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Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5
Rome: Total Gameplay
RTG v1.0 EXE Installer @ FileFront
RTG v1.0 EXE Installer @ Megaupload
RTG v1.0 Self-Extracting ZIP @ FileFront
RTG v1.0 Self-Extracting ZIP @ Megaupload
README for RTG EXE Installer version
README for RTG Self-Extracting ZIP version
Introduction
Rome: Total Gameplay (RTG) strives to improve many aspects of vanilla RTW. The mod focuses on areas such as gameplay balancing and improved battlefield experiences. It also incorporates the talented work of many members of the TW community.
Summary of RTG Features
- Gameplay balancing, in particular to the AI.
- Improved battles versus the AI that will now last greater periods of time, require more utilisation of tactics and skill.
- Over 40 new, unlocked and replaced units.
- Various factions and cultures can now construct more buildings, in particular Barbarian factions.
- A modified campaign map, including over 50 new regions. Many exisiting regions have been relocated to roughly their historical locations, and some have been renamed.
- Historical Battles now include the new / unlocked / replaced units accompanying this modification.
- Some relevant bug-fixes.
- Other general improvements.
NB: Regarding units, historical accuracy has been sacrificed to improve gameplay from its current state in vanilla RTW v1.5. However, the campaign map has been modified in an attempt to relocate / rename vanilla settlements to their historical locations. In addition, new settlements / regions will be constructed to keep the campaign map interesting.
RTG News
- RTG v1.0 now available for download. EXE Installer version is around 115MB, whereas Self-Extracting ZIP version is around 150MB. Both installations require around 300MB uncompressed HD space.
Campaign Map
Here is the latest version of the campaign map and map_regions.tga:
https://img102.imageshack.us/img102/3817/map93qa.th.jpghttps://img91.imageshack.us/img91/41...ons68nb.th.jpg
You can download the RTG campaign map as a seperate download using this link. Depending upon whether you have night battles enabled in your own project or not, you may need to delete the NightBattleCapable traits from the accompanying descr_strat text file.
Developers Comments
- Release date / current status: RTG v1.0 released.
- Current total size of mod (estimated): compressed / zipped = around 115MB (EXE Installer), 150MB (Self-Extracting ZIP); uncompressed / unzipped = around 300MB.
This modification has been in progress since RTW v1.2, and has been continued since then. Its main aims are to improve single player campaign gameplay, and to provide some more variety to the original versions of RTW.
NB: These sections will be updated accordingly.
Rome: Total Gameplay (RTG) Credit Section
Modification Origins
Original Text File Structure & Related Files: The Creative Assembly
Concept: Seasoned Alcoholic
Creator & Developer: Seasoned Alcoholic
2D Artwork
Faction Symbols / Banners Research: Seasoned Alcoholic, Kaweh K
Faction Symbols, Buttons & Related Symbols: Kaweh K
Campaign Map Faction Banners: Kaweh K
Battlefield Banners & Standards: Kaweh K, KALI, webbird
Unit Sprites: Seasoned Alcoholic
UI Cards: Marly, Professor Spatula, webbird, LAca
Campaign Minimaps Per Faction: Seasoned Alcoholic
Faction Leader Portraits: Seasoned Alcoholic
3D Unit Artwork
Modding Legions Full Pack v1.3b
Roman Models & Reskins: ferres, GODzilla, Pinarius
Realistic Horse Mod Project
Horse Models & Reskins: Pinarius
Numidian Project
Wide Variety Of Numidian Models & Reskins: LAca
Greek Project
Phalangite Models & Reskins: LAca
Argyraspid Phalangite & Legionary Models & Reskins: LAca
Parthian Project
Parthian Reskins Pack: KALI
Carthaginian Project
Wide Variety Of Models, Reskins & Research: maximusminimus, Gaius Julius, Asterix, spartan_warrior
Xmasbox Pack
Celtic & Barbarian Models & Reskins: webbird
Reskin Selection Overview: webbird, maximusminimus, Warspite, JP226, Burebista
Carthaginian Reskins: maximusminimus
Iberian Reskins: webbird
Dacian Reskins: webbird, Burebista
Eastern, Mercenary & Additional Reskins: Warspite
Selected Greek Models & Reskins: webbird
Ptolemaic Reskins: webbird
Scythian Project
Scythian Models: webbird, RTR Team, Caius Brittanicus, AnastasioTheGreat
Scythian Reskins: webbird
Additional Model & Reskin Contributions
Greek Hoplite Sword Model: Professor Spatula
Extensive Dacian Reskins: Professor Spatula
Selected Mercenary, Greek, Carthaginian, German, Numidian, Gallic, Iberian, Thracian, Macedonian & Mount Reskins: Professor Spatula
Miscellaneous Reskin Requests: Angel, Alexanderthefantastic / Byzantine Emperor
Artwork Recommendations: Lusted, HunterKYA, The Spartan / The Lacedaemonian
CAS Model Lighting Effect Fixes: Lusted
Animations
Unit Animations Pack: SigniferOne
Battlefield AI
Battlefield AI Formations: Sinuhet, The New Trivium Organisation (NTO)
Battlefield Visuals
Skymod: Archer
Night Battles: DimeBagHo
Campaign Map
Modified Campaign Map & Related Files: Seasoned Alcoholic
New Regions & Related Coding: Seasoned Alcoholic
Regional Campaign Map Resources: Seasoned Alcoholic
Region Naming Convention & Settlement Placement: Seasoned Alcoholic
Advice For Alternate Campaign Map: IceTorque
