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Thread: ***SPQR 6.4 released Last version of Mod***

  1. #1

    Default ***SPQR 6.4 released Last version of Mod***

    Hello,

    SPQR 6.4 has Finally been released, This is the LAST version of this Modification for Rome Total War.
    There are Many things changed from the Vanilla Game but some of the features of this Mod are.

    SPQR mod focuses on Romes Rise to Power through Shear Military Might, In SPQR you will Fight battles that I feel are the most realistic of Any mod for RTW.
    As you Rise in Power you will see that your generals may wish to challenge your rights and try to over through you, taking legions with them. You fight HUGE battles,
    Its not uncommon to have 8,000 to 12,000 Man Battles in SPQR. You will FEEL like you are LEADING MIGHTY Legions, No more will the AI send small Waves of
    useless Units, Now you will Face Elite experienced Units with one thought to destroy you. You will find in SPQR that TACTICS on the Battlefield are the Most important.
    Not Spamming one unit, but Building HISTORICAL Legions and Fighting Massive Armies from Nations VERY different from eachother and use different tactics.

    In Spqr there is an Optional Script that Gives you 4 seasons in a Year instead of the 2. And Provides Garrisons when you siege at City, The fixes the Problem were
    the AI doesnt garrison Large Garrisons in Cities on the borders. Now EACH city your take is a REAL SIEGE and is Bloody with the script! With House Rules you can
    Play the MOST CHALLENGING game of RTW you have had ever in your LIFE!

    With 0 turn Recruitment you can field Large armies to Conquer the then known World. Have you ever wanted Rome Total War to be like the trailers or the HUGE battles
    They showed at E3? So did I and for over 2 Years I have developed a Mod that in My opinion Provides the MOST Realistic, Huge and EPIC battles of any Mod. I
    made this mod for myself but Soon found MANY people like myself wished for the EPIC feel that they thought RTW would give them. With the NEW skins, Models, AI, Animations,
    and Battle AI tactics I can Promise you the Most bloody and EPIC battles of Any mod. SPQR:TW may NOT be the Most Historical Accurate mod out there, but it is the
    Most Bloody and Battle Epic mod out there. If your like me and Feel a Challenge is Based on Battle Tactics and Campaign Strategical LOGISTICS, then you Will LOVE this Mod.

    Be warned, SPQR taxes even the Best systems with the Huge Battles, but IF you think your Man enough to give it a try than I welcome you to a know experience only dreamed
    about BEFORE! For the Senate and People Rome!

    FOR MORE INFORMATION AND DOWNLOAD PLEASE VISIT THESE FORUMS AT Total War Center.

    http://www.twcenter.net/forums/forum...aysprune=&f=32





    Here is a List of All the Changes for SPQR and this Newer Version. There are MANY features of BI in this Mod without NEEDING BI to play!

    ----------------------------------------------
    Latest Changes\ Update Log:
    ----------------------------------------------

