higher core Roman units upkeeps, make AOR troops more useful for economic reasons
7. Legionary First Cohort has been rename - Legio Prima Cohortis & New unit description according to legions
8. Recruitment of legions restricted according to area/AOR. Maximum 22 legions all over
9. Restrictive campaigning in winter thanks to 4TPY by Marcus Camillus. Please read the 4TPY read me for detail features

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List of Post Marian Legions:
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01. Legio I Italica - Italy
02. Legio II Augusta - Punic
03. Legio III Gallica - Gaul
04. Legio IV Skythia - Illyria
05. Legio V Makedonica - Macedonia
06. Legio VI Ferrata - Greek
07. Legio VII Alaudae - Gaul
08. Legio VIII Gemina - Germania
09. Legio IX Hispana - Iberia
10. Legio X Primigenia - recruited only in Rome
11. Legio XI Cyrenaica - Egypt
12. Legio XII Fulminata - recruited only in region of Umbria
13. Legio XIII Fretensis - Egypt & Syria
14. Legio XIV Parthica - Persia
15. Legio XV Apollinaris - Galatia
16. Legio XVI Triana Fortis - East (Arab & Hill)
17. Legio XVII Claudia Pia Fidelis - East (Arab & Persia)
18. Legio XVIII Macriana Liberatrix - Iberia & Dacia
19. Legio XIX Minervia - Germania & Numidia
20. Legio XX Valeria Victrix - Dacia & Scythia
21. Legio XXI Rapax - Nothern Italy
22. Legio XXII Deiotariana - Galatia

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Suggested Enchancement :
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1. Marcus Camillus' Player Formations Mod
2. Latin voice mod (not quite recommended but my own game have no problem)
3. Marcus Camillus' RTR Music ReMix Mod
-or-
4. CC Lite Music Mod by The Cantus Congregatio team (compatible file by Swordfish)

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Credits & Special Thanks:
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1. All RTR teams past, present & future for a great mod especially Boius Roma mod for 5.41 for my best inspiration.
2. CA for providing us with a great platform to create great mods.
3. All rometotalrealism.org forum readers for support, suggestions and advice.
4. Marcus Camillus for his great 4TPY mods which is the major platform this mini mod is basicallly built upon.
5. Spartacus & Guinessmonkey for thread and inspiration regarding real roman names (Cognomen).
6. SigniferOne for great animation which is made possible by Samurai121 and also H0sPiTalLeR for his Unit speed Modifiers (modified).
7. Agricola for ideas regarding historical events.
8. Very special thanks for the guys responsible for naval mods, Chaotica for his met mods , Draknar for his mods collection.
9. Anyone who's work I included whether in principle or modified which not make the credits to please email me at mdnizamy@time.net.my and I will make sure your work will get recognition intended.
Note: All unit cards for Roman Legions and other units are reused from previous versions of RTR


* : works for me without deleting
** : from the Cognomed thread. A mixture of both plus some of mine anyway I believe but the credit is
theirs.

https://img80.imageshack.us/img80/5241/selectionscreen7rd.th.jpg (https://img80.imageshack.us/my.php?image=selectionscreen7rd.jpg)

https://img80.imageshack.us/img80/3360/campaignselection9nm.th.jpg (https://img80.imageshack.us/my.php?image=campaignselection9nm.jpg)

https://img80.imageshack.us/img80/3589/legionarybattle6ra.th.jpg (https://img80.imageshack.us/my.php?image=legionarybattle6ra.jpg)

LestaT
02-06-2006, 11:13
Imperator - Rome Mod v1.0
Gameplay Guide & Tips


Out of boredom, I would like to share some game guide & tips for my mod. Please note however that this is not a house rule or anything but just guidelines for anyone who have never played Metropolis Mod or Roma Mod by Bouis (for RTR 5.41) as this mod takes some elements from both mods.

Introduction

This mod is optimize and modified to be play as Roman faction (Senatus Populusque Romanus) only though other faction will be unlocked after finishing the Roman campaign. The idea of this mod is to make Roman campaign more challenging than vanilla RTR Gold Edition. If you find the vanilla RTR Gold Edition is hard enough then this mod is definately not for you. The challange is more directed towards the campaign mode , and not the battle mode.

Buildings

Only one new building tree is added which is war harbours. In Imperator, the ports,shipwrights & dockyards only open trade routes and bring trade income only. All naval vessels are only recruitable at war harbours. Only certain provinces that have timbers will the war harbours be build. That makes Roman start with province that have no war vessels building facility.

Other buildings like walls & roads are buildable one level higher that vanilla RTR. For instance , walls only buildable starting from large town. This makes most towns belonging to rebels starts with no walls in the beginning. This provides extra challenge earlier in the campaign as player can no longer assault a rebel town like Corfinium , leave a unit and move to another town like in vanilla.

