View Full Version : Best historical rtw mod??
SimonB1er
03-28-2007, 21:36
I just want to know which of the mods I saw on different site is the most historricly accurate not only at the begenning of a campaign but stay historical as the game played on. It seem to me that EB and RTR are the top contender but I would like to have some suggestion and maybe some links.
Thanks
Roman_Man#3
03-28-2007, 21:48
EB 0.81a definitely right now. When RTR 7.0 comes out, be sure to check that out though. Right now, as I said, go for EB. It has made many improvements, its crazy what they managed to do, there is a campaign script that is run the entire campaign, so it stays accurate through out the game.
Have fun,
RM3
ps. Welcome to the .ORG
I agree RTR and EB are the top contenders for the most historically realistic mods. Within them (especially RTR) you will also find sub-mods that focus on specific factions or periods. That focus may allow for more realism. Between the two of them, I suspect EB is the more historically accurate - it has revised the unit rosters more thoroughly and gone to a lot of trouble trying to use original languages etc. But for your average gamer, I doubt you would notice a marked difference in historical accuracy (playing as Romans, I don't). I would try them both (simplest way is just to make two copies of your vanilla RTW directory and apply one mod to each).
I doubt any mod can do much to ensure the game stays historical after the start. It depends on what the player does, and the AI unfortunately is no Caesar or Augustus, so left to its devices, I doubt it could replicate history.
I vaguely remember some "philosophical" difference between EB and RTR in whether they would try to "track" history, for example, by spawning new generals and/or armies to represent historical outcomes. For example, Hannibal might be spawned at a certain time in north Italy to give the Romans a hard time etc. IIRC, the EB team were dead set against that whereas the RTR one were making noises about moving in that direction. (I don't think they have done that for 6.0 Platinum or Gold, but Lestat has some such things in his Rome sub-mod).
If you like historical realism and have BI, you might also try Goth's All Factions Mod for BI. It does a kind of mini-RTR job on the BI expansion and vastly improves it, IMO.
SimonB1er
03-28-2007, 21:54
thanks guys!! but I notice that RTR as version 6.2 gold and there is RTRPE v.1.8.
What's the diffence between the two?? Wich one is the best??
Roman_Man#3
03-28-2007, 22:16
RTR gold is for RTW v 1.2, while Platinum Edition was a player made conversion to 1.5 Essentially they are the same things, just on different engines.
RTR Platinum's better than Gold because 1.5 RTW is better than 1.2. The strategic AI is better, although using the BI.exe is even better for that. The charge stat is not bugged anymore, so cavalry is a little more lively (almost M2TWish - powerful, but fragile). One nice thing about 1.5 is that you mod down rebel spawn (edit the rebel spawn parameter in your descr_strat.txt to a high value, e.g. 100) - it was such a drag.
I think there were some other nice changes in RTR Platinum too - for example, hoplites no longer use the phalanx formation and so are more effective in AI hands.
Dol Guldur
03-28-2007, 22:54
This is surely a mod discussion thread, not questions about modding.
Myrddraal
03-29-2007, 20:35
Dol Guldur said it! (feel free to use the report post function for these cases)
Moved to Mod Discussion.
Modding Questions is for Questions about modding (How do I mod this?)
Mod Discusion is for Discussing mods (Which of these mods is more historically accurate?) :wink:
Read my sig.
Philippus Flavius Homovallumus
03-29-2007, 21:10
Just to inform you on EB, we try to make the start point as historically accurate as possible. Beyond that every game plays out differently but we have reforms so that factions develop as they did in history, Rome, for example, goes through the various stages of the Republic and into the Principate.
The_Mark
03-29-2007, 21:32
Yes, well, provided that the factions meet the certain conditions that caused the reform in question, though these dynamical reforms aren't yet in for every reform.
SimonB1er
03-30-2007, 00:19
Just to inform you on EB, we try to make the start point as historically accurate as possible. Beyond that every game plays out differently but we have reforms so that factions develop as they did in history, Rome, for example, goes through the various stages of the Republic and into the Principate.
That's sound very cool!!!Is it made by events(ala EUII)?? Do they also developp historicly in conquering other state?? Or some works done to prevent too ahistorical result??
Well expansion is difficult to get historical results. When it comes to historical accuracy, it's EB's top priority. However expansions are difficult to get, we try to manipulate them a bit tough.It remains EB's vision to make the world as historical accurate as possible at 272 BC.
The reforms depens on the faction not every faction has reforms, some will still get reforms tough. Take the Romans they have 3 reforms currently. They'll start out with early republican units. First reform will give them late republican units. The second'll gave them marian legions and the third imperial ones. Celts for example have two reforms, the saka have also their reform. The seleucids also have a kinda mini-reform, if they meet a cathapract army the seleucid army might get impressed and get a trait. This trait may cause a mini-reform; the Seleucids get cataphracts.
There are also other fun things our scriptinguys have made. For example a young general of your's (when playing a greek faction) might enter in the olympic games. Or playing as the seleucids or macedonians you get the mission to return the body of Alexander to it's rightfull place.
However spawning armies of famous generals later in the game, like a Hannibal, that will never happen.
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