    ===== SPQR Total War: 6.2 ====


    1. Added New models and skins for All Factions, including rebels and UI cards
    2. Cherry Vanilla Pack, Trivium mod added to this modification. It fixes a Number of RTW Bugs dealing with VnV etc.
    3. Added an expansion to CVP with adds more traits etc. GAFHMod
    4. Centurions w/ shields are added to all cohorts and Siege weapons
    5. Eagle bearer or Aquilifer added to all First Cohorts
    6. New Cavalry standards for Roman Cavalry, and Equites
    7. New Cohort Signifers added and Vexillum.
    8. Cavalry Officer added to all Roman Cavalry units
    9. You can recruit first Cohorts, remember historically there was 1 per Legion. Try not to build an army of them.
    10. Building times have been adjusted to a more realistic build time.
    11. All nations are playable in the campaign except Spain, Numidia, SPQR, Briton, and Slaves.
    12. All units have 0 wait time and allows you and the AI to build as much as you can afford and the population will allow. This is what Makes SPQR unique.
    13. Upkeep costs of units are lowered to allow more armies in the field at one time.
    14. Siege engines have had crews lowered in numbers.
    15. Siege weapons for Ballistas and Scorpions have more Artillery.
    16. Spartans have unbreakable morale and will NEVER retreat off the field.
    17. Head Hurlers are now an Infantry unit and no longer a missile unit, they still throw heads before attack. Heads will do no damage, but units do frighten Foot & Horse.
    18. All regulars spears have the Spear attribute, Phalanx do not, to prevent disadvantages.
    19. Arcani, Druids, Legion Cavalry, War Dogs, Flaming Pigs, and Screeching Women are removed from the game.
    20. Archers and Slingers have increased Ammunition
    21. Increased the Number of Siege Ammunition
    22. Battering Rams have better Health and Flame resistance.
    23. Urban Cohorts are now an upgraded Town watch, they appear after Marius Reforms.
    24. Praetorian Cavalry and Infantry only belong to senate now.
    25. Campaign AI has been adjusted for aggressiveness.
    26. Elephants have been added to Egypt and Armenia, but they must own provinces with that resource.
    27. Elephants numbers have been reduced to a more realistic number.
    28. Added Experience Bonuses to Taverns and Academies
    29. Triarii now buildable when Princepes are.
    30. Ships have been adjusted to sink more often
    31. Chariots are improved and will not stop and go all the time like before.
    32. Senate recruits only Praetorians in the campaign game from start.
    33. The Better barracks for Late Legion Cohorts replaces Republican Cohort units. Only build the barracks if you wish to build just the Late Cohorts for that city. Late Legion Cohorts require Imperial Palace. This limits the recruiting areas and allows one to play with early cohorts longer.
    34. Barbarians have been given a loose Square formation that is better than Horde formation but looks similar. AI reacts better than using Horde.
    35. All Phalanx units have tighter side by side grouping to reflect a more accurate Phalanx, also better protects from breaking into the phalanx.
    36. Better start garrisons for other factions. Romans factions have a small legion force.
    37. Rome is now at war from start of game with Macedon, Greece, Germany, Gaul, Carthage.
    38. Macedon and Seleucid have Militia hoplites removed, they have Levy pikemen.
    39. Increased Cost of certain buildings: Palaces, Entertainment, Mines, Roads, walls, docks, have been increased to balance money concerns with the extra provinces.
    40. New Units have been added: Carthaginian Archers, Carthaginian Numidian Cavalry, Roman Slingers, Briton Peltast, Briton Archers, Egyptian Elephants, Armenian Elephants, Dacian Bastarnae, Pharaoh’s Spearmen Guards, Pharoah Swordsmen Guards, Sword Hoplites
    41. ALL units have been redone from scatch and are now more balanced to make the game more enjoyable for battles.
    42. Battles last a LONG time now, Movement has been reduced also.
    43. Fighting in Snow, Woods, gives advantages to Barbarians, Cavalry gets penalties fighting in woods.
    44. Early Legions have been changed to reflect more accuracy for Caesars Legions, they no longer look like Late Legion clones.
    45. Carthage and Egypt now have Ballistas, Barbarians no longer have Onagers.
    46. STONE Thowing Ballistas added to the game, Egypt, Greeks, Roman, Carthage can build them with Catapult Barracks. The do not have Flaming boulders, so strategy must be used whether to use Ballistas or stone throwing ones. The later does Much more damage to walls, but is not good against infantry.
    47. Heavy Onagers removed, Regular Onagers available when you build Siege Barracks. Still available in Custom Battles.
    48. Repeating Ballistas Removed from Campaign game, Scorpions do the Job of repeating ballistas anyway, Unrealistic siege weapon and redundant, I think the stone throwing ones are MUCH better.
    49. Scorpions are now an After Marius Reforms Item, so you will NOT see them until Marius Reforms.
    50. Large and Epic Stones walls cannot be built in Campaign game, They were not very realistic and since CA didn’t make the ladders for them as they planned, makes these walls more like Disney land. Lol But I did leave them available to the Senate to make it Harder to take. So only the Senate and certain capitals can build these walls now, everyone else just Stone walls.
    51. Removes all temples from Romans Except Jupiter.
    52. Removed all farms from Romans except the first 3 farms.
    53. Special tweaks made for population control, Temples population and experience bonuses work only for other factions not Romans, also Taverns work on for Barbarians. So unless the temple has a happiness or law bonus you want, it would be better to destroy it and build the Roman Temple. If you take a province with a tavern remember it only gives bonuses to the barbarians. You should destroy it if you are not a barbarian faction. I believe the above changes will solve the problem for Roman population explosions.
    54. Added Scutarii and Bull Warriors to slave, so Spain rebels build them now.
    55. Some Minor music added to the game for the Roman factions
    56. Removed annoying the “Day is ours” etc. from the game.
    57. Removed the Gong sound when ending a campaign turn.
    58. Cost rebalance for all units for Multiplayer Battles.
    59. All cavalry are more effective now in flank and rear routing of units.
    60. Made 3 Shades of red for Roman Factions. Senate now a dark purple.
    61. Added a Zone of Recruitment for Legionary Cohorts, Princepes, and Triarii. They Only can be built in italy and some bordering provinces, marked by a little Roman shield for provinces that can recruit them, cohorts, and 1st cohorts.
    62. Changed speed of Roman Medium cavalry to be faster than before.
    63. Adjusted Mass based off unit type and class. Heavy units now punch through light unit lines more.
    64. Increased Character Movement Points, Armies can move farther now.
    65. Roads now have Law Bonus, this is to reflect civilizations Laws and culture influence.
    66. Added Eastern, Greek, Numidian Legionaries to Their respective provinces for Roman Players. Do not be fooled these units are NOT as good as Italian Legionaries, but better than Auxillia. Black shield Icon marked provinces where they can be recruited.
    67. Adjusted Ships so Roman ships cost more and reduce build time to 0, Its MUCH harder now to keep the seas, and protect your supply lines!
    68. Removed Britons from Playable faction and removed their Boats, They will now stay on their Island like in Real life, yet that Island will be bloody to take!
    69. Foreign Temples, Taverns, Caravans, Secret police, Greek theaters, Blacksmiths now contain a Negative bonus which will hurt Population and Happiness. I recommend destroying the Buildings.
    70. Added New Loading Screen and New Intro Video. Added New menu video
    71. Added new FMV Videos for Lose, Win, and Death for Roman factions.
    72. Added New Judean Zealots, Judean archers, Rebel only.
    73. Added New Syrian Auxillia Archers for Romans.
    74. Added Stronger armies for Spanish Rebels, Bull warriors etc
    75. Added Gaul Heavy Spear Infantry, since Gaul has so few units and this was requested.
    76. Raised Purchase & Upkeep cost of Mercenary units.
    77. Increased abilities of mercenaries so they are more effected than their standard counterparts.
    78. Adjusted Sounds so Roman Soldiers say something better, plus attacks statements are changed also.
    79. Added Skymod for patch 1.5, Changes Weather and Time of day for Battles, morning, noon, and NIGHT BATTLES!
    80. Added 0ver 200 more Quotes Mod
    81. Changed Campaign menu maps to reflect the color and provinces each faction owns.
    82. Added new Campaign music for Egyptian faction
    83. Roman players can now recruit Praetorians "IF" they have ROME and if it has an Imperial Palace.
    84. NEW FORMATION! Shield wall for Roman Infantry units, this formation replaces the Loose Formation for Roman infantry units. Loose formation applies to all other units as normal.
    85. Added more grass to the battlefields.
    86. Added Buttons to SPQR for campaign that matches the Custom buttons.
    87. Tighter formations for most of the cavalry units.
    88. Added new Traits for more AI command stars
    89. Added New Group formations for Roman Player
    90. Docks on have 1 trade fleet for Romans
    91. Trading posts etc have less routes for Romans
    93. Added Legion Names to 1st cohorts. Each of the 28 Regions have one 1st cohort that has a specific unique legion name. It up to the player to play historically with 1 legion name per legion or not.
    94. Added New Triumph Trait for Romans, depends on how many enemies killed in battle, and how many provinces you take. Minor Triumph, Triumph, Large Triumph, Great Triumph, Spectacular Triumph.
    95. Added Sinuhet's Version 3 Formations customized for SPQR mod.
    96. Added New Icons on strategy map to show where Legions and imitation Legion can be recruited. Small Shields
    97. Elephants and Chariot Riders now use Javelins. Makes them more effective in the game.
    98. Increased mining bonus, and increased purchase cost, you also need a Large town to build the first Mine.
    99. Added New Ship Models for Campaign Map from Riczu
    100. Adjusted Particles to 2000 instead of 8000, much better performance for the HUGE battles in SPQR, plus no noticeable difference in Dust. Same was done for Smoke.
    101. Changed Unit sizes for all Factions, Battle more epic and Players playing on Large settings get more balanced gameplay.
    102. Besides adding new Roman fort that is fixed, I also added Forts for the Other Factions.
    103. Added new campaign map from Icetorque, custom adjusted for SPQR
    104. Spartans and Triarii can use Both swords and spears in battle.
    105. Added New horse mod tailored for SPQR
    106. HISTORICAL BATTLE DO NOT WORK CORRECTLY, PLAY AT OWN RISK.
    107. Romans only ones that build Stone Roads, but other factions get Trade bonus on dirt roads, so not penalty. Makes an area Romanized.
    108. Pre-Marius Artillery added, later replaced by Post-Marius Artillery.
    109. Night Battles in Campaign game and Custom Maps now work in SPQR 6.0
    110. New win conditions, you must take 155 province to Win in SPQR: TW
    111. NEW GARRSION SCRIPT, when running the script by clicking the ESC key and then clicking on the “?” Icon and then clicking the showme Icon under the adviser you will activated a script that produces garrisons when the PLAYER no matter which faction he or she plays, gets NEAR to or SIEGES the city. The script will automatically make a garrison as if the town gathered to fight off the attack. You will need to activate the script EACH time you LOAD a SAVED GAME. Otherwise the script doesn’t have to be loaded constantly while playing the campaign.
    112. SPQR Now ported over to 1.5 Patched RTW, DO NOT Use SPQR 6.2 Unless you have the 1.5 patch installed!
    113. Scipii and Brutii factions removed, SPQR now uses a Unified Rome, with the Senate still in control of Rome.
    114. Added Special EB animation pack from Alin, That adds, Javelin for Elephant and chariots, Roman Gladius fighting, Barbarian slashing sword (works for axemen also), foot archers, overhand hoplites and many more. All of which can be fast or regular movement depending on the unit.
    115. Mines Produce more Money than Vanilla mines.
    116. Senate starts out with 5 Legions but can recruit Praetorians anytime. Rome cannot last long if attacked to many times, defend her well.
    117. Elephants carry 4 riders now instead of 3. This makes them more effective than before.
    118. Assassin traits adjusted, the better the Forum the better the assassin.
    119. The player can now recruit Generals. The upkeep is low, but the purchase cost is high for the Romans. All factions can recruit Generals.
    120. Cost and upkeep for Diplomats, Assassins, and Spies have been raised. This allows a More strategic use for these useful and important units. Romans cost for these units is more than the other factions. As your empire Grows you will be able to afford more of these special units.
    121. Building Amphitheaters will allow the recruitment of Gladiators, each level allows a different type to be built.
    122. Game should be easier on Easy and Medium settings than for 6.0 version. Lower AI chevrons, and More mixed Units in AI armies.
    123. Greek_Cities and Macedon now have ability to make Elephants if they have the resource.
    124. 4 Turn per Year added to the garrison script this means if you use the script you must always use it during your campaign or risk corrupted saved games. No more turning the script on and off when wanted.
    125. Higher level Barracks give Experience for Lower level units. Suggestion from a fan, which was a good idea.
    126. Fixed Auxilia Cavalry2, so some systems dont crash in loading battles. (Special thanks to jegui & ferres for pointing it out)
    127. Added new Loyalty traits for Roman Faction, so watch your Generals. Some Generals with 0 Loyalty may still stand you others may not,
    but in any case it is wise to watch the loyalty of your not so loyal Generals. Only taking care of the situation once its obvious what they are doing.
    128. Added Warcry Back into SPQR barbarian units. (back by special request of some great fans)
    129. Added Original Vanilla Grass, so systems can get FPS boost. (again special request by the lowend system fans)
    130. Added NEW Model/Skins for Late period Romans from Ferres.
    131. New Gloss files for the Romans, Parthian Immortals, Sacred Band, and Spartans.
    132. A NEW More Historical Map
    133. Added New AI formations for Battle AI behavior from Sinuhet.

    ----------------------------------------------
    Latest Changes\ Update Log: 06/18/2007
    ----------------------------------------------

    ===== SPQR Total War: 6.4 ====

    1. Archers Now Fire on heavy units, fixed a CA related bug that cause archers not to shoot at very heavy infantry for AI factions. You will need Testudo!
    2. Doubled Battle time so battles last twice as long as before.
    3. Greek and Macedon units cost more, making a little more chalenge for those players, plus limits the massive armies they seem to wield because of money.
    4. Added New events that can trigger Governor Revolts and Also a New Trigger for allowing CHaracters to GAIN LOYALTY in Imperial Cities complete with all
    the buildings.
    5. Added new hidden traits and trigger that allow Generals that fought MANY battles to have units under their command have battlefield bonuses.
    6. ADJUSTED Imperial Legionary Skins and centurions to reflect a more Heavily Armoured unit.
    7. Cavalry has more effect on Attacking infantry from behind and in general.
    8. Garrison Script changed to reflect more archers since the AI uses them more effectly now.
    9. Spartans increased in effectiveness.
    10. Generals that suffers a clear defeat in more than 3 battles against the same nation (greek, egyptian, etc.), has a 70% chance of becoming Afraid of that People.
    11. Slaves are worth more now, A wise governor will see the value of Slaves.
    12. Keeping more than 100K in the bank will cause Governors to become unreliable, increasing to 250K, 500k, and 1M, Increase bad traits and possible revolts.
    13. Legionaries now recruited by Province, this means Legio 1 legionaries cannot merge with Legio 2 Legionaries. This adds more challenge to the game and is realistic.
    For people that play like myself, this change will not effect gameplay much. But will make others play similar to how the mod was Meant to be played.
    14. Legion Numbers now listed in City details and Name. No longer will you wonder which legion is from which province.
    15. Elections are picked from leaders that Arent that Loyal to your faction, so the Senate can trust them, you may wish to keep 0 loyalty leaders for senate offices.
    16. Fixed minor Navigator Bug.
    17. Archer Ammo lowered because of archer fix double ammo isnt needed now.
    18. Adjust Ancillaries for Players, No longer will it be so easy to get ancillaries of specific types.
    19. Adjusted General Units to the Proper strength due to changes with the Archer fix.
    20. Carthage is MUCH more powerful in SPQR now.
    21. Carthage under Hannibal has taken a Roman Province making them a SERIOUS threat early in the Game.
    22. Elephants are better balanced and MORE powerful, beware of them Javelinmen are a MUST.
    23. Adjusted Civilized Nations Cities, They now have Stone walls to reflect the OLD WORLD before the Rise of Rome.
    24. More Spartans for Sparta and Sparta starts out with No Walls.
    25. Macedon Toned down a little to prevent the overwelming of other nations.
    26. Ancillaries have been adjusted or fixed.
    27. Garrison Script Modified Slightly.
    28. Character Traits adjusted on LOYALTY, helping the Player to get more loyal Generals at start.
    29. Adjusted Skins for Roman Units and Standards.
    30. Added more mercenary units, Now there are Spartan Hoplites, Thespian Hoplites, African Heavy Mercenaries, Judean Mercenaries, Barbarian swords, noble cavalry, Barbarian Skirmishers, Sword Hoplites, Iberian Infantry, Cataphract Elephants
    31. Added more Mercenaries Per Province, Now there are alot more to recruit.
    32. Mercenary Upkeep Lowered to Half the puchase cost with a couple exceptions.
    33. Increased Siege weapon numbers
    34. Increase Strength of Walls and Gates
    35. Adjusted Unrest, now with the exception of a few areas will have 0%-50% unrest all the time, some areas like Spain, Judea, and Briton will remain at 70-80% constant.
    36. Added more Gloss Files for Roman standards centurions, Greek _Cities, Macedon, Seleucid, and Carthage.
    37. Gladiators are ONLY recruitable in Capua now. Historical site for the best gladiators in Rome.
    38. Added new Officer Model for Romans, More realistic Higher quality than the CA model.
    39. Misc Other Small Changes.



    ----------------------------------------------
    About Loyalty in SPQR 6.4
    ----------------------------------------------

    In this Update, SPQR will now have loyalty. Loyalty is affected by several factors.

    1. A General is TOO successful on a Battlefield, Watch how many Victories your General Gets, There is no set number for loyalty loss, but it gives you a
    Good Idea if you have been using him TOO much. lol
    2. A General is Away from the Cities of Rome too Long. Sometimes this cannot be avoided, but LONG campaigns can effect them a little.
    3. A General is getting too Much Political Support. This isnt too much of a Worry since the Senate doesnt choose your faction for Offices, but it still happens.

    If you are the type of player that uses one General to do battle, I should warn you to watch his loyalty as him may not be as loyal as his was before.
    Also if you find a General is getting low on Loyalty you can retire him to Governorship, there is a chance he can regain Loyalty once he tastes the good life again.
    It is Possible for Characters/Generals to Gain upto 5 Loyalty Rings by being a Governor, of course remote rich Provinces could cause a Governor to rebel Outright. lol
    Learn to Manage your Generals and Family Members, remember just because they have 0 Loyalty doesnt mean they wouldnt make a good governor!
    Generals and Family Members aquire Governor Traits the longer they spend in the position, so just because a Young General isnt a good governor yet,
    Give him time and you will see how much better he becomes at the job!

    Province City Legion No.
    ---------------------------------------------------
    Venetia Patavium legion1
    Lucana Paestum legion2
    Viennensis Massilia legion3
    Aetolia Naupactus legion4
    Etruria Arretium legion5
    Samnium Beneventum legion6
    Tarraconensis Tarraco legion7
    Bruttium Reghion legion8
    Alpes_Maritime Nicaea legion9
    Carpentania Toletum legion10
    Alpes_Cottiae Mediolanum legion11
    Umbria Arminium legion12
    Liguria Genua legion13
    Campania Capua legion14
    Epirus_Vetus Ambrakia legion15
    Narbonensis Tolosa legion16
    Alpes_Poenninae Darantasia legion17
    Histria Tergeste legion18
    Lugdunensis_I Lugdunum legion19
    Sicilia_Romanus Messana legion20
    Sicilia_Graecus Syracusa legion21
    Illyricum Salona legion22
    Sardinia Carali legion23
    Calabria Taras legion24
    Sicilia_Poeni Lilybeon legion25
    Epirus_Nova Apollonia legion26
    Baliares Palma legion27
    Picenum Asculum legion28
    LT_1956 Creator of SPQR: Total War


    SPQR:TW Mod forums

  2. #2
    Daimyo, Sultan & True Roman Member Crian's Avatar
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    Default Re: ***SPQR 6.4 released Last version of Mod***

    I know this mod, I played it a year ago. Great mod, huge battles, and tough.

    EDIT: Hmmm... wait a minute, lt_1956, you said you weren't updating SPQR anymore right? Haha! I guess old habits die hard. :D
    Last edited by Crian; 06-19-2007 at 13:26.



    "Why did we attack the Iceni? Why did we destroy that cargo? I can live with being a pawn if the game makes sense!" - Wingman, Mission 3: The Romans Blunder, Freespace 2

  3. #3

    Default Re: ***SPQR 6.4 released Last version of Mod***

    Normally your right, but I found a nice breakthrough for AI Archers to fire on Heavy units. I had to do alot of rebalancing but it worked nice and IMO battles and better than they were in the 1.2 patch versions.


    Give it a shot I think you will be surprised at the changes in this version it is the last version though. I added some more mercs and other things since it was an chance to fit as much extra in. Basically I want to sit down and enjoy the mod I made, something that is hard to do when its modded all the time.

    There are alot of nice models added also, Roman Officer comes to mind, as well as alot of changes that make SPQR even more challenging. Now the date is 215bc and HANNIBAL is something the Roman player wil have to deal with.

    Lt
    LT_1956 Creator of SPQR: Total War


    SPQR:TW Mod forums

  4. #4
    Daimyo, Sultan & True Roman Member Crian's Avatar
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    Default Re: ***SPQR 6.4 released Last version of Mod***

    Sounds great!

    Too bad I don't have time to play though as I'm involved in a little modding myself. Great work lt I'm sure people are enjoying these improvements you made.



    "Why did we attack the Iceni? Why did we destroy that cargo? I can live with being a pawn if the game makes sense!" - Wingman, Mission 3: The Romans Blunder, Freespace 2

  5. #5

    Default Re: ***SPQR 6.4 released Last version of Mod***

    erm i wanted to download this mod again but i've tried two differnt downloads but when i've finished cyberdefender comes up saying that an irc virus has been found and the file has been quaratined. what do i do coz i realy wanbt to play this mod, is the antivirus thing reading it wrong or is it part of the program ?

  6. #6
    Honorary Argentinian Senior Member Gyroball Champion, Karts Champion Caius's Avatar
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    Default Re: ***SPQR 6.4 released Last version of Mod***

    I can't play this game. I just see a black screen.




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    But never in my favour
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