Campaign Map Recommendations: GiantMonkeyMan, Professor Spatula, KonstantinosXI dragases1453, The Spartan / The Lacedaemonian, Carsten
ZOR / AOR Systems
Zone Of Recruitment (ZOR) System: Seasoned Alcoholic
Regional Mercenary Recruitment Pools / Area Of Recruitment (AOR): Seasoned Alcoholic
Unit Stat System Development
Modified Unit Stat Entries: Seasoned Alcoholic
Influences & Recommendations: Angel, The Spartan / The Lacedaemonian, Dukezer0, Dejan77
Faction Recruitment Capabilities
Reconstructed Faction Rosters: Seasoned Alcoholic
Recoded Rebel Armies: Seasoned Alcoholic
Faction Construction Capabilities
Extended Faction Construction Options: Seasoned Alcoholic
Siege Battles
Modified Siege & Wall Tower Aspects: Seasoned Alcoholic
Culture Specific Battering Rams: The Creative Assembly
Unlocked Culture Specific Battering Rams: Seasoned Alcoholic
Beta Testing: Seasoned Alcoholic
Recommendations: The Spartan / The Lacedaemonian
BI Style Victory Conditions
Modified Victory Conditions: Seasoned Alcoholic
Recommendations: Carsten
Movement Modifiers
Campaign Map Movement Modifiers: Seasoned Alcoholic
Battlefield Movement Modifiers: Seasoned Alcoholic
Beta Testers: Seasoned Alcoholic, The Spartan / The Lacedaemonian
Trait & Ancillary System
Original BI Traits & Ancillaries: The Creative Assembly
Modified RTW Traits & Ancillaries: Seasoned Alcoholic
Historical Battles
Modification: Seasoned Alcoholic
Recommendations & Testing: The Spartan / The Lacedaemonian
Battlefield Vegetation
Semi-Arid Palm Vegetation: Teleklos Archelaou, Shifty157
Marian Reforms Research
Marian Reforms Advice & Script Testing Recommendations: Ciaran
Script Elements Use For Beta Testing Purposes Only: Myrddraal, Epistolary Richard, player1
Naming Section
Renamed Factions: Seasoned Alcoholic
Renamed Units: Seasoned Alcoholic
Unit Name Recommendations: The Spartan / The Lacedaemonian
Modification Tools
X-Pak Extractor Tool: Vercingetorix (The Modding Godfather)
Trait & Ancillaries Validator: Malrubius
ExamDiff Comparison Tool: Monkwarrior
DDS Converter Tool: Kaweh K, lt1956
Historical Sources
Campaign Map: Wikipedia, Google
Historical References & Research: PseRamesses, Red Harvest, GiantMonkeyMan, The Spartan / The Lacedaemonian, Ciaran, Seasoned Alcoholic
Modification Support & Customisation
Minimod Author Of RTG: Angel
Testing
Beta Testers Including Extensive Analysis & Recommendations: Seasoned Alcoholic, The Spartan / The Lacedaemonian, Carsten, Murfios, Dukezer0, Angel, Cha0sMarin3, Dejan77
Additional Coding Areas: Seasoned Alcoholic
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All artwork featured in RTG is copyright of their respective owner(s). This artwork may not be re-used or distributed without the explicit written permission of the author(s).
My thanks to all those involved in every possible means with the development and progression of the mod.
If you feel I have missed you out of the credit section, or a certain section is inaccurate, please PM me to let me know which area(s) you felt you contributed towards.
Disclaimer
Rome: Total Gameplay is not supported or endorsed in any way by The Creative Assembly, Activision or Sega. All of the work included with this modification is my own, and has not been taken, borrowed or stolen from anyone. Credit has been given when and where necessary. Note that any infringements present are purely unintentional.
If you wish to use any part of this modification (i.e. my own work, not that of The Creative Assembly) in your own projects, please contact me in the form of a Private Message. Additionally, the work of other modders is included with this modification, so you will need to be given specific permission from the author(s) if you wish to use their work in your own projects. Please do not take my work without asking, the most frustrating thing for any modder is to have their own work used without permission elsewhere. Bear in mind that many hours / days / weeks / months have been spent developing and improving this modification.
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Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5
Lets hope this realeased soon looks good to me i would like to download and try it out.One thing you need to work on them unit cards.
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Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5
Quote:
Originally Posted by littlegannon
Lets hope this realeased soon looks good to me i would like to download and try it out.One thing you need to work on them unit cards.
Thanks, I'm aiming to get v1.0 out early in the new year. Yeah I know the unit cards aren't the best, but I haven't got Photoshop or Paint Shop Pro (which makes editing them more simple than with The GIMP ~D) They could be done using the GIMP, but it would involve manually erasing every little detail from the background, and this could take a long time ~D.
I think the newer ones give a bit more atmosphere than the standard unit cards, but they do look a bit out of place compared to the originals. I'll post some more screenshots soon.
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Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5
i will do the unit cards as i am getting photoshop this month if u wont me 2 .
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Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5
looking gd, finally a mod for rtw that meets my needs :) also is the gameplay going to be more like mtw/vi?
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Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5
Quote:
Originally Posted by Scias
looking gd, finally a mod for rtw that meets my needs :) also is the gameplay going to be more like mtw/vi?
Haven't played MTW & VI (still brand new & sitting on the shelf ~D), but I've played Shogun: Warlord's Edition. From the tests that have been conducted so far, battles do play out considerably longer in duration, and are in someways similar to how battles fared in Shogun. For example, it may take a few volleys / rounds before your missile units start to bring down the opposition. They no longer kill a handful of men at a time (unless they are unarmoured, facing away from the direction of the misiles etc).
Expect routed enemy units to rally more frequently if they are not completely driven off the battlefield / disposed of. They will hastily rejoin the action given the opportunity. The same applies with your own forces. This is with captains as the battlefield commanders btw, with generals (family members) units should typically fight it out for even longer depending on the general's command ability (and battlefield morale improving retinue members).
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Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5
sounds gd to me :) also will i still be able to play vanilla rtw 1.5 online?
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Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5
The problem with installing any modification, no matter how small, is that you have to sacrifice Multiplayer gaming. This is because the files you have on your machine will be different from other people who play online. Only vanilla versions of RTW are compatible with online multiplayer servers.
That said, if you find someone else who has exactly the same version of a mod installed, you should be able to play online against them.
I decided to make this choice a while ago, as multiplayer gaming became a bit too repetitive IMO. You can always keep a backup copy of vanilla and use this to play online whenever you like, its always best to keep a vanilla version so you have something to fall back upon when the need arises.
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Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5
Just to say i will be doing all the work on photoshop if seasoned alcoholic agrees .We have already agreed on me doing the unit card but i will take part in other jobs if he says yes.
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Unit Screenshots Part 1
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Unit Screenshots Part 2
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Re: Unit Screenshots Part 2
unit cards will be done soon but are these alrite> https://i7.photobucket.com/albums/y2...ercardcopy.jpg if not i will do it again with three others that have already done.
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Re: Unit Screenshots Part 2
Quote:
Originally Posted by littlegannon
Those are perfect mate, if you need any more screenshots just let me know! :medievalcheers:
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Re: Unit Screenshots Part 2
thnkz i will have them done soon than i thought then
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Re: Unit Screenshots Part 2
i have finished all the unit cards and will send them once u have replied on PM
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Re: Unit Screenshots Part 2
I'll give you guys a very good tip i use for creating unit-cards, use 3ds max, yes 3ds max, import the models, then tick the helpers (the thing that makes the bones disapear) import the animation or play around with your model, then take a screenshot of him in max (grab viewport i think or something else) then edit it in PS so it can be as good as you want it.
I use this technique for our mod.
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Re: Unit Screenshots Part 2
how about photoshop it works the best it designed for it so 3ds max wont get best affect
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Misc / Other Screenshots
Historical Battles
https://img207.imageshack.us/img207/2923/tf11mn.th.jpg
Some of the default Historical Battles have now been modified
https://img207.imageshack.us/img207/4021/tf21pq.th.jpg
There are now a few more surprises for the Romans in the Teutoburg Forest...
https://img207.imageshack.us/img207/9844/tf33ks.th.jpg
Good luck...~D
Pontic General's Bodyguard Upgrade
https://img301.imageshack.us/img301/5379/pgb14po.th.jpg
Pontic General's Bodyguards will now upgrade correctly after the Marius Reforms
Renamed Settlement on Strategy Map
https://img363.imageshack.us/img363/3937/ddd7jm.th.jpg
Domus Dulcis Domus has been renamed to Vicus Gepidae
Battlefield View of Stone Walls
https://img27.imageshack.us/img27/30...lls16ix.th.jpg
Barbarian factions can now construct Stone Walls for greater protection
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New Unit & Unit Info Cards
I'm looking for someone to create additional Unit and Unit Info Cards for the mod. littlegannon has kindly created some already, but he now unfortunately has other commitments and has no spare time available.
If you are interested in participating in the mod by creating these unit & unit info cards, or require further information, please reply here or alternatively send me a Private Message. Obviously you will need the correct software to create the cards, preferably Photoshop, Paint Shop Pro or 3DS Max, and previous experience of creating unit cards would be helpful.
There is a tutorial on how to create unit cards using Photoshop in this topic.
I'm pretty much tied-up at the moment with Beta testing the imperial campaign, prologue and historical battles. Any help in creating the cards will be greatly appreciated, and you will receive credit in doing so.
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Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5
ive sent u the unit cards with changed names.unfourtnately it would not let me send them unzipped so i will have to put them on a download site if they dont work again.sorry again for not being able to finish them all.:shame:
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Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5
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Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5
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Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5
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Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5
im just wondering do my unit cards work? i really need to know.
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Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5
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Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5
I think you win the award for most screenshots for a mod per one page of threads ~;p
Looking good though. I wish I could be so focused on my own mods instead of faffing about with the same old stuff, then getting fed up and playing something else instead.
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Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5
Quote:
Originally Posted by professorspatula
I think you win the award for most screenshots for a mod per one page of threads ~;p
Looking good though. I wish I could be so focused on my own mods instead of faffing about with the same old stuff, then getting fed up and playing something else instead.
~D Tbh, I've been playing other games as well, and modding in between. Non-stop modding sessions can really burn you out in no time as you well know, so I just take my mind off the mod and play something else. You need to play other games anyway because you won't get much satisfaction from a BETA version of a mod ~D
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Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5
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Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5
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Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5
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Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5
Good stuff. Your 'raiders' have a problem with their arms, whoever made the model forgot to remove the sleeves. BTW in all these screenshots of the map, are you just changing fertility and such? I see a few new cities but most of them are pre-existing.
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Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5
Yeah, there are a couple of issues with the raiders model. This is because they use the warguard model, which is the one used for chosen swordsmen. I'd spent quite some time testing the raiders texture out on most of the existing models, but the warguard was the only one which the texture seemed to accept without becoming corrupt.
Just done a region count in descr_regions, so far 26 new regions have been added, the other ones displayed have either been renamed or relocated on the campaign map. Thanks :medievalcheers:
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Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5
Added 2 regions to the southern tip of Sweden, my thanks to PseRamesses for the historical info! :medievalcheers:
https://img344.imageshack.us/img344/323/r750cz.th.jpg
https://img348.imageshack.us/img348/5823/r762gj.th.jpg
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Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5
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Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5
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Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5
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Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5
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Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5
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Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5
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Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5
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Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5
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Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5
Looks nice so far.
Say, do you have any plans for a new faction or replacement?
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Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5
Quote:
Originally Posted by Reenk Roink
Looks nice so far.
Say, do you have any plans for a new faction or replacement?
To date I've renamed Spain to Iberia, and am thinking about renaming Egypt to the Ptolemaic Dynasty. I suppose the Roman factions could be renamed, the mods always open to suggestions ~D
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Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5
I have two suggestions then: :beam:
(1) Less Provinces: I see on the campaign map that you have added some more provinces. I would advise against this unless it is necessary for historical accuracy, as more provinces means more meaningless battles and a repetitive game. Think RTW vs BI. Now in some areas of the map (Italy and the upper Balkans) it would be good to have more provinces, as these areas were historically difficult to control, and one battle wasn't enough to secure domination, but my suggestion would be not to split up places like Crete...
(2) This is more of a personal suggestion, but I would like to see a mod that begins 15-20 years before the vanilla start date. The reason for this is that there would be a more interesting situation at this time period with the diadochi. You could revamp Thrace into a hellenistic faction under Lysachimos, and include Epirus as a new faction. If you choose this road (I'm keeping my fingers crossed) I could be of help with the historical situation, and although my modding skills are elementary at best (I've only messed around with simple things like descr_strat, export_descr_unit, descr_names, etc...) I would try to help with some file editing and writing some descriptions.
Thanks for reading my suggestions :nice:.
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Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5
(1) I see your point about less cities, therefore less battles, quicker campaign, keeps the interest etc. However, IMO the campaign map was 'empty' before the changes were made. You would see countless large provinces, with the next nearest settlement many tiles (and therefore turns) away.
Hopefully with more, closely-located provinces, the battles will be more crucial although perhaps more frequent. However, I've modded faction's core attitudes in diplomacy, so you should find that your rivals will be more willing to work with you.
From the latest screenshots of the map, you can see I've left many vanilla provinces unchanged, so some areas of the map will play as they always have.
(2) These ideas sound interesting. There's a hardcoded limit on the number factions - this is 21 in total, and these are all used at present. The problem with creating new factions is that you usually have to change many areas, such as faction banners, battle standards, units (models, textures, sprites, stats), test the results and so on. I'm a one-man team at present, and my hands are tied in other areas - currently relocating / adding resources to the campaign map.
However, if you think you'll be able to construct new units (you need the correct software for this, such as 3DS MAX, Photoshop, Paintshop Pro etc), design new banners, write historical unit descriptions, code the unit stats etc let me know! ~D
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Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5
(1) Well, you have a point there too...:grin: I think it was a good idea splitting up Illyria and such, but areas such as the Seleucid territory are a bit to divided IMO...
(2) I know of the hardcode, and I know that it would be too much of a pain to have only one Roman faction and get rid of the senate system etc... So what I'm proposing is that if you were to start the mod a couple decades back, you could simply convert Thrace into Lysimachus's kingdom (Thrace has phalanx units anyway) and maybe change The Greek Cities into Epirus, leaving Sparta, Syracuse, Thermon, etc as strong rebel city states. I would be very willing to help you in this, especially with information and descriptions, though I could also try and lend a hand in text editing...
I do have Photoshop CS2, and have always been willing to learn how to skin, just never got around to it :tongue2:... Gonna check some of the tutorials here at the ORG...
Thanks
Reenk
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Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5
great! espically new things for barbarians new units its all good! q. will the movies in historical battle still be there?
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Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5
Yeah, all the movies / intros to the Historical Battles are still there. You'll also see some of the new / alternate skinned units in these intros as well, as well as the officer(s) / standard bearers leading each unit of men into battle. I'd post some screens, but for some reason you can't capture screenshots whilst the intro movies are playing :wall:
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Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5
Use Fraps chap.
www.fraps.com
Take as many screenshots as you like, when you like, and fill up your hard drive with them. I currently have about 8 gigs of screenshots and movies created with that program.
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Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5
Thanks for the link PS, I'll check this site out. I'm running low on HD space myself, think my RTW .TGA folder is a few gigs which is probably to blame ~D
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Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5
Beta Test Report: Prologue / Sons Of Mars
Factions Involved
* House Of Julii
* House Of Brutii
* SPQR
* Gauls
* Greek Cities
* Thrace
* Rebels
Victory Conditions (all factions)
* Domination: Hold 10 regions including Latium
Difficulty Settings
* Campaign Map difficulty: Very Hard
* Battlefield difficulty: Medium
Battlefield Timer Status
* No Time Limit
Unit Scaling
* Normal (Prologue default)
Comments
* Prologue scripts still work correctly, IE the campaign & battlefield advice from advisors
* Opening scripted battle (Julii & SPQR vs Gauls) still works correctly, although some default timings / cut scenes are slightly out
* Senate will issue various missions after you are instructed to take Tarentum
* Brutii (originally the Scipii) land their armies in Dalmatia, Illyria etc and war with the Greek Cities & Thrace
* Greeks reinforce their settlements on mainland Italy, usually around Tarentum / Croton
* Auto-generated Roman family members appear occasionally around Rome for SPQR
* SPQR will move to intercept Rebels in both their own and neighbouring provinces
* SPQR will support allies in times of need, EG:
(1) SPQR supported Julii when under siege from Gauls @ Tarqunii
(2) SPQR supported Julii when under siege from Greeks @ Bovianum
* Julii gained most public support first and took Rome (eventually ~D - lost a few BIG armies, needed more than one attempt due to strength of garrison @ Rome and support from Brutii)
* From the starting factions SPQR, Gauls, Greek Cities & Thrace were destroyed. The civil war happened between the Julii & Brutii
* Gauls made repeated incursions from Northern Italy, with some fairly powerful armies - there main target was Tarquinii on each occasion
* Greeks also fielded some decent armies, although were eventually driven from mainland Italy
* Thrace never really got going because: (a) they start with a single province, (b) their sole settlement is the first target of the invading Brutii / Greeks
* Most battles were interesting, I lost several powerful armies during both field battles and siege assaults. My armies consisted primarily of Hastati, Principes, Triarii, Equites & Roman Generals / Family Members, with some missile support
* Victory conditions worked correctly. After taking 10 regions and holding Latium, the victory message appeared (see screenshot, below), but there was no option present to continue play.
NB: these test results were encountered whilst playing the Julii on VH / M difficulties. These results may well be different on other difficulty settings.
https://img105.imageshack.us/img105/...tory5my.th.jpg
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Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5
Renamed Factions
Spain have been renamed to Iberia. Character names have remained the same.
https://img101.imageshack.us/img101/2994/ib17gs.th.jpg
Egypt have been renamed to The Ptolemaic Dynasty. Character names are now primarily Greek. Before, a combination of Egyptian first names were used with Greek surnames, which looked out of place. The name changes reflect Greek rulers on the Egyptian throne. The changes also apply to agents and admirals.
https://img156.imageshack.us/img156/5825/pt19ph.th.jpg
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Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5
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Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5
40 new regions have been added to the imperial campaign map, which are listed below. The names are in pairs: the ones on the left are the region names, and the ones on the right are the settlement names. Note that some factions’ original settlements have been given to the rebels. For more details, please refer to the latest version of the campaign map.
Rebels / Slaves
* Pamphylia Et Pisidia / Side
* Istria / Pola
* Northern Sardinia / Olbia
* Gallia Lugdunensis Secunda / Lutetia
* Raetia / Veldidena
* Tribus Helvetii / Aventicum
* Corsica / Aleria
* Tripolitania Prima / Oea
* Lydia / Sardis
* Caria / Halicarnassus
* Paphlagonia / Sinope
* Tribus Iceni / Venta Icenorum
* Tribus Cornovii / Deva Victrix
* Regnum Brigantes / Eboracum
* Damnii Valentia / Coria
* Mauretania / Cartenna
* Assyria Prima / Nineveh
* Sumer Et Akkad / Seleucia
* Arabia Petraea Secunda / Medeia
* Arabia Secunda / Dumah
* Scaneg / Scaneg
* Blecingaeg / Blecingaeg
* Dalmatia Prima / Scodra
* Lower Pannonia / Sirmium
* Northern Epirus / Dyrrhachium
* Boeotia Et Phocis / Thebes
* Illyria Prima / Vindonissa
* Moesia Prima / Sardica
* Moesia Secunda / Noviodunum
* Pontus Secunda / Trapezus
* Cappadocia Secunda / Melitene
* Astyages / Ecbatana
* Atropatene Prima / Gazaca
* Armenia Secunda / Thospia
* Crete Prima / Knossos
* Cyprus Prima / Paphos
Numidia
* Numidia Secunda / Lambaesis
Greek Cities
* Mysia / Pergamum
Dacia
* Dacia Prima / Sarmizegetusa
Seleucids
* Upper Mesopotamia / Thapsacus
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Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5
How soon will this MOD be completed? Looks interesting. This might make v1.5 patch worth loading. Only using 1.2 now.
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Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5
Quote:
Originally Posted by WarHawk1953
How soon will this MOD be completed? Looks interesting. This might make v1.5 patch worth loading. Only using 1.2 now.
Very soon I hope, there are a few more unit & unit info cards to be completed, and then that should be about that. I'm thinking of releasing the mod as an open beta because I don't really have the time to beta test the imperial campaign (after campaign map changes) in great depth.
There are still some issues in the mod, basically because these are the issues in v1.5 of RTW, so things like the siege tower bug against large stone walls will exist.
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Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5
Code:
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#ROME: TOTAL GAMEPLAY#
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SHORT GUIDE TO RTG
Written By Seasoned Alcoholic
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Rome: Total Gameplay (RTG) is a mod that attempts to improve several aspects of the original Rome: Total War (RTW). These include:-
* Gameplay balancing, in particular to the AI.
* Improved battles versus the AI that will now last greater periods of time, require more utilisation of tactics and skill.
* Over 40 new, unlocked and replaced units to recruit.
* Various factions and cultures can now construct more buildings, in particular Barbarian factions.
* A modified campaign map, including 40 new regions. Many exisiting regions have been relocated to roughly their historical locations, and some have been renamed.
* Historical Battles now include the new / unlocked / replaced units accompanying this modification.
* Some relevant bug-fixes.
* Other general improvements.
There are many more adjustments, changes, fixes etc of various sizes that have been implemented in RTG. For more details, please refer to the README text file.
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What to expect in RTG:-
* The gameplay has certainly changed from the vanilla (or unmodified) versions of RTW, you may need to spend time getting used to this feature. I would suggest using Custom Battles to practice before jumping straight into a new imperial campaign. Alternatively, try the Historical Battles, or Prologue (Sons Of Mars) provincial campaign.
* Battles will now last for longer periods of time, and you should expect to face more aggressive AI armies. You may find that you spend more time engaged in battles than before, so remember to stay alert and watch the AI's manouveres closely.
* Even if you preferred to auto-calculate battles in RTW, I would urge you to take a look at the gameplay in RTG, as this is the main focus of the mod. Auto-calc battles are useful when you have to fight many battles per turn, or when you have superior numbers to the AI.
* Many RTW gamers have complained about the inflexibility of phalanx-capable units. With your phalanxes selected, try turning guard mode off. You should now see your phalanxes shuffle forwards, backwards and from side-to-side to counter enemy attacks.
* Test results have shown that the player will now lose more units in combat than before, due to the extended length of melee. In some RTW battles, players would be able to gain victory after victory without losing many men.
* Your units will fight less effectively when they are exhausted, you may need to move your troops out of melee and let them recover their stamina for a while. Always keep fresh troops in reserve.
* You may experience more financially difficult situations than in RTW, such as near the start of a new campaign for example. This makes you think more carefully about how you spend your precious denarii, be it to train new units, construct superior buildings, retrain existing units, recruit agents and so on. Try increasing the tax rate early on if you are struggling for denarii.
* The AI should be more willing to cooperate with you in diplomatic negotiations. Previously in RTW, default diplomatic stances towards other factions were usually hostile. These have been changed in RTG to roughly neutral for most factions.
* Two of the default factions have been renamed. Spain has been changed to Iberia, whilst Egypt has changed to The Ptolemaic Dynasty.
* As in RTW, pirate vessels are common in RTG. This is in order to make naval battles more challenging. It is usually harder at the start of a new campaign to defeat the pirate ships, remember to move your own navies to a nearby port before the turn ends. However, as you progress though the campaign, you should gradually gain the upper hand over the pirates with your superior naval forces.
* Likewise, aggressive brigand / rebel armies are numerous at the start of a new campaign, again to make battles more challenging. They should however become less of a threat as take control of more and more provinces.
* The imperial campaign map has undergone lengthy modification. Take some time to learn where new settlements, regions and trade resources are located. Also familiarise yourself with the new region names, as these play an important part in faction specific victory conditions.
* New victory conditions have been created for each playable faction, make sure you know which settlements you must take and hold before undertaking lengthy and costly military campaigns. Also, as a further challenge, you will now not be able to see how much time remains for you to complete your victory conditions (HINT: imperial campaign ends in Summer 50 AD at present).
* Be aware that certain units can now only be trained and recruited in specific locations on the campaign map. You will no longer be able to retrain unit casualties in certain regions, bear this in mind before launching your campaigns. Use the building browser scroll to view which units are available to recruit in each region.
* Mercenary recruitment pools are now more varied than before. This should allow you to add more flexibility to your armies when it is most needed. Also, mercenary regeneration times are now shorter than in RTW. Watch out though, the AI-controlled factions (including rebels) will hire mercenaries frequently and use them against you!
* Certain infantry units (usually carrying spears) have their original mount bonus against mounted units. This will vary depending on the quality of the unit.
* Cavalry, Camels, Elephants and Chariots are still at a disadvantage when fighting against spear / phalanx units, so remember to keep them well away. Try repeated attacks to the rear of phalanx units, but don't let your mounted units become bogged-down by enemy spear infantry as they will be easy targets.
* Chariot generals were available for the Britons and Egypt in RTW. In RTG, these units have been replaced with general's cavalry bodyguards before and after the Marius Reforms event.
* Your generals (IE family members), agents and admirals should now gain a wider variety of ancillary / retinue members depending upon a number of factors.
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Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5
SigniferOne's Animations Pack
SigniferOne has very kindly allowed me to use his fantastic Animation Pack in the RTG mod. I would like to give special thanks to him for generously contributing to the improvement of the RTG modification :thumbsup:
Previously, I had only ever experienced vanilla animations that CA had built. Now, however, I am truly amazed by the great work done by SigniferOne in his animations mod because all of the included unit animations have completely changed the way melee and distance combat is undertaken. It really does add a completely new dimension to combat, and provides greater depth to the battlefield. You are drawn in by the mouth-watering combat as your units slug it out in a more historically realistic manner than previously experienced in vanilla RTW.
If you have not looked into SigniferOne's animation mod yet, I seriously recommend that you do to revolutionise your battlefield experiences. More info available here:
SigniferOne's Animations Pack
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Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5
can you show us your map_regions.tga please... i am very interested to know where you are putting your new regions... thanks!
GMM
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Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5
Here you go mate:
https://img484.imageshack.us/img484/...ons37kl.th.jpg
There's a shortcut in the main first post as well ~D
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Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5
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Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5
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Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5
Modified Siege Battles
Siege Battles have been modified in some depth. The visuals may have remained pretty much the same as they were in vanilla (with exceptions, see below), but the actual mechanics have been tweaked. You may need to use Custom Battles to familiarise yourself with these changes, and this will help you to know what to expect when undertaking siege battles during a campaign.
Culture Specific Battering Rams
In terms of changes to the visuals, culture specific battering rams are now available in siege battles. These are as follows:-
* Roman & Greek culture
https://img83.imageshack.us/img83/8761/ram17zl.th.jpg
* Eastern, Carthaginian & Egyptian culture
https://img83.imageshack.us/img83/8126/ram39um.th.jpg
* Barbarian culture
https://img78.imageshack.us/img78/3903/ram26cb.th.jpg
These should makes things a bit more realistic, rather than every culture utilising exactly the same type of ram as in vanilla RTW.
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Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5
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Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5
Added another region into North Africa, my thanks to GiantMonkeyMan for the historical info!
https://img95.imageshack.us/img95/6973/r1192js.th.jpg
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Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5
This mod is looking very nice. I like the split islands IE sardinia and crete. Makes it harder to control them, but if you have botht then you will double the trade of it right? two more ports on the aegean sea to generate money. Looking very nice. Forgive me, but do you have an estimate as to when this mod will be finished? I can hardly wait!
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Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5
Thanks for your interest Glaucus! The trade resources for every province on the campaign map (both new and existing) have been reconstructed. Many provinces in vanilla contained too many trade resources, and were able to rake in the trade income through sea exports. I've tried to balance income for each province, but at the same time vary the resources in each region as well.
As for a release date, I'm hoping to release an open beta of the mod in the near future, once a few more changes have been implemented.
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Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5
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Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5
RTG Open Beta v0.1
RTG Open Beta v0.1 is now available to download! You can download it using the link below:
RTG Open Beta v0.1 @ Rapidshare
RTG Open Beta v0.1 @ Megaupload
The download is compressed in ZIP format, and is around 45MB in size. If you have broadband internet connection, the download time should'nt be too long. Although with slower connection speeds it may take a while, especially if the file hosting URL is busy :rolleyes:
You'll need a ZIP extractor tool such as WINZIP to open the ZIP file, if you don't have this you can find out more (and download) below:
WINZIP
For vanilla RTW patches which are required for this mod to work properly, you can download them from TW.COM or say, DOWNLOAD.COM (use the search tool to find the RTW patches), here are links:
TW.COM Downloads
DOWNLOAD.COM
There should be 4 files included with the ZIP download, these include the RTG Open Beta v0.1 installer, installation instructions, a version of the RTG readme, and also a short RTG guide.
For more info on installation, please refer to the installation instructions included with the download.
For a list of changes, adjustments, fixes etc since RTW vanilla v1.5, please refer to the readme file.
For an overview of the mod, and what you're likely to expect, please refer to the short RTG guide.
I hope you enjoy the open beta, thanks! :thumbsup:
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Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5
INSTALLATION INSTRUCTIONS:
(1) Install a vanilla version of Rome: Total War (RTW), EG v1.0
(2) Patch up as follows (this will depend on which version of RTW / BI is contained on your CDs / DVDs):
* RTW patch v1.1, available here
* RTW patch v1.2, available here
* BI patch v1.4 (this includes RTW patch v1.3 on CD, which will be installed), note that this patch is available on the BI CD.
* BI patch v1.6 (this includes RTW patch v1.5), available here
(3) Create a backup of your DATA folder located at C:\Program Files\Activision\Rome - Total War
(4) After the backup has been created (this usually takes a while to complete), run the RTG installation program included in the download. Note that the default installation directory is the one that should be used for the mod to install and run correctly
(5) Once the installer has finished, you will need to delete the following files so that the mod will work correctly (create backups first if you want):
* map.rwm (IE the campaign map) @ C:\Program Files\Activision\Rome - Total War\Data\world\maps\base
* map_heights.hgt @ C:\Program Files\Activision\Rome - Total War\Data\world\maps\base
* events.dat (IE sound file) @ C:\Program Files\Activision\Rome - Total War\Data\sounds
* radar_map1.tga @ C:\Program Files\Activision\Rome - Total War\Data\world\maps\campaign\imperial_campaign
* radar_map2.tga @ C:\Program Files\Activision\Rome - Total War\Data\world\maps\campaign\imperial_campaign
(6) Start up RTW as normal. If you attempt to play a new imperial campaign, you will have to wait longer than usual for the new map.rwm file to be automatically generated by the game.
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Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5
hey, great mod downloaded it today! BI works fine if its installed. There is one problem that i know of right now though. When you play the Carthaginian campaign starting armies have Iberian Infantry instead of Carthaginian Infantry. This is possible for the Iberians too. Ill tell you if there is any more problems.
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Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5
Ahhh, OK dude, I know what I've done. Basically forgot to update the Carthaginian starting armies in descr_strat with 'carthaginian hastati' instead of 'carthaginian infantry'. The changes have been made in EDB, but were obviously missed from descr_strat.
Iberia / Spain should now be the only faction that can recruit iberian infantry, Carthage should now recruit the carthaginian hastati / infantry instead of this unit. Think they have similar stats and recruitment costs to each other.
I'll fix this small problem, then release another version of the beta. Thanks :thumbsup:
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Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5
RTG Open Beta Hotfix
There's now a hotfix available for the RTG open beta, here are the installation instructions:
(1) Download the RTG Open Beta Hotfix from here, its only a small file and should last a couple of seconds at the most.
(2) Using a ZIP extractor tool (EG WINZIP), extract the RTG_Open_Beta_Hotfix folder to the location of your choice (EG desktop).
(3) Open the folder, you will find the latest version of descr_strat.
(4) Simply browse to the following directory destination...
C:\Program Files\Activision\Rome - Total War\Data\world\maps\campaign\imperial_campaign
...and replace the existing descr_strat text file with the one you've just downloaded.
What does the RTG Open Beta Hotfix do?
RTG gives the Carthaginians an alternate unit to Iberian Infantry, they are called Carthaginian Infantry. They are in many ways identical to Roman Hastati, and the skin, sprites and UI cards have been created by Professor Spatula.
Here's a screenshot of some Carthaginian Infantry:
https://img451.imageshack.us/img451/...ati28fh.th.jpg
Carthage starting armies apparently contain Iberian Infantry. The hotfix simply replaces these starting units with Carthaginian Infantry. Enjoy! :medievalcheers:
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Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5
german spear warband has a secondary weapon a short sword. so does nubian spearman. if you do alt right click on an enemy they will use a short sword instead of a spear. i suggest that general bodyguard should have 3 or 4 hitpoints instead of two cause every cavalry has two hitpoints. a unit of numidian cavalry can beat a roman general!
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Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5
and also poeni infantry should use underarm because they hold their shields diagonally and parts of the sheilds you cant see. thats all i know now. sorry if im causing any problems. (sacred band are okay)
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Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5
lastly. ive been looking everywhere to find out whether the Macedonians used underarm or overhead. finally i posted a thread in the monastery to find out. https://forums.totalwar.org/vb/showthread.php?t=63516 he said that Macedonians used the phalanx underarm for their long pikes. Greeks overhead cause of their shorter spears. So pikemen should use underarm and other long pike users. And Greeks overhead and maybe shorter spear users. Im pretty sure thats it! just wanted to help out this great mod!
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Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5
Thanks for your feedback The Spartan! I'm very busy at present and don't have much time to work on the mod, but hopefully over the holidays I should have plenty of time to look into making more changes to the open beta.
Yeah, those 2 units you've mentioned do have secondary weapons. If you remove the secondaries and attempt to duplicate the primary skeleton twice, apparently they will still use their secondary weapons regardless. If the secondaries are removed then you get a CTD, I don't really think this is a major issue tbh.
As for general's bodyguard hitpoints, I'd originally given all factions general bodyguards 3 hitpoints. However, after running some tests in custom battles and various campaigns, I'd noticed that with 3 hps, generals were really difficult to dispose of, and certain units (EG infantry, missiles) didn't stand a chance when fighting against them. This is why I've changed hps back to 2 so that they don't overpower everything.
I've noticed the way poeni infantry hold their sheilds as well, found this in the historical battles involving Carthage. I'll probably get round to changing their skeletons at a later date.
I've given the overam animations to all the Greek factions, and some shared units (EG sacred band / armoured hoplites etc). In the battles I've tested out, the results don't seem to be that biased in favour of the pikemen rather than hoplite units. The mod isn't 100% historical because it tries to focus on other aspects. Think I'll wait and see if there are any more responses with regards to this area before I change all the pikemen skeletons back to their vanilla ones (they currently use SigniferOne's animations).
Cheers :thumbsup:
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Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5
great! i respect your judgement.
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Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5
The Spartan, did you have any problems downloading and installing the RTG open beta v0.1? Does the mod work OK from a vanilla install? I'm interested to know because someone over @ TWC forums is having difficulty getting the mod to work. I'd like to help him out, but I'm not sure where his CTDs are originating from, and whether these are related to the installation of the mod.
If you could post exactly how you installed the mod it would be greatly appreciated! :medievalcheers:
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Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5
well my 1.5 RTW was unmodded, i made a copy of the RTW folder if i ever wanna play RTW regular 1.5 again. then i downloaded your mod ran the installation, read the installation.txt told me to delete a few files and voila! no problems! when you mean vanila install do you mean uninstall the game and patch it up again? if thats what you mean that should work perfectly.