Basic roads can only be buildable from large town onwards. This is taking into account of slowing gameplay a bit o curb fast expansion. However an army led by general unit have bonus movement points , except in winter. (4TPY v1.8 mod features).

Almost all buildings got double contruction time from vanilla RTR and the cost have been up too. For Roman auxilia , upgrades from Aux I to Aux II will follow town developements. For example a village for Aux I , town for Aux II , large town for Aux II and so on.

Units

Newly added Leves (City Militia) recruitable from Provincial & Roman barracks. This unit are only better use for garrisoning duty. Though they dressed and armed like Triarii, they don't hold much in battle and will likely run at first contacted with enemy.

I decided to use RTR unit number because of population control. This game is better player with huge unit settings. In a way it adds to the challenge. For instance in my test game I occupied a huge Greek city only to find that the population in less than 2000. Takes some years to build up population and eventually to use it as forward Roman base in further campaign.

Roman unit costs & upkeeps have been increased. It's no longer possible to multiple full stacks sitting idle in early to mid campaign. Some of 'favourite' merc units have their cost increase also. To balance the book, an idle Roman Legion pre & post Marian should be kept at half stack. My favorite is pre-Marian Legion army composition is :

2 Equites Consulares (General Units)
2 Hastati
2 Principe
2 Triarii
2 Missiles (Funditore or Velites)

If it comes to war, like any province under attack. I will quickly raise additional reserve force in form of Auxilia. This can just be done in 1 turn due to I have given all AOR foot unit types (all factions) a 0 turn recruitment. They are best as fodders before heavier roman infantry gets in. They can quickly be disbanded into the population once the threat has been reduce to minimize upkeeps.

Post Marian is where it gets exciting (if you play tis mod long enough and not bored by it . Instead of common legionaries recruited in any Roman province, you can now be able to recruit Named Legions which restricted to their area of recruitment zone. For example the first Italian legion , Legion I Italica can only be recruited and retrain in Italy. Their stats and costs are varied according to legions. Some legions can form testudo though you don't have to use it if you think its ahistorical but I have given most eastern legions that have contact with the highly acclaimed Eastern Horse Archers to be able to form testudo.

So far I have make 22 legions for Romans altogether. Though there's no house rule whatsoever to say that multiple same named legion can be created, it is much more economic to only create one each. The only region where no legion can be recruited is the British Isles. Any player bold and brave enough can send 4 legions to invade British Isles and hope reinforcement from Gauls.

Suggested legion composition

2 Equites Pretorianii (General Units)
1 Prima Legio Cohortis (Legionaru First Cohort)
9 Legionary Cohorts (according to ZOR)

The rest to be fill up with auxillia units depending on location.

Starting Campaign

The campaign starts in 280 BC. Phyrrus has landed near Tarentum. Senate decides that Corfinium need to be within Roman control to further Roman interest. You can see from the victoria pop up informing events that happen at certain season and year.

Rome starts with 4 armies. 2 in the field while 2 are stationary in 2 other cities. An experience player can stop Phyrrus right at first turn. The Greek army had a small reinforcement from Tarentum. A good commander can surely defeat the army but the might be high.

Even though Rome starts with 8000 Denarii but the upkeep is about 4000 Denarii. I usually use the money for trade income buildings first while a few balance to recruit at least 2 funditores. It is useful to counter the Cretan archers that were employed by the Greeks.

My tactis were to retreat the forces led by Quintus and merge them with the force led by the faction heir. With the combine forces avialable, Corfinium which is full of rebels are quite easy to defeat. Eventhough the town starts with no walls, I prefer to siege instead of attacking them. Most rebel towns starts with no walls though they are compensate with much more rebels than usual. If you let them for quite some times, they even venture out and attack you settlements instead.

LestaT
02-09-2006, 06:33
Bug Report :

Okay. I have found some minor but annoying bug. Thi bug will happen everytime you reload a save game after the year 275BC. It happen because of a little modification I did to the script I believe. Every time I restart the game and load the save game, the Phyrus army keep respawning after activating the 4TPY script. It is suppose to be happening only once in summer of 275BC.

I will release a patch regarding this in a short time which will correct this issue with some more typo error. Actually you can keep on playing and defeat this army again and again. biggrin.gif

Anyway, my advice for a quick (though annoying) remedy is right after the advisor panel dissapear, hit ESC and reload the game again. After activating the 4TPY script again the ghost army didn't appear anymore.

However, by the last time I save the game, Greek Cities has been eliminated. I will load the game once again and see if spawned army from an eliminated faction will come or it will cause CTD. This is a chance to me to answer my own question from another thread. smile.gif

Will give a further report on this situation. For anyone who has played the mod and found any bugs feels free to report here or pm me.

Cheers.. and I hope you all enjoy the mod, despite the small setbacks.. sad.gif

LestaT
02-19-2006, 12:08
Patch 1.2 has been released concerning some script bug. Please see first post for download link.

:idea2: